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Showing papers on "Active learning (machine learning) published in 2001"



Proceedings ArticleDOI
01 Oct 2001
TL;DR: This work proposes the use of a support vector machine active learning algorithm for conducting effective relevance feedback for image retrieval and achieves significantly higher search accuracy than traditional query refinement schemes after just three to four rounds of relevance feedback.
Abstract: Relevance feedback is often a critical component when designing image databases. With these databases it is difficult to specify queries directly and explicitly. Relevance feedback interactively determinines a user's desired output or query concept by asking the user whether certain proposed images are relevant or not. For a relevance feedback algorithm to be effective, it must grasp a user's query concept accurately and quickly, while also only asking the user to label a small number of images. We propose the use of a support vector machine active learning algorithm for conducting effective relevance feedback for image retrieval. The algorithm selects the most informative images to query a user and quickly learns a boundary that separates the images that satisfy the user's query concept from the rest of the dataset. Experimental results show that our algorithm achieves significantly higher search accuracy than traditional query refinement schemes after just three to four rounds of relevance feedback.

1,512 citations


Proceedings Article
28 Jun 2001
TL;DR: This paper presents an active learning method that directly optimizes expected future error, in contrast to many other popular techniques that instead aim to reduce version space size.
Abstract: This paper presents an active learning method that directly optimizes expected future error. This is in contrast to many other popular techniques that instead aim to reduce version space size. These other methods are popular because for many learning models, closed form calculation of the expected future error is intractable. Our approach is made feasible by taking a sampling approach to estimating the expected reduction in error due to the labeling of a query. In experimental results on two real-world data sets we reach high accuracy very quickly, sometimes with four times fewer labeled examples than competing methods.

929 citations


Journal ArticleDOI
TL;DR: This book is an introduction to support vector machines and related kernel methods in supervised learning, whose task is to estimate an input-output functional relationship from a training set of examples.
Abstract: This book is an introduction to support vector machines and related kernel methods in supervised learning, whose task is to estimate an input-output functional relationship from a training set of examples. A learning problem is referred to as classification if its output take discrete values in a set of possible categories and regression if it has continuous real-valued output.

689 citations


Book ChapterDOI
21 Aug 2001
TL;DR: This paper makes meta- learning in large systems feasible by using recurrent neural networks with attendant learning routines as meta-learning systems and shows that the approach to gradient descent methods forms non-stationary time series prediction.
Abstract: This paper introduces the application of gradient descent methods to meta-learning. The concept of "meta-learning", i.e. of a system that improves or discovers a learning algorithm, has been of interest in machine learning for decades because of its appealing applications. Previous meta-learning approaches have been based on evolutionary methods and, therefore, have been restricted to small models with few free parameters. We make meta-learning in large systems feasible by using recurrent neural networks withth eir attendant learning routines as meta-learning systems. Our system derived complex well performing learning algorithms from scratch. In this paper we also show that our approachp erforms non-stationary time series prediction.

645 citations


Journal ArticleDOI
TL;DR: In this article, a generic online learning control system based on the fundamental principle of reinforcement learning or more specifically neural dynamic programming is presented. But the authors focus on a systematic treatment for developing a generic RL control system.
Abstract: This paper focuses on a systematic treatment for developing a generic online learning control system based on the fundamental principle of reinforcement learning or more specifically neural dynamic programming. This online learning system improves its performance over time in two aspects: 1) it learns from its own mistakes through the reinforcement signal from the external environment and tries to reinforce its action to improve future performance; and 2) system states associated with the positive reinforcement is memorized through a network learning process where in the future, similar states will be more positively associated with a control action leading to a positive reinforcement. A successful candidate of online learning control design is introduced. Real-time learning algorithms is derived for individual components in the learning system. Some analytical insight is provided to give guidelines on the learning process took place in each module of the online learning control system.

634 citations


Journal ArticleDOI
TL;DR: It is shown that the support vector machine (SVM) classification algorithm, a recent development from the machine learning community, proves its potential for structure-activity relationship analysis in a benchmark test, compared to several machine learning techniques currently used in the field.

