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Knowledge-based feature generation for inductive learning
James Patrick Callan
- 01 Jan 1993
10
TL;DR: This dissertation develops knowledge-based feature generation, a stronger, but more restricted, method of constructive induction than was available previously, and shows knowledge- based feature generation to be a general method of creating useful new features for one class of learning problems.
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Abstract: Inductive learning is an approach to machine learning in which concepts are learned from examples and counterexamples. One requirement for inductive learning is an explicit representation of the characteristics, or features, that determine whether an object is an example or counterexample. Obvious or easily available representations do not reliably satisfy this requirement, so constructive induction algorithms have been developed to satisfy it automatically. However, there are some features, known to be useful, that have been beyond the capabilities of most constructive induction algorithms.
This dissertation develops knowledge-based feature generation, a stronger, but more restricted, method of constructive induction than was available previously. Knowledge-based feature generation is a heuristic method of using one general and easily available form of domain knowledge to create functional features for one class of learning problems. The method consists of heuristics for creating features, for pruning useless new features, and for estimating feature cost. It has been tested empirically on problems ranging from simple to complex, and with inductive learning algorithms of varying power. The results show knowledge-based feature generation to be a general method of creating useful new features for one class of learning problems.
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Citations
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A strategic metagame player for general chess-like games
Barney Pell
- 01 Aug 1994
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Feature generation for textual information retrieval using world knowledge
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A strategic metagame player for general chess-like games
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TL;DR: Besides being the first Metagame‐playing program, this is the first program to have derived useful piece values directly from analysis of the rules of different games.
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