Knowledge Directed Learning
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The work of Soloway on a system designed
to learn some of the concepts of the game of baseball will provide
an example of what is often termed knowledge based learning.
The dominant approach to induction or learning was to attempt
to develop learners that began with the minimum knowledge possible.
The work by Mitchell on learning in version spaces can be viewed
as a definition of a minimally "knowledge-biased" learner
that still guaranteed both coverage of the training sequence
and prediction about future training examples.
A
bias remained because some descriptive language had to
be chosen within which to describe the examples and the concepts
which covered the training examples. Thus, it was clear that
what we have termed the representational bias remains
unless we can:
- agree on a single representation
language; and
- all concepts can be defined
in terms of this single representation language.
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Knowledge and Multiple Representations
Games
are artifacts. That is, someone invented the games that we play.
And, it is quite apparent that the terms that we use to describe
a particular game are related to each other and are unique to
that particular game. For example, if you and I are playing tennis,
I may swing and miss a particularly well-placed slice serve wide
to my forehand. Or we may be playing baseball and I swing and
miss a particularly well-thrown curve that breaks away from me
on the outside corner of the plate. In both cases, I swung and
missed a ball that was moving with considerable speed and breaking
away from my body. In the first case, a "point" and
in the second case a "strike" is tallied against me.
The similarity of physical description does not signal that these
two instances are examples of the same concept. In fact they
are quite different things despite the physical similarity.
Notice
that we have implicitly introduced the idea that a particular
set of events or observations can be described in a physical
language as well as the language of the game. And, in general
we distinguish between the physical activities that someone does
and the plans that those activities might be part of. This distinction
is most strikingly obvious when we observe that doing nothing
at the physical level can be described as doing something at
the plan level, and, conversely, doing something at the physical
level may correspond to doing nothing at the plan level. For
example, in baseball if the ball is pitched and even though I
do not swing at the pitch it may still be appropriately described
as a 'strike.' Or, swinging prior to the pitcher throwing the
pitch is the same as not swinging prior to the pitcher throwing
the pitch -- in both cases I am 'at bat waiting for the next
pitch.'
These
examples suggest that the unsupervised learning of these types
of concepts might be extremely difficult and perhaps impossible
without an appropriate knowledge-based bias. We can develop a
better understanding of these issues by examining the Baseball
learner that was designed by Eliot Soloway. This research is
described in Soloway, E., BASEBALL: An example of knowledge-directed
machine learning. In Bower, G. H. (Ed.), The psychology of
learning and motivation, Vol. 20. New York: Academic Press
Inc., 1986. pp. 193-236. The presentation of this work here is
based both on this article and on Soloway's dissertation.
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| The figure below provides a schematic
overview of the organization of this learner. On the left is
illustrated the types of processes that constitute the learner
together with the paths of communication between these processes.
On the right is illustrated the different types of descriptions
that are developed. |
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This
is one of the possible ways in which to design a knowledge-based
learner of this type. Further research may inform us concerning
the relative advantages or disadvantages of this particular architecture.
Examining this architecture in some detail will help to clarify
some of the problems that any learning architecture of this type
must address.
Probably
the most salient characteristic of this type of learning is the
necessity to form the hypotheses in a language that is different
from the observations. We will refer to these two languages as
the Observation Language and the Plan Language. It
is assumed that the learner is initially totally ignorant about
the game of baseball. However, the learner is assumed to be totally
competent at recognizing and representing events that occur in
the physical world. 'Balls moving through the air', 'persons
swinging bats,' ...'throwing balls' and so on are assumed to
be already learned concepts. The figure below provides a more
formal characterization of the learner's knowledge of the physical
world of actions.
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The
types of expressions that the learner initially knows and represents
are shown in parentheses. There are eleven types and the capitalized
terms (e.g., HOLDOBJECT, RUN, AT,...) represent the relation
and the lower-cased terms the types of parameters or terms (e.g.,
time, location, ...) that are associatred with the relation.
The values of the types of parameters are shown in the gray box.
Note that time is totally ordered using the integers as the index.
A
program was written to generate the input....the activities of
a baseball game described in these expressions. The figure below
shows a set of expressions for three time periods, namely; 102,
103, and 104. A collection of expressions that are all indexed
at the same time index is referred to as a snapshot.
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| The input is simply a sequence of snapshots.
And, the problem for the learner is to somehow extract from these
snapshots the relevant concepts of baseball that are exemplified
in the snapshots. The figure below shows the various types of
episodes that were in fact presented to the learner. |
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| The next figure shows the concepts that
were actually learned from this input in one of the experiments
with this learner |
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Three main processing levels
can be distinguished. These are:
- ATTENTION FOCUSING (AF) which
uses knowledge that change and high energy activity
are important in physical games. This assumption is used to filter
the snapshots and this filtering serves to focus/bias the subsequent
learning. AF maps from a linear sequence of completely described
snapshots to a structured order of partially described snapshots
where the structure is a selected partition called episodes
which yields an activity cycle structure over the input
sequence. The physical enablement relations between actions
is used to compute causal enablement chains which provide
a basis for the identification of an activity cycle. Note that
episodes are described in the Observation Language.
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Example of
a Physical Enablement Inference |
- INTERPRETATION which uses knowledge
about cooperative and competitive plans as a basis
for taking the output of the lower level and reformulates this
output in the language of plans. Goals of the players,
the cooperative or competitive structure of the
interaction, and the success or failure of the
goals. Knowledge of four specific types of competitive interactions
can be distinguished:
- Physical Competition, (e.g.
pitcher/batter);
- Order of occurrence, (e.g. beating
out an infield ground ball);
- State-of-Distinguished-Object,
(e.g., hit ball caught in air);
- Logical-Competition ,(e.g.,
called strike, this is used to force correctness with respect
to the assumption that members of the same team are in a cooperative
plan and in a competitive plan with member of the other team.)
- EVALUATION which determines
whether the set of current hypothesis are internally consistent
and overall consistent with the assumptions involved in competition
and cooperation. Generalization of hypothesis was designed to
be conservative because one of the problems of this type of learning
is overgeneralization - particularly because there is no teacher.
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Click on the each
baseball image below for some additional examples of the way
in which the observations are structured:
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Example of the use of a Causal Link
Schema; |
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Examples of a Competitive Interaction:
Ground Out |
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Examples of a Competitive Interaction:
Single |
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Example
of explaining an episode in which "Nothing Happened" |
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