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Huffman code and ID3

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Data Compression Variable Length Bit Codings Suppose A appears 50 times in text, ... 9% (.09) C : 15% (.15) D : 11% (.11) E : 40% (.40) F : ... – PowerPoint PPT presentation

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Title: Huffman code and ID3


1
Huffman code and ID3
CS 157 B Lecture 18
  • Prof. Sin-Min Lee
  • Department of Computer Science

2
Data Compression
  • Data discussed so far have used FIXED length for
    representation
  • For data transfer (in particular), this method is
    inefficient.
  • For speed and storage efficiencies, data symbols
    should use the minimum number of bits possible
    for representation.

3
Data Compression
  • Methods Used For Compression
  • Encode high probability symbols with fewer bits
  • Shannon-Fano, Huffman, UNIX compact
  • Encode sequences of symbols with location of
    sequence in a dictionary
  • PKZIP, ARC, GIF, UNIX compress, V.42bis
  • Lossy compression
  • JPEG and MPEG

4
Data Compression
  • Average code length
  • Instead of the length of individual code
  • symbols or words, we want to know the
  • behavior of the complete information source

5
Data Compression
  • Average code length
  • Assume that symbols of a source alphabet
    a1,a2,,aM are generated with probabilities
    p1,p2,,pM
  • P(ai) pi (i 1, 2, , M)
  • Assume that each symbol of the source alphabet is
    encoded with codes of lengths l1,l2,,lM

6
Data Compression
  • Average code length
  • Then the Average code length, L, of an
    information source is given by

7
Data Compression
  • Variable Length Bit Codings
  • Rules
  • Use minimum number of bits
  • AND
  • No code is the prefix of another code
  • AND
  • 3. Enables left-to-right, unambiguous decoding

8
Data Compression
  • Variable Length Bit Codings
  • No code is a prefix of another
  • For example, cant have A map to 10 and B map
    to 100, because 10 is a prefix (the start of) 100.

9
Data Compression
  • Variable Length Bit Codings
  • Enables left-to-right, unambiguous decoding
  • That is, if you see 10, you know its A, not
    the start of another character.

10
Data Compression
  • Variable Length Bit Codings
  • Suppose A appears 50 times in text, but B
    appears only 10 times
  • ASCII coding assigns 8 bits per character, so
    total bits for A and B is 60 8 480
  • If A gets a 4-bit code and B gets a 12-bit
    code, total is 50 4 10 12 320

11
Data Compression
  • Variable Length Bit Codings
  • Example

Source Symbol P C1 C2 C3 C4 C5 C6
A 0.6 00 0 0 0 0 0
B 0.25 01 10 10 01 10 10
C 0.1 10 110 110 011 11 11
D 0.05 11 1110 111 111 01 0
Average code length 1.75
12
Data Compression
  • Variable Length Bit Codings
  • Question
  • Is this the best that we can get?

13
Data Compression
  • Huffman code
  • Constructed by using a code tree, but starting at
    the leaves
  • A compact code constructed using the binary
    Huffman code construction method

14
Data Compression
  • Huffman code Algorithm
  • Make a leaf node for each code symbol
  • Add the generation probability of each symbol to
    the leaf node
  • Take the two leaf nodes with the smallest
    probability and connect them into a new node
  • Add 1 or 0 to each of the two branches
  • The probability of the new node is the sum of the
    probabilities of the two connecting nodes
  • If there is only one node left, the code
    construction is completed. If not, go back to (2)

15
Data Compression
  • Huffman code Example
  • Character (or symbol) frequencies
  • A 20 (.20) e.g., A occurs 20 times in a 100
    character document, 1000 times in a 5000
    character document, etc.
  • B 9 (.09)
  • C 15 (.15)
  • D 11 (.11)
  • E 40 (.40)
  • F 5 (.05)
  • Also works if you use character counts
  • Must know frequency of every character in the
    document

16
Data Compression
  • Huffman code Example
  • Symbols and their associated frequencies.
  • Now we combine the two least common symbols
    (those with the smallest frequencies) to make a
    new symbol string and corresponding frequency.

C .15
A .20
D .11
F .05
B .09
E .40
17
Data Compression
  • Huffman code Example
  • Heres the result of combining symbols once.
  • Now repeat until youve combined all the symbols
    into a single string.

C .15
A .20
D .11
BF .14
E .40
F .05
B .09
18
Data Compression
Huffman code Example
E .40
BFD .25
C .15
A .20
D .11
BF .14
F .05
B .09
19
Data Compression
ABCDEF1.0
  • Now assign 0s/1s to each branch
  • Codes (reading from top to bottom)
  • A 010
  • B 0000
  • C 011
  • D 001
  • E 1
  • F 0001
  • Note
  • None are prefixes of another

E .40
ABCDF .60
AC .35
BFD .25
C .15
A .20
D .11
BF .14
F .05
B .09
Average Code Length ?
20
Data Compression
  • Huffman code
  • There is no unique Huffman code
  • Assigning 0 and 1 to the branches is arbitrary
  • If there are more nodes with the same
    probability, it doesnt matter how they are
    connected
  • Every Huffman code has the same average code
    length!

