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First-order Inductive Learner
In machine learning, first-order inductive learner (FOIL) is a rule-based learning algorithm. Background Developed in 1990 by Ross Quinlan,J.R. Quinlan. Learning Logical Definitions from Relations. Machine Learning, Volume 5, Number 3, 1990/ref> FOIL learns function-free Horn clauses, a subset of first-order predicate calculus. Given positive and negative examples of some concept and a set of background-knowledge predicates, FOIL inductively generates a logical concept definition or rule for the concept. The induced rule must not involve any constants (''color(X,red)'' becomes ''color(X,Y), red(Y)'') or function symbols, but may allow negated predicates; recursive concepts are also learnable. Like the ID3 algorithm, FOIL hill climbs using a metric based on information theory to construct a rule that covers the data. Unlike ID3, however, FOIL uses a separate-and-conquer method rather than divide-and-conquer, focusing on creating one rule at a time and collecting uncovered exam ...
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Machine Learning
Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine learning algorithms build a model based on sample data, known as training data, in order to make predictions or decisions without being explicitly programmed to do so. Machine learning algorithms are used in a wide variety of applications, such as in medicine, email filtering, speech recognition, agriculture, and computer vision, where it is difficult or unfeasible to develop conventional algorithms to perform the needed tasks.Hu, J.; Niu, H.; Carrasco, J.; Lennox, B.; Arvin, F.,Voronoi-Based Multi-Robot Autonomous Exploration in Unknown Environments via Deep Reinforcement Learning IEEE Transactions on Vehicular Technology, 2020. A subset of machine learning is closely related to computational statistics, which focuses on making predicti ...
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Ross Quinlan
John Ross Quinlan is a computer science researcher in data mining and decision theory. He has contributed extensively to the development of decision tree algorithms, including inventing the canonical C4.5 and ID3 algorithms. He also contributed to early ILP literature with First Order Inductive Learner (FOIL). He is currently running the companRuleQuest Researchwhich he founded in 1997. Education He received his BSc degree in Physics and Computing from the University of Sydney in 1965 and his computer science doctorate at the University of Washington in 1968. He has held positions at the University of New South Wales, University of Sydney, University of Technology Sydney, and RAND Corporation. Artificial intelligence Quinlan is a specialist in artificial intelligence, particularly in the aspect involving machine learning and its application to data mining. ID3 Ross Quinlan invented the Iterative Dichotomiser 3 (ID3) algorithm which is used to generate decision trees. ID3 f ...
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Horn Clause
In mathematical logic and logic programming, a Horn clause is a logical formula of a particular rule-like form which gives it useful properties for use in logic programming, formal specification, and model theory. Horn clauses are named for the logician Alfred Horn, who first pointed out their significance in 1951. Definition A Horn clause is a clause (a disjunction of literals) with at most one positive, i.e. unnegated, literal. Conversely, a disjunction of literals with at most one negated literal is called a dual-Horn clause. A Horn clause with exactly one positive literal is a definite clause or a strict Horn clause; a definite clause with no negative literals is a unit clause, and a unit clause without variables is a fact;. A Horn clause without a positive literal is a goal clause. Note that the empty clause, consisting of no literals (which is equivalent to ''false'') is a goal clause. These three kinds of Horn clauses are illustrated in the following propositional ...
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First-order Predicate Calculus
First-order logic—also known as predicate logic, quantificational logic, and first-order predicate calculus—is a collection of formal systems used in mathematics, philosophy, linguistics, and computer science. First-order logic uses quantified variables over non-logical objects, and allows the use of sentences that contain variables, so that rather than propositions such as "Socrates is a man", one can have expressions in the form "there exists x such that x is Socrates and x is a man", where "there exists''"'' is a quantifier, while ''x'' is a variable. This distinguishes it from propositional logic, which does not use quantifiers or relations; in this sense, propositional logic is the foundation of first-order logic. A theory about a topic is usually a first-order logic together with a specified domain of discourse (over which the quantified variables range), finitely many functions from that domain to itself, finitely many predicates defined on that domain, and a set of axi ...
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Predicate (mathematical Logic)
In logic, a predicate is a symbol which represents a property or a relation. For instance, in the first order formula P(a), the symbol P is a predicate which applies to the individual constant a. Similarly, in the formula R(a,b), R is a predicate which applies to the individual constants a and b. In the semantics of logic, predicates are interpreted as relations. For instance, in a standard semantics for first-order logic, the formula R(a,b) would be true on an interpretation if the entities denoted by a and b stand in the relation denoted by R. Since predicates are non-logical symbols, they can denote different relations depending on the interpretation used to interpret them. While first-order logic only includes predicates which apply to individual constants, other logics may allow predicates which apply to other predicates. Predicates in different systems * In propositional logic, atomic formulas are sometimes regarded as zero-place predicates In a sense, these are nullar ...