627 citations


Proceedings ArticleDOI
29 Nov 2001
TL;DR: An approach for incremental learning with support vector machines is presented, that improves the existing approach of Syed et al. (1999), and an insight into the interpretability of support vectors is given.
Abstract: Support vector machines (SVMs) have become a popular tool for machine learning with large amounts of high dimensional data. In this paper an approach for incremental learning with support vector machines is presented, that improves the existing approach of Syed et al. (1999). An insight into the interpretability of support vectors is also given.

587 citations


Journal ArticleDOI
TL;DR: This paper examines a number of challenges for machine learning that have hindered its application in user modeling, including the need for large data sets; theneed for labeled data; concept drift; and computational complexity.
Abstract: At first blush, user modeling appears to be a prime candidate for straightforward application of standard machine learning techniques. Observations of the user's behavior can provide training examples that a machine learning system can use to form a model designed to predict future actions. However, user modeling poses a number of challenges for machine learning that have hindered its application in user modeling, including: the need for large data sets; the need for labeled data; concept drift; and computational complexity. This paper examines each of these issues and reviews approaches to resolving them.

418 citations



Proceedings Article
04 Aug 2001
TL;DR: Experimental results show that active learning can substantially reduce the number of observations required to determine the structure of a domain.
Abstract: The task of causal structure discovery from empirical data is a fundamental problem in many areas. Experimental data is crucial for accomplishing this task. However, experiments are typically expensive, and must be selected with great care. This paper uses active learning to determine the experiments that are most informative towards uncovering the underlying structure. We formalize the causal learning task as that of learning the structure of a causal Bayesian network. We consider an active learner that is allowed to conduct experiments, where it intervenes in the domain by setting the values of certain variables. We provide a theoretical framework for the active learning problem, and an algorithm that actively chooses the experiments to perform based on the model learned so far. Experimental results show that active learning can substantially reduce the number of observations required to determine the structure of a domain.

Proceedings ArticleDOI
01 Sep 2001
TL;DR: This model explains why and when SVMs perform well for text classification and connects the statistical properties of text-classification tasks with the generalization performance of a SVM in a quantitative way.
Abstract: This paper develops a theoretical learning model of text classification for Support Vector Machines (SVMs). It connects the statistical properties of text-classification tasks with the generalization performance of a SVM in a quantitative way. Unlike conventional approaches to learning text classifiers, which rely primarily on empirical evidence, this model explains why and when SVMs perform well for text classification. In particular, it addresses the following questions: Why can support vector machines handle the large feature spaces in text classification effectively? How is this related to the statistical properties of text? What are sufficient conditions for applying SVMs to text-classification problems successfully?


Posted Content
TL;DR: This work outlines the critical features of an active learner and presents a sampling-based active learning method, BOOTSTRAP-LV, which identifies particularly informative new data for learning based on the variance in probability estimates, and uses weighted sampling to account for a potential example's informative value for the rest of the input space.
Abstract: In many cost-sensitive environments class probability estimates are used by decisionmakers to evaluate the expected utility from a set of alternatives. Supervisedlearning can be used to build class probability estimates; however, it often is verycostly to obtain training data with class labels. Active sampling acquires data incrementally,at each phase identifying especially useful additional data for labeling,and can be used to economize on examples needed for learning. We outline thecritical features for an active sampling approach and present an active samplingmethod for estimating class probabilities and ranking. BOOTSTRAP-LV identifies particularlyinformative new data for learning based on the variance in probability estimates,and by accounting for a particular data item's informative value for therest of the input space. We show empirically that the method reduces the numberof data items that must be obtained and labeled, across a wide variety of domains.We investigate the contribution of the components of the algorithm and show thateach provides valuable information to help identify informative examples. We alsocompare BOOTSTRAP-LV with UNCERTAINTY SAMPLING,a n existing active samplingmethod designed to maximize classification accuracy. The results show that BOOTSTRAP-LV uses fewer examples to exhibit a certain class probability estimation accuracyand provide insights on the behavior of the algorithms. Finally, to further ourunderstanding of the contributions made by the elements of BOOTSTRAP-LV, we experimentwith a new active sampling algorithm drawing from both UNCERTAINIYSAMPLING and BOOTSTRAP-LV and show that it is significantly more competitivewith BOOTSTRAP-LV compared to UNCERTAINTY SAMPLING. The analysis suggestsmore general implications for improving existing active sampling algorithms forclassification.

