Pruning (decision Trees)
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Pruning (decision Trees)
Pruning is a data compression technique in machine learning and search algorithms that reduces the size of decision trees by removing sections of the tree that are non-critical and redundant to classify instances. Pruning reduces the complexity of the final classifier, and hence improves predictive accuracy by the reduction of overfitting. One of the questions that arises in a decision tree algorithm is the optimal size of the final tree. A tree that is too large risks overfitting the training data and poorly generalizing to new samples. A small tree might not capture important structural information about the sample space. However, it is hard to tell when a tree algorithm should stop because it is impossible to tell if the addition of a single extra node will dramatically decrease error. This problem is known as the horizon effect. A common strategy is to grow the tree until each node contains a small number of instances then use pruning to remove nodes that do not provide addit ...
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Before After Pruning
Before is the opposite of after, and may refer to: Literature * "Before" (short story) by Gael Baudino, 1996 * ''Before'' by Anna Todd, 2015 Music * ''Before'' (Gold Panda EP), 2009 * ''Before'' (James Blake EP), 2020 * "Before" (song), a 1996 song by the Pet Shop Boys * "Before", a song by the Empire of the Sun from ''Two Vines'' * "Before", a song by Anastacia from ''Evolution'' Television and film * ''Before trilogy'', by Richard Linklater ** ''Before Sunrise'', 1995 ** ''Before Sunset'', 2004 ** ''Before Midnight'', 2013 * ''Before'' (TV series), 2024 See also *Before Christ (BC), an epoch used in dating years prior to the estimated birth of Jesus *Before Common Era (BCE), an alternative naming of the traditional calendar era primarily used in academic circles *Before Present Before Present (BP) or "years before present (YBP)" is a time scale used mainly in archaeology, geology, and other scientific disciplines to specify when events occurred relative to the origin of ...
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Data Compression
In information theory, data compression, source coding, or bit-rate reduction is the process of encoding information using fewer bits than the original representation. Any particular compression is either lossy or lossless. Lossless compression reduces bits by identifying and eliminating statistical redundancy. No information is lost in lossless compression. Lossy compression reduces bits by removing unnecessary or less important information. Typically, a device that performs data compression is referred to as an encoder, and one that performs the reversal of the process (decompression) as a decoder. The process of reducing the size of a data file is often referred to as data compression. In the context of data transmission, it is called source coding: encoding is done at the source of the data before it is stored or transmitted. Source coding should not be confused with channel coding, for error detection and correction or line coding, the means for mapping data onto a sig ...
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Machine Learning
Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task (computing), tasks without explicit Machine code, instructions. Within a subdiscipline in machine learning, advances in the field of deep learning have allowed Neural network (machine learning), neural networks, a class of statistical algorithms, to surpass many previous machine learning approaches in performance. ML finds application in many fields, including natural language processing, computer vision, speech recognition, email filtering, agriculture, and medicine. The application of ML to business problems is known as predictive analytics. Statistics and mathematical optimisation (mathematical programming) methods comprise the foundations of machine learning. Data mining is a related field of study, focusing on exploratory data analysi ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the Feasible region, search space of a problem domain, with Continuous or discrete variable, either discrete or continuous values. Although Search engine (computing), search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm to use often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key i ...
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Decision Tree Learning
Decision tree learning is a supervised learning approach used in statistics, data mining and machine learning. In this formalism, a classification or regression decision tree is used as a predictive model to draw conclusions about a set of observations. Tree models where the target variable can take a discrete set of values are called Statistical classification, classification decision tree, trees; in these tree structures, leaf node, leaves represent class labels and branches represent Logical conjunction, conjunctions of features that lead to those class labels. Decision trees where the target variable can take continuous values (typically real numbers) are called regression analysis, regression decision tree, trees. More generally, the concept of regression tree can be extended to any kind of object equipped with pairwise dissimilarities such as categorical sequences. Decision trees are among the most popular machine learning algorithms given their intelligibility and simplic ...
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Statistical Classification
When classification is performed by a computer, statistical methods are normally used to develop the algorithm. Often, the individual observations are analyzed into a set of quantifiable properties, known variously as explanatory variables or ''features''. These properties may variously be categorical (e.g. "A", "B", "AB" or "O", for blood type), ordinal (e.g. "large", "medium" or "small"), integer-valued (e.g. the number of occurrences of a particular word in an email) or real-valued (e.g. a measurement of blood pressure). Other classifiers work by comparing observations to previous observations by means of a similarity or distance function. An algorithm that implements classification, especially in a concrete implementation, is known as a classifier. The term "classifier" sometimes also refers to the mathematical function, implemented by a classification algorithm, that maps input data to a category. Terminology across fields is quite varied. In statistics, where classi ...