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ID3 Algorithm
In decision tree learning, ID3 (Iterative Dichotomiser 3) is an algorithm invented by Ross QuinlanQuinlan, J. R. 1986. Induction of Decision Trees. Mach. Learn. 1, 1 (Mar. 1986), 81–106 used to generate a decision tree from a dataset. ID3 is the precursor to the C4.5 algorithm, and is typically used in the machine learning and natural language processing domains. Algorithm The ID3 algorithm begins with the original set S as the root node. On each iteration of the algorithm, it iterates through every unused attribute of the set S and calculates the entropy \Eta or the information gain IG(S) of that attribute. It then selects the attribute which has the smallest entropy (or largest information gain) value. The set S is then split or partitioned by the selected attribute to produce subsets of the data. (For example, a node can be split into child nodes based upon the subsets of the population whose ages are less than 50, between 50 and 100, and greater than 100.) The algorithm cont ...
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Information Theory
Information theory is the scientific study of the quantification (science), quantification, computer data storage, storage, and telecommunication, communication of information. The field was originally established by the works of Harry Nyquist and Ralph Hartley, in the 1920s, and Claude Shannon in the 1940s. The field is at the intersection of probability theory, statistics, computer science, statistical mechanics, information engineering (field), information engineering, and electrical engineering. A key measure in information theory is information entropy, entropy. Entropy quantifies the amount of uncertainty involved in the value of a random variable or the outcome of a random process. For example, identifying the outcome of a fair coin flip (with two equally likely outcomes) provides less information (lower entropy) than specifying the outcome from a roll of a dice, die (with six equally likely outcomes). Some other important measures in information theory are mutual informat ...
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Divide And Conquer Algorithm
In computer science, divide and conquer is an algorithm design paradigm. A divide-and-conquer algorithm recursively breaks down a problem into two or more sub-problems of the same or related type, until these become simple enough to be solved directly. The solutions to the sub-problems are then combined to give a solution to the original problem. The divide-and-conquer technique is the basis of efficient algorithms for many problems, such as sorting (e.g., quicksort, merge sort), multiplying large numbers (e.g., the Karatsuba algorithm), finding the closest pair of points, syntactic analysis (e.g., top-down parsers), and computing the discrete Fourier transform (FFT). Designing efficient divide-and-conquer algorithms can be difficult. As in mathematical induction, it is often necessary to generalize the problem to make it amenable to a recursive solution. The correctness of a divide-and-conquer algorithm is usually proved by mathematical induction, and its computational cost is ...
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Arity
Arity () is the number of arguments or operands taken by a function, operation or relation in logic, mathematics, and computer science. In mathematics, arity may also be named ''rank'', but this word can have many other meanings in mathematics. In logic and philosophy, it is also called adicity and degree. In linguistics, it is usually named valency. Examples The term "arity" is rarely employed in everyday usage. For example, rather than saying "the arity of the addition operation is 2" or "addition is an operation of arity 2" one usually says "addition is a binary operation". In general, the naming of functions or operators with a given arity follows a convention similar to the one used for ''n''-based numeral systems such as binary and hexadecimal. One combines a Latin prefix with the -ary ending; for example: * A nullary function takes no arguments. ** Example: f()=2 * A unary function takes one argument. ** Example: f(x)=2x * A binary function takes two arguments. ** Examp ...
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Explanation-based Learning
Explanation-based learning (EBL) is a form of machine learning that exploits a very strong, or even perfect, domain theory (i.e. a formal theory of an application domain akin to a domain model in ontology engineering, not to be confused with Scott's domain theory) in order to make generalizations or form concepts from training examples. It is also linked with Encoding (memory) to help with Learning. Details An example of EBL using a perfect domain theory is a program that learns to play chess through example. A specific chess position that contains an important feature such as "Forced loss of black queen in two moves" includes many irrelevant features, such as the specific scattering of pawns on the board. EBL can take a single training example and determine what are the relevant features in order to form a generalization. A domain theory is ''perfect'' or ''complete'' if it contains, in principle, all information needed to decide any question about the domain. For example, the d ...
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Iterative Deepening Depth-first Search
In computer science, iterative deepening search or more specifically iterative deepening depth-first search (IDS or IDDFS) is a state space/graph search strategy in which a depth-limited version of depth-first search is run repeatedly with increasing depth limits until the goal is found. IDDFS is optimal like breadth-first search, but uses much less memory; at each iteration, it visits the nodes in the search tree in the same order as depth-first search, but the cumulative order in which nodes are first visited is effectively breadth-first. Algorithm for directed graphs The following pseudocode shows IDDFS implemented in terms of a recursive depth-limited DFS (called DLS) for directed graphs. This implementation of IDDFS does not account for already-visited nodes and therefore does not work for undirected graphs. function IDDFS(root) is for depth from 0 to ∞ do found, remaining ← DLS(root, depth) if found ≠ null then return found ...
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