Journal ArticleDOI
TL;DR: In this article, the authors report on a study in which animation is utilized in more of a "homework" learning scenario rather than a "final exam" scenario and find that students use sophisticated combinations of instructional materials in learning scenarios.
Abstract: One important aspect of creating computer programs is having a sound understanding of the underlying algorithms used by programs. Learning about algorithms, just like learning to program, is difficult, however. A number of prior studies have found that using animation to help teach algorithms had less beneficial effects on learning than hoped. Those results surprise many computer science instructors whose intuition leads them to believe that algorithm animations should assist instruction. This article reports on a study in which animation is utilized in more of a “homework” learning scenario rather than a “final exam” scenario. Our focus is on understanding how learners will utilize animation and other instructional materials in trying to understand a new algorithm, and on gaining insight into how animations can fit into successful learning strategies. The study indicates that students use sophisticated combinations of instructional materials in learning scenarios. In particular, the presence of algorithm animations seems to make a complicated algorithm more accessible and less intimidating, thus leading to enhanced student interaction with the materials and facilitating learning.

01 Jan 2001
TL;DR: This dissertation demonstrates that supervised learning algorithms that use a small number of labeled examples and many inexpensive unlabeled examples can create high-accuracy text classifiers.
Abstract: One key difficulty with text classification learning algorithms is that they require many hand-labeled examples to learn accurately. This dissertation demonstrates that supervised learning algorithms that use a small number of labeled examples and many inexpensive unlabeled examples can create high-accuracy text classifiers. By assuming that documents are created by a parametric generative model, Expectation-Maximization (EM) finds local maximum a posteriori models and classifiers from all the data—labeled and unlabeled. These generative models do not capture all the intricacies of text; however on some domains this technique substantially improves classification accuracy, especially when labeled data are sparse. Two problems arise from this basic approach. First, unlabeled data can hurt performance in domains where the generative modeling assumptions are too strongly violated. In this case the assumptions can be made more representative in two ways: by modeling sub-topic class structure, and by modeling super-topic hierarchical class relationships. By doing so, model probability and classification accuracy come into correspondence, allowing unlabeled data to improve classification performance. The second problem is that even with a representative model, the improvements given by unlabeled data do not sufficiently compensate for a paucity of labeled data. Here, limited labeled data provide EM initializations that lead to low-probability models. Performance can be significantly improved by using active learning to select high-quality initializations, and by using alternatives to EM that avoid low-probability local maxima.

Journal ArticleDOI
01 Jun 2001
TL;DR: It is argued that the reward-penalty and reward-inaction learning paradigms in conjunction with the continuous and discrete models of computation, lead to four versions of pursuit learning automata, and proves the E-optimality of the newly introduced algorithms, and presents a quantitative comparison between them.
Abstract: A learning automaton (LA) is an automaton that interacts with a random environment, having as its goal the task of learning the optimal action based on its acquired experience. Many learning automata (LAs) have been proposed, with the class of estimator algorithms being among the fastest ones, Thathachar and Sastry, through the pursuit algorithm, introduced the concept of learning algorithms that pursue the current optimal action, following a reward-penalty learning philosophy. Later, Oommen and Lanctot extended the pursuit algorithm into the discretized world by presenting the discretized pursuit algorithm, based on a reward-inaction learning philosophy. In this paper we argue that the reward-penalty and reward-inaction learning paradigms in conjunction with the continuous and discrete models of computation, lead to four versions of pursuit learning automata. We contend that a scheme that merges the pursuit concept with the most recent response of the environment, permits the algorithm to utilize the LAs long-term and short-term perspectives of the environment. In this paper, we present all four resultant pursuit algorithms, prove the E-optimality of the newly introduced algorithms, and present a quantitative comparison between them.

