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PENGANTAR KULIAH
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Administrasi
Kuliah Pilihan 3 sks
Prasyarat:
Probabilitas & Statistika
Struktur Data & Pemrograman
Inteligensi Buatan
Mailing-list: if4071@students.if.itb.ac.id
Tatap muka:
Selasa, 10.00-11.40, 7610
Rabu, 9.00-9.50, 7610
Luaran
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Materi Kuliah
Konsep Pembelajaran Mesin
Pengantar Eksperimen:
konstruksi dataset
analisis karakteristik data
pengukuran kinerja
analisis hasil eksperimen
Supervised learning (overview konsep, variasi, isu) :
Decision tree learning
Artificial neural network
Instance-based learning
Bayesian learning
Support Vector Machines
Genetic algorithm/programming
Unsupervised Learning (overview konsep, variasi, isu)
Hierarchical vs partitional clustering
Graph-based clustering
Reinforcement learning (overview)
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Penilaian
25% UTS
25% UAS
50% Tugas:
10% eksplorasi, latihan, dan baca makalah (individu)
15% implementasi algoritma (kelompok)
5% analisis problem (kelompok)
5% konstruksi dataset dan analisis karakteristik data
(kelompok)
15% eksperimen (kelompok)
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Referensi
Mitchell, T., Machine Learning, 1997,
McGraw-Hill
Lecture slides for textbook Machine
Learning, T. Mitchell, McGraw Hill, 1997.
http://www.cs.cmu.edu/~tom/mlbook-
chapter-slides.html
Richard Duda, Peter Hart and David Stork,
Pattern Classification, 2nd ed. John Wiley
& Sons, 2001
Christopher Bishop, Pattern Recognition
and Machine Learning. Springer, 2006
Digital library /
http://scholar.google.com/
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Pembelajaran Mesin
Machine learning is
the science of getting computers to act
without being explicitly programmed.
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Main Concerns
How to construct computer
programs that automatically improve
with experience
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Applications
Data-mining programs that learn to detect
fraudulent credit card transactions
Information-filtering systems that learn users'
reading preferences
Autonomous vehicles that learn to drive on
public highways
etc
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Definition
A computer program is said to learn from
experience E with respect to some class
of tasks T and performance measure P,
if
its performance at tasks in T, as measured
by P, improves with experience E.
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Tingkat kontrol
Direct:
Bergantung pada annotator (teacher):
pemilihan data (contohnya informative board state)
anotasi (correct move for each board state)
Siapkan board state (random, heuristics, confusing),
lalu anotasi
Indirect:
Complete control
Memerlukan skenario konstruksi data
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5. Desain Final
Sistem: <move sequences, final outcome>
Critic: <board state, Vtrain>
Generalizer: w0..w6
Experiment generator
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Design
Choices
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Referensi
Mitchell, T., Machine Learning, 1997,
McGraw-Hill, Chapter 1.
KBBI
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