Rozdíly

Zde můžete vidět rozdíly mezi vybranou verzí a aktuální verzí dané stránky.

Odkaz na výstup diff

courses:b4m36smu [2018/06/06 12:06]
rozumden [Zkouška]
courses:b4m36smu [2025/01/03 18:23] (aktuální)
Řádek 12: Řádek 12:
  
 06.06.2018 06.06.2018
- +  ​- (**5 pnts**) Difference between PAC-learning agent and mistake-bound agent. ​ 
-- (5 pnts) Difference between PAC-learning agent and mistake-bound agent. What does it mean when an agent in both frameworks learns? What is it learns efficiently?​ Online? +      * (2 pnts) What does it mean when an agent in both frameworks learns? ​ 
- +      * (3 pnts) What does it mean when it learns efficiently?​ Online? 
-- (10 pnts) Space-version agent. There are given two agent with different hypotheses spaces. First is all possible 3-conjunctions (non-negative) of n variables. Second is all n-conjunctions of positive and negative literals. For each agent: does it learn online? does it learn efficiently?​ For the first agent: given the first negative observation (0,​1,​1,​1,​...,​1),​ what will be the agent'​s decision on the next observation (0,​1,​0,​1,​...)?​ +  - (**10 pnts**) Space-version agent. There are given two agent with different hypotheses spaces. First is all possible 3-conjunctions (non-negative) of n variables. Second is all n-conjunctions of positive and negative literals. ​ 
- +       * (3 pnts) For each agent: does it learn online? ​ 
-- (15 pnts) Relative Least General Generalization (rlgg). Given background knowledge B = {half(4,2), half(2,1), int(2), int(1)}. What will be the rlgg of o1 = even(4) and o2 = even(2) relative to the background? Apply algorithm, draw tables, theta functions. Make a reduction step relative to B. Why it is needed? +       * (3 pnts) For each agent: ​does it learn efficiently? ​ 
- +       * (4 pnts) For the first agent: given the first negative observation (0,​1,​1,​1,​...,​1),​ what will be the agent'​s decision on the next observation (0,​1,​0,​1,​...)?​ 
-- (10 pnts) Bayesian networks.  +  - (**15 pnts**) Relative Least General Generalization (rlgg). Given background knowledge B = {half(4,2), half(2,1), int(2), int(1)}. What will be the rlgg of o1 = even(4) and o2 = even(2) relative to the background? ​ 
- +      * (10 pnts) Apply algorithm, draw tables, theta functions. ​ 
-- (5 pnts) Q-learning. Given 5 small questions, response True/False and provide your reasoning. +      * (5 pnts) Make a reduction step relative to B. Why is it needed? 
- +  - (**10 pnts**) Bayesian networks.  
-- (5 pnts) Q-learning representation. Describe states, actions, rewards.+     * (2 pnts) Find optimal, efficient, complete network (something like Season -> Temperature -> (two children: -> Ice Cream Sales, -> Heart Attack Rate)).  
 +     * (2 pnts) Then compute CPT (conditional probability tables).  
 +     * (3 pnts) Compute Pr(Spring|Good Ice Cream Sales, No Heart Attack) 
 +     * (3 pnts) Compute Pr(Heart Attack|Winter,​ Bad Sales). 
 +  - (**5 pnts**) Q-learning. Given 5 small questions, response True/False and provide your reasoning.  
 +     * (1 pnt) Can Q-learning be extended to infinite states or action space? How would it handle this? 
 +     * (1 pnt) Does Q-learning use on-policy update? What is the difference from off-policy update? 
 +     ​* ​(1 pnt) Does Q-learning always converge? If so, is it conditioned by anything? By what? 
 +     * (1 pnt) Is Q-learning just an instance of temporal difference learning? If not, what is different?​ 
 +     * (1 pnt) What is the difference between Q-learning and direct utility estimation or adaptive dynamic programming?​ What is better?  
 +  - (**5 pnts**) Q-learning representation. ​ 
 +      * There is a robot moving in a swimming pool, which can move in either of 3 dimensions and it has exactly one propeller for each dimension. It can also move with two different speeds. There is a treasure at a specific place and a specific depth. There are mines at some places as well. If the robot hits a mine or the wall, it restarts at a random position. 
 +      * (3 pnts) Describe states, actions, rewards ​of a specific gameYou may provide two different representations. 
 +      * (2 pnts) Describe Q-learning representation,​ the update rule, gamma, alpha value. How are Q values defined?
  
 ~~DISCUSSION~~ ~~DISCUSSION~~
  
  
courses/b4m36smu.1528279565.txt.gz · Poslední úprava: 2025/01/03 18:16 (upraveno mimo DokuWiki)
Nahoru
chimeric.de = chi`s home Valid CSS Driven by DokuWiki do yourself a favour and use a real browser - get firefox!! Recent changes RSS feed Valid XHTML 1.0