21
Data Compression
  • Huffman code
  • Quiz
  • Symbols A, B, C, D, E, F are being produced by
    the information source with probabilities 0.3,
    0.4, 0.06, 0.1, 0.1, 0.04 respectively.
  • What is the binary Huffman code?
  • A 00, B 1, C 0110, D 0100, E 0101, F
    0111
  • A 00, B 1, C 01000, D 011, E 0101, F
    01001
  • A 11, B 0, C 10111, D 100, E 1010, F
    10110

22
Data Compression
  • Huffman code
  • Applied extensively
  • Network data transfer
  • MP3 audio format
  • Gif image format
  • HDTV
  • Modelling algorithms

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A decision tree is a tree in which each branch
node represents a choice between a number of
alternatives, and each leaf node represents a
classification or decision.
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  • One measure is the amount of information provided
    by the attribute.
  • Example Suppose you are going to bet 1 on the
    flip of a coin. With a normal coin. You might be
    willing to pay up to 1 for advance knowledge of
    the coin flip. However, if the coin was rigged so
    that 99 of the time heads come up, you would bet
    heads with an expected value of 0.98. So, in the
    case of the rigged coin, you would be willing to
    pay less that 0.02 for advance information of
    the result.
  • The less you know the more valuable the
    information is.
  • Information theory uses this intuition.

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We measure the entropy of a dataset,S, with
respect to one attribute, in this case the target
attribute, with the following calculation
where Pi is the proportion of instances in the
dataset that take the ith value of the target
attribute This probability measures give us an
indication of how uncertain we are about the
data. And we use a log2 measure as this
represents how many bits we would need to use in
order to specify what the class (value of the
target attribute) is of a random instance.
33
Entropy Calculations
  • If we have a set with k different values in it,
    we can calculate the entropy as follows
  • Where P(valuei) is the probability of getting the
    ith value when randomly selecting one from the
    set.
  • So, for the set R a,a,a,b,b,b,b,b

34
Using the example of the marketing data, we know
that there are two classes in the data and so we
use the fractions that each class represents in
an entropy calculation Entropy (S 9/14
responses, 5/14 no responses) -9/14 log2 9/14
- 5/14 log2 5/14 0.947 bits
35
Example
  • Initial decision tree is one node with all
    examples.
  • There are 4 ve examples and 3 -ve examples
  • i.e. probability of ve is 4/7 0.57
    probability of -ve is 3/7 0.43
  • Entropy is - (0.57 log 0.57) - (0.43 log
    0.43) 0.99

36
  • Evaluate possible ways of splitting.
  • Try split on size which has three values large,
    medium and small.
  • There are four instances with size large.
  • There are two large positives examples and two
    large negative examples.
  • The probability of ve is 0.5
  • The entropy is - (0.5 log 0.5) - (0.5 log
    0.5) 1

37
  • There is one small ve and one small -ve
  • Entropy is - (0.5 log 0.5) - (0.5 log 0.5)
    1
  • There is only one medium ve and no medium -ves,
    so entropy is 0.
  • Expected information for a split on size is
  • The expected information gain is 0.99 - 0.86
    0.13

38
  • Now try splitting on colour and shape.
  • Colour has an information gain of 0.52
  • Shape has an information gain of 0.7
  • Therefore split on shape.
  • Repeat for all subtree

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How do we construct the decision tree?
  • Basic algorithm (a greedy algorithm)
  • Tree is constructed in a top-down recursive
    divide-and-conquer manner
  • At start, all the training examples are at the
    root
  • Attributes are categorical (if continuous-valued,
    they can be discretized in advance)
  • Examples are partitioned recursively based on
    selected attributes.
  • Test attributes are selected on the basis of a
    heuristic or statistical measure (e.g.,
    information gain)

Information gain (information before split)
(information after split)
49
  • Conditions for stopping partitioning
  • All samples for a given node belong to the same
    class
  • There are no remaining attributes for further
    partitioning majority voting is employed for
    classifying the leaf
  • There are no samples left

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  • The basic algorithm for decision tree induction
    is a greedy algorithm that constructs decision
    trees in a top-down recursive divide-and
    conquer manner.
  • The basic strategy is as follows.
  • Tree STARTS as a single node representing all
    training dataset (samples)
  • IF the samples are ALL in the same class, THEN
    the node becomes a LEAF and is labeled with that
    class
  • OTHERWISE, the algorithm uses an entropy-based
    measure known as information gain as a heuristic
    for selecting the ATTRIBUTE that will best
    separate the samples into individual classes.
    This attribute becomes the node-name (test, or
    tree split decision attribute)
  • Select the attribute with the highest information
    gain (information gain is the expected reduction
    in entropy).

54
  • A branch is created for each value of the
    node-attribute (and is labeled by this value
    -this is syntax) and the samples are partitioned
    accordingly (this is semantics see example which
    follows)
  • The algorithm uses the same process recursively
    to form a decision tree at each partition. Once
    an attribute has occurred at a node, it need not
    be considered in any other of the nodes
    descendents
  • The recursive partitioning STOPS only when any
    one of the following conditions is true.
  • All samples for the given node belong to the same
    class or
  • There are no remaining attributes on which the
    samples may be further partitioning. In this case
    we convert the given node into a LEAF and label
    it with the class in majority among samples
    (majority voting)
  • There is no samples left a leaf is created with
    majority vote for training sample

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Information Gain as A Splitting Criteria
57
Information Gain Computation (ID3/C4.5) Case of
Two Classes
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