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K-Means = k-means is an algorithm developed for clustering tasks. In simple words, upon a given

set of observations, k-means searches for k groups of tightly similar observation is estimated by

considering the minimum distance among k possible centroids, which are iteratively updated based

on the newly assigned observations. The term “k-means” was first used in 1967, but the idea dates

back to Hugo Steinhaus in 1956.

The General Problem Solver = similar to the Logic Theorist, the General Problem Solver was

conceived to perform general problem-solving, e.g. Automated theorem proving or Tower of Hanoi

games. In contrast, the algorithm exploits a new search method, called Mean-ends analysis, which

limits the search for the correct solution in order to keep the algorithm computationally efficient.

The Perception = another important milestone was reached in 1957, when the psychologist Frank

Rosenblatt designed a new type of artificial neuron, inspired by the design of the McCulloch and

Pitts neuron. Rosenblatt’s neuron, called Perceptron, had the ability to automatically update its

synaptic weights, based on some input and some expected output. The update was performed

following the principles of Hebbian Learning, through the Delta rule which activates the update

every time neuron miss-classify the input. Rosenblatt’s neuron is at the basis of the modern research

in deep learning. Eventually, multiple perceptrons can be combined in stacks, connected together to

form a multilayer perceptron, to perform complex classification/regression tasks.

Support Vector Machine = SVM is an algorithm developed by two Russian scientists Vladimir

Vapnik, and Alexey Chervonenkis. The algorithm can be seen as an extension of the Perceptron,

with the additional requirement that the learned separating boundary must be equally far from the

point nearest to the boundary. In 1992, SVMs were further extended to deal with non-linearly

separable data, by using the “kernel-trick”.

Computational complexity theory = theoretical computer scientists soon realised that not all the

decidable problems were easily solvable in practice. In other words, with a linearly increase of ht

input size some problems were insignificantly increasing their amount of computational time, while

others were computationally infeasible. From these considerations, Harmanis and Sterns wrote On

the Computational Complexity of Algorithms, establishing the basic concepts of the Computational

Complexity theory. Later, in 1971, Cook and Levin proved the existence of computationally

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  intractable problem, called NP-Complete. This result effectively pushed the community into

embracing a paradigm shift, searching for approximate solutions to NP-complete problems, instead

of directly solving them.

Fukushima’s Neocognitron = inspired by early studies on the cat visual cortex, the Japanese

Kunihiko Fukushima introduced a new connectionist architecture, the Nerocognitron. This model

introduces two important layers that were successively in the CNN, proposing during the next years

various method for the network weights training.

Hopfield Network = Hopfield networks named after its inventor introduced a new kind of neural

model in the field of connectionist AI, named RNN. This model repeatedly sends its output back as

new input to re-process it, and update its weight according to Hebbian learning rules, giving the

ability to “remember” states by associate memory. An Hopfield network has been successfully used

to solve problems such as the travelling salesman problem.

WordNet = with the improvement of the computer hardware and the development of more efficient

learning algorithms, the need for more learning data contextually increased and the dataset size

started increasing. One notable example is provided by the WordNet project. Started by George

Miller in 1985, WordNet aimed to provide a large lexical database of English words grouped into

sets of cognitive synonyms and interlinked according to semantic and lexical relations. WordNet

has been efficiently used in a number of NLP tasks.

Backpropagation = in 1986 Rumelhart, Hinton and Williams addressed a well-known limitation

regarding the difficulty to train MLPs. In their paper, the authors popularised a previously used

method, named back propagation that consists in the application of the derivative chain rule to

apply gradient descent algorithm for the weight update. Backpropagation helped connectionist AI in

gaining again popularity, after the first AI winter.

CNN = another interesting achievement in machine learning are convolutional neural networks.

Inspired by Fukushima’s neocognitron, the researcher Yann LeCun proposed this new kind of

connectionist architecture to recognise hand-written ZIP code numbers and used the back

propagation algorithm to train the network. CNN are nowadays still a method of choice for almost

all computer vision tasks.

Vanishing Gradient = the 90’s attested another AI winter, mainly due to the discovery of the

vanishing gradient problem. Sepp Hochreiter illustrated the problem in his diploma thesis. In

particular, the researcher described the dampening effect generated by some activation functions to

the backpropagation error, slowing down the convergence of neural networks such as MPLs.

Kenrel Methods = Kernel Methods arose in the ‘90s. They do not learn weights but instead they

store a labelled subset of observations and classify a new instance based on its similarity with the

subsets observations. The similarity is computed by means of a kernel function, which is suitable

for fast computation.

