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Background

Expert systems (see for example the book by Giarratano and Riley, 1994) were popular in the artificial intelligence (AI) community in the 70s. They consist of simple rules of thumb in the form of if$ \dots$ then$ \dots$, such as if burglar or earthquake then alarm. A specialist in the field constructs a number of rules for a narrow problem domain, and an inference engine could apply the rules to an initial set of facts to obtain answers. The rules form a network where the output of a rule can be used as an input for another rule. In the simplest case, the rules are restricted to propositional calculus and truth values are binary, that is, simple statements are either true or false. Many methods in the field of AI and machine learning can be seen as extensions of expert systems in different directions.

In some cases the chain of reasoning from the initial facts to answers is very long. If there is a constant number of options at each step, the size of the solution space grows exponentially and the problem becomes intractable. Chess is a typical example of such a problem. Searching (and planning) (see book by Russell and Norvig, 1995) aims at finding the optimal solution as fast as possible, and finding a reasonable solution in case the problem is simply too large. In this thesis, the reasoning chains are small enough so that the full structure can be always explored, but search appears in the space of solution structures, that is, on a different level of abstraction.

Fuzzy logic (see book by Klir and Yuan, 1995) extends the truth values of expert systems into a continuum between 0 and 1, for instance an apple might be somewhat red or a person might be somewhat asleep. Fuzzy logic is an internally consistent body of mathematical tools but fuzzy truth values should not be interpreted as measures of uncertainty (Dubois and Prade, 1993). For instance, assume that the truth value of the event $ A$, catching the bus, is 0.5, then the truth values of $ A \land A$ and $ A \land
\lnot A$ are the same in fuzzy logic. One can imagine a person being both somewhat asleep and somewhat awake at the same time, but somewhat catching a bus does not make sense. This simple example shows that fuzzy logic alone is not enough in an uncertain world. Section 4.1.5 discusses how fuzzy concepts can, in some sense, be brought into the probabilistic framework instead.

Replacing truth values of expert systems with probabilistic variables leads to graphical models (Bishop, 2006; Pearl, 1988; Neapolitan, 2004). Graphical models can perform inferences such as ``even though I heard an alarm, the probability of a burglar entering the house is fairly small because I noticed an earthquake that can also trigger the alarm.'' Most expert systems would have problems using rules in both directions like in this case. Graphical models combine graph theory with probability theory. Both the structure of the graph and the parameters determining the probabilities can be learned from data. Graphical models form the basis for this work so they will be described in Chapter 3.

Sometimes facts are viewed as states and rules are viewed as actions. In some cases things do not change much, for example searching becomes planning with exactly the same algorithms. Graphical models generalise to influence diagrams (Pearl, 1988). The most important concern is to keep track of what information is available to the decision maker at the time of decision. The goal of the decision maker is to maximise utility that it receives after the decisions. Decision theory is reviewed in Section 2.4.

Perhaps the best known artificial neural network, the multi-layer perceptron (MLP) network (Haykin, 1999), can be related to expert systems, too. MLP network concentrates on a single if $ \mathbf{x}$ then $ \mathbf{y}$ rule where $ \mathbf{x}$ and $ \mathbf{y}$ are vectors of real values. The task is to learn a nonlinear dependency based on data. An MLP network can be constructed as a graphical model with nonlinear dependencies, allowing for new functionality, as described in Chapter 4.

Latent variable models assume unknown source signals (also called factors, latent or hidden variables, or hidden causes) to have generated the observed data through an unknown mapping or process. The goal of learning is to identify both the source signals and the unknown generative mapping (or process). The success of a specific model depends on how well it captures the structure of the phenomena underlying the observations. Various linear models have been popular (see Hyvärinen et al., 2001), because their mathematical treatment is fairly easy. However, in many realistic cases the observations have been generated by a nonlinear process. Learning of a nonlinear latent variable model is a challenging task, because it is computationally much more demanding and flexible models require also strong regularisation. Variational Bayesian methods, described in Section 4.1, qualify for both computational efficiency and regularisation.

Yet another direction to extend basic expert systems is to replace propositional calculus by first-order logic. The results are still called expert systems or logic programmes. One of the inference engines for first-order logic is Prolog (Sterling and Shapiro, 1994). It is also possible to learn logic programmes from relational data. This is called inductive logic programming (Lavrac and Dzeroski, 1994; De Raedt, 2005). First-order logic allows for handling rich internal structure such as samples with a varying internal structure or links between samples. Logic programming and inductive logic programming are described in Chapter 5 and further combined with graphical models in Chapter 6.


next up previous contents
Next: Contributions of the thesis Up: Introduction Previous: Introduction   Contents
Tapani Raiko 2006-11-21