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Lesson4.2 - Choosing the Target Function for a Checkers AI - Designing A Learning System -

  Choosing the Target Function for a Checkers AI When designing an AI to play checkers, one critical decision is selecting the target function. This function defines the what the AI will learn. There are two primary approaches to consider.    Choice 1: The `ChooseMove` Function   Function Type: `ChooseMove: B → M`   Description: This function takes any board state from the set of legal board states `B` and produces a move from the set of legal moves `M`.   Goal: The aim is to improve the AI's performance `P` in the task `T` (playing checkers) by learning the `ChooseMove` function . This function effectively decides the best move in any given board state.   Implication: The choice of the `ChooseMove` function is pivotal as it directly dictates the AI's move in each turn, focusing on immediate decision making.    Choice 2: The `V` Function   Function Type: `V: B → R`   Description: This function maps any legal board...

Lesson4.1 : Designing a Learning System for Checkers Problem - The Training Experience

Goal : Design program to play checkers and compete in world checkers tournament. There are various steps to design a system that learns to play checkers. This blog focuses on the first step. Step 1 : Choosing the Training Experience The effectiveness of a learner's training hinges greatly on the type of training experience it receives. Different training experiences can lead to drastically different outcomes, with some facilitating success and others paving the way for failure.   Type of training data used: The challenge of designing a learning system for playing checkers can be well-understood through the lens of the type of training data used: direct training examples versus indirect information. Both methods have their unique challenges and advantages, and they contribute differently to the system's learning process. Direct Training Examples In the context of checkers, direct training examples would consist of specific board states paired with the best possible move for each...

Lesson3 - MNIST as Well-Posed Learning Problem

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The MNIST Dataset: A Playground for Handwritten Digit Recognition The MNIST (Modified National Institute of Standards and Technology) dataset is a cornerstone of machine learning, particularly for image recognition tasks. It's a widely used dataset containing handwritten digits (0-9) that researchers and developers use to train and evaluate machine learning models. Here's a closer look at the MNIST dataset: Data Composition: 60,000 training images: Each image is a 28x28 grayscale pixel representation of a handwritten digit. 10,000 testing images: Used to evaluate the performance of machine learning models trained on the training data. Balanced representation: Each digit class (0-9) has an equal representation in both the training and testing sets. Pre-processed images: The images are already pre-centered and normalized, making them ready for immediate use by machine learning algorithms. Why is MNIST popular? Simple and well-defined: The task of classifying handwritten digits is...