IBM Deep Blue Beats Kasparov = on February 10-17 1996, the American company IBM

organised a match against the world chess champion Garry Kasparov and a computer-chess

algorithm developed in the previous decade, Deep Blue. The match terminated with a 4-2 for the

Russian champion. However, on may 1997, a second match was organised, where an updated

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  version of the algorithm was successfully able to beat Kasparov. This even is perhaps one of the

most known in artificial intelligence history and soon decorated the start of a new era where AI was

considered “mature” enough to compete with human thinking.

ImageNet Challenge = In 2006, the researcher Fei-Fei Li started working on the creation of a large

public image dataset with the aim of providing more accessible data for machine learning research.

Her vision concretised in the creation of ImageNet a dataset containing 14 million images with

more than 20,000 categories. In addition a subset of 1000 classes was selected to propose an image

classification challenge, which soon became popular in the computer vision research field. With its

huge size, ImageNet effectively helped the transition into the deep learning paradigm.

AlexNet = AlexNet named after one of its designers, Alex Krizhevsky, is a deep neural model that

is considered a milestone in the computer vision research field. This model was one of the first

GPU-implemented neural models to achieve “superhuman” performance in the ImageNet challenge.

AlexNet effectively started a new “AI spring” of connectionist models, with the main effect of

pushing the AI community to gradually adopt deep architectures.

Word2Vec = in 2013, the Google team lead by Tomas Molotov, proposed a group of related

models, called Word2vec able to compute effective word embeddings for various NLP tasks. The

model is simple yet effective, and it employs a one-layer.

AlphaGo beats human Go players = from a computational point of view, the game of Go is more

difficulty to learn, because of its huge number of possible moves, compared to chess. Thus, the

standard computer-chess algorithms were able to beat amateur Go players only. In 2015, however,

google’s DeepMind team proposed a new model, AlphaGo which was able to beat several

professional players. To achieve this goal, the DeepMind team used a combination of reinforcement

learning, deep learning and tree search. AlphaGo proved the effectiveness of the reinforcement

learning approach for addressing complex games such as Go, but also incomplete information

games such as poker, or even video games.

The Bitter Lesson = on March 2019, the researcher Richard Sutton published a blogpost entitled

The Bitter Lesson, where he described its personal point of view on the actual situation in the

machine learning community. In particular, Sutton notices that much of the improvements in the

history of machine learning are due to an increment of computational power. The result is that the

most effective methods are those that leverage a massive computational power to perform simple

algorithms such a tree search. Sutton thus encourages the researchers to change their mindset and

instead of focusing on the implementation of their knowledge model, they should focus on scalable

models based on search and learning.

GPT-3 = GPT-3 is the third version in a series of generative models based on the transformer

architecture and it is used for addressing NLP tasks. Since its debut, GPT-3 impressed the public

with its amazing performance a d has been used in a wide variety of applications, including AI

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  WHAT IS MACHINE LEARNING?

ML is a complex, evolving field of research. As such, the organisation of ML knowledge has not

been fully established yet. Its interdisciplinary nature usually poses more than a difficulty to

newcomers, and the subject can be addressed from different points of view.

The Various Modalities of Information

Human learning comes from the observation of real-world information. Accordingly, every ML

algorithm learns from the wide variety of data that can be digitised.

One of the most common information elaborated by ML algorithms are images. Because of their

immediacy, images are one of the primary source of learning during the childhood. Visual concepts

spontaneously arise upon a quick look of an image, thanks to the capacity of our brain to process

and correlate visual stimuli while filtering out unneeded information. Such sophisticated ability has

been subject of study and modelisation since the very start of ML research. Consider the following

image:

Your computer displays it as a set of coloured dots, called pixels. Each pixel is represented as a

triplet of three values, and their combination encode a colour intensity (orange, brown, red, etc.).

The first thing you note is that the image contains a cute pig. This task is often referred by the

machine learning community as Image Classification or Object Recognition and, roughly, consists

in describing the image in its entirety.

You can move one step forward and describe the image in more detail, by telling where the pig is

located in the image, as follows:

This task is referred as object detection and consists in localising the object in the image, by

providing the pixel coordinates of an area where the object is located. This can be done by

providing four values, representing the left and right corners of a rectangle, e.g. (10, 15) (20, 30).

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Dettagli
Publisher
A.A. 2021-2022
11 pagine
SSD Scienze matematiche e informatiche INF/01 Informatica

I contenuti di questa pagina costituiscono rielaborazioni personali del Publisher franciid di informazioni apprese con la frequenza delle lezioni di Ai: machine learning and pattern recognition e studio autonomo di eventuali libri di riferimento in preparazione dell'esame finale o della tesi. Non devono intendersi come materiale ufficiale dell'università Università degli studi Ca' Foscari di Venezia o del prof Torcinovich Alessandro.