Computer Science/Artificial Intelligence

8. Learning from nature

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Natural computation

  • Algorithms derived from observations of nature phenomena
  • Simulations
    • to learn more about these phenomena
    • to learn new ways to solve computational problems

Natural computation and Machine learning

What is learning?

  • The ability to improve over time, based on experience
  • Why? : Solutions to problems are not always programmable
  • Examples
    • Handwritten character recognition
    • Adaptive control of production processes
    • Learning to walk by trial and error

Three forms of learning

Techniques

  1. Artificial neural networks (ANNs)

    → Inspired by biological nervous systems

  1. Reinforcement Learning

    → Inspired by psychology, ethology and behaviourism

    ex : Menace, Q-Learning

  1. Evolutionary Computing

    → Inspired by genetics, natural selection and evolution

    ex : Genetic algorithms, Genetic programming

  1. Swarm Intelligence

    → Inspired by social animals (bird flocks, ants, etc)

    ex : Particle Swarm Optimization, Ant colony optimization, Cellular automata

Artificial neural networks

  • Invented in the 1940’s
  • Many simple processing elements, operating in parallel and communicating through weighted connections
  • Based on very simple models of biological neurons and synaptic connections
  • store information in the weights, not in the nodes
  • can be concurrent
  • fault tolerant

Deep Learning

Any neural network with more than one hidden layer. Nowadays, usually much deeper, and with different types of layers. For example CNNs

More layers → more levels of abstraction → automatic feature selection

💡
CNN 논문에서 진행한 실험 생각해주면 된다. 각 layer마다 담당하는 층위가 나뉜다.

Reinforcement learning

  • Reward : an evaluation of the environmental state
  • Goal : To make decisions that maximize the long term reward received by the agent
  • The agnet must be allowed to explore (i.e. sometimes do actions that at the time seem sub-optimal)

Evolutionary computing

  • Used for learning problems where the task is to maximize some measure of success
  • Essentially the same family of problems as in reinforcement learning, but the methods are different
  • Methods inspired by genetics, natural selection and evolution

Swarm Intelligence

  • Bird flocks and fish schools move in a coordinated way, but there is no coordinator
  • Ants and termites quickly find the shortest path between the nest and a food source
  • Distributed systems without central control
  • Useful not only to simulate but also to solve optimization problems

Bird flocks and fish schools

  • Local interaction
  • No leader
  • Simple local rules - a weighted combination of several goals
  • Sufficient to make very realistic simulations
    • used in movies and computer graphics
    • remove the match-velocity result : insect swarm
    • remove collision rule : cultural interaction

Particle swarm optimization

  • Originally intended to simulate bird flocks and to model social interaction

    → But stands on its own as an optimization tool

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