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CS 478 Machine Learning

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Nosocomial Infection Detection (I) Nosocomial infections are estimated to affect 6-12% of hospitalised patients ... cluster of nosocomial colonisation/infection. ... – PowerPoint PPT presentation

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Title: CS 478 Machine Learning


1
CS 478 - Machine Learning
  • Introduction

2
A Practical Definition
  • Learning is
  • Any change in a system that allows it to perform
    better the second time on repetition of the same
    task or on another task drawn from the same
    population
  • (Herbert Simon)

3
  • What would be the potential benefits of computers
    capable of learning?

4
Benefits of Machine Learning (I)
  • Learning overcomes the knowledge acquisition
    bottleneck.
  • Alternative to hard-coded heuristics (e.g., ES
    and Minimax)
  • Fully re-programmable vs read-only knowledge
    bases

5
Benefits of Machine Learning (II)
  • Some algorithms are difficult to develop.
  • Only partial specs and some examples may be
    available.
  • Some things may not be computable in the
    traditional sense.

6
Benefits of Machine Learning (III)
  • Learning is more robust than programming.
  • No redesign or recoding is ever necessary.
  • Only new information needs be given and the
    system adapts to it (much as humans do).

7
Benefits of Machine Learning (IV)
  • Learning is more adaptive than programming.
  • Only specific instances need be given.
  • Behavior arises as a result of reaction to these
    instances.

8
Benefits of Machine Learning (V)
  • Machines are less vulnerable.
  • No feelings or emotions (i.e., subjectivity).
  • Not subject to most human hazards (e.g., disease,
    radioactivity).

9
Benefits of Machine Learning (VI)
  • Machines are fast.
  • Can be expected to perform learned tasks more
    efficiently than their human counterparts.

10
Benefits of Machine Learning (VII)
  • Constructing artificial learning systems offers
    insight into the learning process.
  • Cognitive psychology.
  • Improved teaching methods.

11
Benefits of Machine Learning (VIII)
  • It is Exciting!
  • Intellectually challenging.
  • Lots of neat applications.

12
  • A couple of examples

13
Survey and Online Game (I)
14
Survey and Online Game (II)
Simple
or
Complex
0-13136 Poor 21 13136-19453 Fair 91 19453-257
69 Good 90 25769-32086 Excellent 39 32086 Ou
tstanding 15
15
Nosocomial Infection Detection (I)
  • Nosocomial infections are estimated to affect
    6-12 of hospitalised patients
  • These infections have significant effects on
    mortality, mean length of hospital stay and
    antibiotics usage, and result in many 100000
    annual cost to the NHS in the UK
  • Modern hospitals may have more than 500 beds and
    laboratories may receive in excess of 100000
    specimens per annum
  • Clues to incidents are easily lost in the vast
    amount of data
  • No single member of the laboratory team sees all
    reports
  • It is less likely that a single staff member will
    handle several specimens from an outbreak

16
Nosocomial Infection Detection (II)
  • There have been sporadic clusters of colonisation
    with a few cases of infection from 1995 to 1999.
    The strains involved were mostly identified to
    the species Klebsiella aerogenes and showed
    resistance to multiple antibiotics. The data
    downloaded as input for development of the
    cross-infection detection program included one of
    these clusters. This was not actually called as
    an outbreak, because small numbers of patients
    were involved, and the organisms were identified
    as multi-resistant Klebsiella oxytoca, rather
    than Klebsiella aerogenes. However, in
    retrospect, these organisms had closely similar
    antibiograms and biochemical patterns, and
    probably represented a cluster of nosocomial
    colonisation/infection. This cluster was
    strikingly obvious in the teaching set output
    from the detection program.

17
  • How does learning take place?

18
Learning Modes
  • By being told (i.e., programming).
  • By analogy (i.e., seeking similarities within or
    across domains).
  • By induction (i.e., directly from instances).
  • In this class, we focus on inductive learning.

19
Inductive Learning
  • Induction is a process that involves
    intellectual leaps from the particular to the
    general.
  • Simple illustrations
  • Card Game
  • Play Tennis

20
Card Game
Y
Y
Y
N
N
IF BG green OR has only 2 ellipses THEN Y ELSE N
N
Y
Y
N
21
Play Tennis
What is the general concept?
22
Rote Learning
  • Until you discover the rule/concept(s), the very
    BEST you can ever expect to do is
  • Remember what you observed
  • Guess on everything else
  • No better than MEMORISATION

23
Induction
  • What you do when you accurately predict
  • Whether the next card is in the defined class
  • Whether today is good for playing tennis
  • i.e., when you generalize from your observations
  • Claim All most of the laws of nature were
    discovered by inductive reasoning

24
  • How is this implemented?

25
System Architecture
IdealSystem
DesiredOutput
(Desired)
(Actual)
Performer
ActualOutput
Input
KnowledgeBase
Critic
Learner
26
System Components
  • KB current expertise
  • Performer algorithm that uses the KB to guide
    its problem-solving activity
  • Critic feedback module (e.g., compares actual
    with desired, measures goodness)
  • Learner mechanism that uses information from the
    Critic to update the KB

27
General Taxonomy
  • Supervised learning
  • Critic Desired Output
  • E.g., classification, program synthesis
  • Unsupervised learning
  • Critic only
  • E.g., clustering, genetic algorithms

28
KB and Learner
  • Symbolic, rule-like KB and Learner
  • Traditional ML
  • Sub-symbolic, connectionist KB and Learner
  • Neural Networks
  • Symbolic/Connectionist KB and/or Learner
  • Hybrid approaches

29
ML Approaches (I)
  • Supervised Learning
  • Symbolic Methods
  • TDIDT ID3, C4.5, OC1, etc.
  • Sequential covering CN2, PROGOL, etc.
  • IBL k-NN, IBk, etc.
  • Probabilistic Naïve Bayes, etc.
  • Connectionist Methods
  • Perceptron
  • Backpropagation NN

30
ML Approaches (II)
  • Unsupervised Learning
  • Symbolic Methods
  • K-Means
  • EM
  • COBWEB
  • Etc.
  • Connectionist Methods
  • Competitive Learning
  • Kohonen SOM
  • Etc.

31
ML Approaches (III)
  • Association Learning
  • Apriori
  • GRI
  • Etc.
  • Genetic Algorithm

32
  • Other issues we will (partially) address

33
General Issues
  • Performance evaluation
  • Model selection
  • Overfitting
  • Data representation
  • Learnability
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