Proceedings ArticleDOI
21 May 2001
TL;DR: The rise of task primitives in robot learning from observation is described, a framework is developed that uses observed data to initially learn a task and the agent then goes on to increase its performance through repeated task performance (learning from practice).
Abstract: This paper describes the rise of task primitives in robot learning from observation. A framework is developed that uses observed data to initially learn a task and the agent then goes on to increase its performance through repeated task performance (learning from practice). Data that is collected while the human performs a task is parsed into small parts of the task called primitives. Modules are created for each primitive that encode the movements required during the performance of the primitive, and when and where the primitives are performed. The feasibility of this method is currently being tested with agents that learn to play a virtual and an actual air hockey game.


Book ChapterDOI
21 Aug 2001
TL;DR: A new on-line algorithm for learning a SVM based on Radial Basis Function Kernel: Local Incremental Learning of SVM or LISVM, which exploits the "locality" of RBF kernels to update current machine by only considering a subset of support candidates in the neighbourhood of the input.
Abstract: In this paper, we propose and study a new on-line algorithm for learning a SVM based on Radial Basis Function Kernel: Local Incremental Learning of SVM or LISVM. Our method exploits the "locality" of RBF kernels to update current machine by only considering a subset of support candidates in the neighbourhood of the input. The determination of this subset is conditioned by the computation of the variation of the error estimate. Implementation is based on the SMO one, introduced and developed by Platt [13]. We study the behaviour of the algorithm during learning when using different generalization error estimates. Experiments on three data sets (batch problems transformed into on-line ones) have been conducted and analyzed.

Proceedings ArticleDOI
01 Oct 2001
TL;DR: It is argued that relevance feedback problem is best represented as a biased classification problem, or a (1+x-class classification problem), and Biased Discriminant Transform (BDT) is shown to outperform all the others.
Abstract: On-line learning or "relevance feedback" techniques for multimedia information retrieval have been explored from many different points of view: from early heuristic-based feature weighting schemes to recently proposed optimal learning algorithms, probabilistic/Bayesian learning algorithms, boosting techniques, discriminant-EM algorithm, support vector machine, and other kernel-based learning machines. Based on a careful examination of the problem and a detailed analysis of the existing solutions, we propose several discriminating transforms as the learning machine during the user interaction. We argue that relevance feedback problem is best represented as a biased classification problem, or a (1+x)-class classification problem. Biased Discriminant Transform (BDT) is shown to outperform all the others. A kernel form is proposed to capture non-linearity in the class distributions.

Proceedings ArticleDOI
15 Jul 2001
TL;DR: The paper illustrates how the learning rate affects training speed and generalization accuracy, and thus gives guidelines on how to efficiently select a learning rate that maximizes generalization accuracies.
Abstract: In gradient descent learning algorithms such as error backpropagation, the learning rate parameter can have a significant effect on generalization accuracy. In particular, decreasing the learning rate below that which yields the fastest convergence can significantly improve generalization accuracy, especially on large, complex problems. The learning rate also directly affects training speed, but not necessarily in the way that many people expect. Many neural network practitioners currently attempt to use the largest learning rate that still allows for convergence, in order to improve training speed. However, a learning rate that is too large can be as slow as a learning rate that is too small, and a learning rate that is too large or too small can require orders of magnitude more training time than one that is in an appropriate range. The paper illustrates how the learning rate affects training speed and generalization accuracy, and thus gives guidelines on how to efficiently select a learning rate that maximizes generalization accuracy.

Journal ArticleDOI
TL;DR: In this article, the authors examine the learning in the Kanfer-Ackerman Air-Traffic Controller Task from the learning at the global level all the way down to the keystroke level.