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Overfitting
In mathematical modeling, overfitting is "the production of an analysis that corresponds too closely or exactly to a particular set of data, and may therefore fail to fit to additional data or predict future observations reliably". An overfitted model is a mathematical model that contains more parameters than can be justified by the data. In the special case where the model consists of a polynomial function, these parameters represent the degree of a polynomial. The essence of overfitting is to have unknowingly extracted some of the residual variation (i.e., the Statistical noise, noise) as if that variation represented underlying model structure. Underfitting occurs when a mathematical model cannot adequately capture the underlying structure of the data. An under-fitted model is a model where some parameters or terms that would appear in a correctly specified model are missing. Underfitting would occur, for example, when fitting a linear model to nonlinear data. Such a model ...
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Horizon Effect
The horizon effect, also known as the horizon problem, is a problem in artificial intelligence whereby, in many games, the number of possible states or positions is immense and computers can only feasibly search a small portion of them, typically a few plies down the game tree. Thus, for a computer searching only a fixed number of plies, there is a possibility that it will make a poor long-term move. The drawbacks of the move are not "visible" because the computer does not search to the depth at which its evaluation function reveals the true evaluation of the line. The analogy is to peering at a distance on a sphere like the earth, but a threat being beneath the horizon and hence unseen. When evaluating a large game tree using techniques such as minimax with alpha-beta pruning, search depth is limited for feasibility reasons. However, evaluating a partial tree may give a misleading result. When a significant change exists just over the horizon of the search depth, the computat ...
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Cross-validation (statistics)
Cross-validation, sometimes called rotation estimation or out-of-sample testing, is any of various similar model validation techniques for assessing how the results of a statistics, statistical analysis will Generalization error, generalize to an independent data set. Cross-validation includes Resampling (statistics), resampling and sample splitting methods that use different portions of the data to test and train a model on different iterations. It is often used in settings where the goal is prediction, and one wants to estimate how accuracy, accurately a predictive modelling, predictive model will perform in practice. It can also be used to assess the quality of a fitted model and the stability of its parameters. In a prediction problem, a model is usually given a dataset of ''known data'' on which training is run (''training dataset''), and a dataset of ''unknown data'' (or ''first seen'' data) against which the model is tested (called the validation set, validation dataset o ...
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Alpha–beta Pruning
Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the Minimax#Minimax algorithm with alternate moves, minimax algorithm in its game tree, search tree. It is an adversarial search algorithm used commonly for machine playing of two-player Combinatorial game theory, combinatorial games (Tic-tac-toe, Chess, Connect 4, etc.). It stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further. When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision. History John McCarthy during the Dartmouth workshop, Dartmouth Workshop met Alex Bernstein of IBM, who was writing a chess program. McCarthy invented alpha–beta search and recommended it to him, but Bernstein was "unconvinced". Allen Newell and Herbert A. Simon who us ...
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Artificial Neural Network
In machine learning, a neural network (also artificial neural network or neural net, abbreviated ANN or NN) is a computational model inspired by the structure and functions of biological neural networks. A neural network consists of connected units or nodes called '' artificial neurons'', which loosely model the neurons in the brain. Artificial neuron models that mimic biological neurons more closely have also been recently investigated and shown to significantly improve performance. These are connected by ''edges'', which model the synapses in the brain. Each artificial neuron receives signals from connected neurons, then processes them and sends a signal to other connected neurons. The "signal" is a real number, and the output of each neuron is computed by some non-linear function of the sum of its inputs, called the '' activation function''. The strength of the signal at each connection is determined by a ''weight'', which adjusts during the learning process. Typically, ne ...
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Null-move Heuristic
In computer chess programs, the null-move heuristic is a heuristic technique used to enhance the speed of the alpha–beta pruning algorithm. Rationale Alpha–beta pruning speeds the minimax algorithm by identifying ''cutoffs'', points in the game tree where the current position is so good for the side to move that best play by the other side would have avoided it. Since such positions could not have resulted from best play, they and all branches of the game tree stemming from them can be ignored. The faster the program produces cutoffs, the faster the search runs. The null-move heuristic is designed to guess cutoffs with less effort than would otherwise be required, whilst retaining a reasonable level of accuracy. The null-move heuristic is based on the fact that most reasonable chess moves improve the position for the side that played them. So, if the player whose turn it is to move can forfeit the right to move (or make a null move – an illegal action in chess) and stil ...
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