Proceedings ArticleDOI
12 Jun 2001
TL;DR: A method of applying reinforcement learning, suitable for modeling and learning various kinds of interactions in real situations, to the problem of stock price prediction of the Korean stock market is proposed.
Abstract: Recently, numerous investigations for stock price prediction and portfolio management using machine learning have been trying to develop efficient mechanical trading systems. But these systems have a limitation in that they are mainly based on the supervised learning which is not so adequate for learning problems with long-term goals and delayed rewards. This paper proposes a method of applying reinforcement learning, suitable for modeling and learning various kinds of interactions in real situations, to the problem of stock price prediction. The stock price prediction problem is considered as Markov process which can be optimized by reinforcement learning based algorithm. TD(0), a reinforcement learning algorithm which learns only from experiences, is adopted and function approximation by an artificial neural network is performed to learn the values of states each of which corresponds to a stock price trend at a given time. An experimental result based on the Korean stock market is presented to evaluate the performance of the proposed method.

Proceedings ArticleDOI
06 Jul 2001
TL;DR: A machine learning approach to evaluating the well-formedness of output of a machine translation system, using classifiers that learn to distinguish human reference translations from machine translations is presented.
Abstract: We present a machine learning approach to evaluating the well-formedness of output of a machine translation system, using classifiers that learn to distinguish human reference translations from machine translations. This approach can be used to evaluate an MT system, tracking improvements over time; to aid in the kind of failure analysis that can help guide system development; and to select among alternative output strings. The method presented is fully automated and independent of source language, target language and domain.


Proceedings Article
03 Jan 2001
TL;DR: This work investigates the following data mining problem from Computational Chemistry: From a large data set of compounds, find those that bind to a target molecule in as few iterations of biological testing as possible.
Abstract: We investigate the following data mining problem from Computational Chemistry: From a large data set of compounds, find those that bind to a target molecule in as few iterations of biological testing as possible. In each iteration a comparatively small batch of compounds is screened for binding to the target. We apply active learning techniques for selecting the successive batches. One selection strategy picks unlabeled examples closest to the maximum margin hyperplane. Another produces many weight vectors by running perceptrons over multiple permutations of the data. Each weight vector votes with its ± prediction and we pick the unlabeled examples for which the prediction is most evenly split between + and -. For a third selection strategy note that each unlabeled example bisects the version space of consistent weight vectors. We estimate the volume on both sides of the split by bouncing a billiard through the version space and select un-labeled examples that cause the most even split of the version space. We demonstrate that on two data sets provided by DuPont Pharmaceuticals that all three selection strategies perform comparably well and are much better than selecting random batches for testing.

Posted Content
TL;DR: Results show that it is more efficient and more successful by several measures to train a system using active learning annotation rather than hand-crafted rule writing at a comparable level of human labor investment.
Abstract: This paper presents a comprehensive empirical comparison between two approaches for developing a base noun phrase chunker: human rule writing and active learning using interactive real-time human annotation. Several novel variations on active learning are investigated, and underlying cost models for cross-modal machine learning comparison are presented and explored. Results show that it is more efficient and more successful by several measures to train a system using active learning annotation rather than hand-crafted rule writing at a comparable level of human labor investment.

Journal ArticleDOI
TL;DR: This paper study simplicity criteria in the selection of fuzzy rules in the genetic fuzzy learning algorithm called SLAVE to propose simplicity criteria and to include them in a learning algorithm.

Book
01 Jan 2001
TL;DR: This paper provides a survey of previously published work on machine learning in game playing around a variety of problems that typically arise in gamePlaying and that can be solved with machine learning methods.
Abstract: This paper provides a survey of previously published work on machine learning in game playing. The material is organized around a variety of problems that typically arise in game playing and that can be solved with machine learning methods. This approach, we believe, allows both, researchers in game playing to find appropriate learning techniques for helping to solve their problems as well as machine learning researchers to identify rewarding topics for further research in game-playing domains. The chapter covers learning techniques that range from neural networks to decision tree learning in games that range from poker to chess. However, space constraints prevent us from giving detailed introductions to the used learning techniques or games. Overall, we aimed at striking a fair balance between being exhaustive and being exhausting.