UNIT 4: ADVANCED MACHINE LEARNING
I. SUPERVISED LEARNING MODELS
A. Multi-Layer Perceptron (MLP)
Architecture:
-
Feedforward Neural Network: Composed of an input layer (receives features), one or more hidden layers (perform transformations), and an output layer (produces prediction).
-
Activation Functions: Introduce non-linearity.
-
Sigmoid: $$\displaystyle f(x) = \frac{1}{1 + e^{-x}} $$, output in (0,1), prone to vanishing gradient.
-
ReLU (Rectified Linear Unit): $$\displaystyle f(x) = \max(0, x) $$, computationally efficient, mitigates vanishing gradient.
-
Tanh: $$\displaystyle f(x) = \frac{e^x - e^{-x}}{e^x + e^{-x}} $$, output in (-1,1), zero-centered.
-
Learning Process:
-
Forward Propagation: Input data is passed through the network layer-by-layer to compute the predicted output.
-
Loss Calculation: A loss function (e.g., Mean Squared Error for regression, Cross-Entropy for classification) measures the error between prediction and true label.
-
Backpropagation: The gradient of the loss with respect to each weight is computed using the chain rule, starting from the output layer back to the input layer.
-
Weight Update (Gradient Descent): Weights are updated in the opposite direction of the gradient to minimize loss.
$$W_{new} = W_{old} - \eta \cdot \frac{\partial \mathcal{L}}{\partial W}$$
Where $\eta$ is the **learning rate**.
[!TIP] Exam Focus: Be prepared to draw a simple 3-layer MLP and trace the backpropagation steps for a given small network.
B. Decision Trees
Recursive Induction (Tree Construction):
-
Start with the entire training set at the root node.
-
Select the best attribute to split on using a splitting criterion (e.g., Information Gain, Gini Impurity).
-
Partition the dataset based on the selected attribute's values, creating child nodes.
-
Recurse on each child node with the corresponding subset of data.
-
Stop when a stopping criterion is met.
Stopping Criteria:
-
All samples in a node belong to the same class.
-
No remaining attributes to split on.
-
Node contains fewer than a pre-specified minimum number of samples.
-
Maximum tree depth is reached.
Entropy & Information Gain:
- Entropy measures the impurity or uncertainty of a set of samples $S$.
$$H(S) = -\sum_{i=1}^{c} p_i \log_2 p_i$$
Where $$\displaystyle p_i $$ is the proportion of samples belonging to class $i$, and $c$ is the number of classes. $$\displaystyle H(S)=0 $$ for a pure node.
- Information Gain (IG) measures the reduction in entropy achieved by splitting on an attribute $A$.
$$IG(S, A) = H(S) - \sum_{v \in Values(A)} \frac{|S_v|}{|S|} H(S_v)$$
Where $$\displaystyle S_v $$ is the subset of $S$ for which attribute $A$ has value $v$.
Example Calculation (Dec 2025 Question):
Dataset: 7 samples, 2 classes (Yes/No). Overall Entropy $H(S)$?
| Loan Approved | Count |
|---------------|-------|
| Yes | 3 |
| No | 4 |
$$H(S) = -\left( \frac{3}{7}\log_2\frac{3}{7} + \frac{4}{7}\log_2\frac{4}{7} \right) \approx 0.985$$
Calculate IG for Credit Score (High/Medium/Low).
- $$\displaystyle S_{High} $$: [Yes, Yes, No] → $$\displaystyle H=0.918 $$
- $$\displaystyle S_{Medium} $$: [No, Yes] → $$\displaystyle H=1.0 $$
- $$\displaystyle S_{Low} $$: [No, No] → $$\displaystyle H=0.0 $$
$$IG(S, CreditScore) = 0.985 - \left( \frac{3}{7}*0.918 + \frac{2}{7}*1.0 + \frac{2}{7}*0.0 \right) \approx 0.128$$
Handling Noisy Data:
-
Impact: Noise causes trees to overfit by learning irrelevant patterns, creating overly complex, brittle trees with poor generalization.
-
Mitigation Strategies:
-
Pruning: Remove branches that provide little predictive power.
-
Pre-pruning: Stop tree growth early (via stopping criteria).
-
Post-pruning: Grow full tree, then remove non-critical branches (e.g., Reduced Error Pruning, Cost-Complexity Pruning).
-
-
Ensemble Methods: Use Random Forests or Gradient Boosting, which average/combine many trees to reduce variance.
-
Smoothing: Use continuous rather than discrete splits for numeric attributes.
-
II. ENSEMBLE LEARNING
A. Bagging vs. Boosting
| Feature | Bagging (e.g., Random Forest) | Boosting (e.g., AdaBoost, GBM) |
|---|---|---|
| Core Idea | Reduce variance by averaging many strong, diverse models. | Reduce bias by sequentially building models that correct previous errors. |
| Resampling | Bootstrap sampling (with replacement). Each model trains on a different random subset. | No random resampling. All models train on the full dataset. |
| Weighting | All models have equal weight in final vote/average. | Models are weighted based on their accuracy. Misclassified samples get higher weight in subsequent rounds. |
| Model Combination | Parallel training. Independent models. | Sequential training. Each new model focuses on errors of the ensemble so far. |
| Primary Goal | Decrease overfitting (variance reduction). | Decrease underfitting (bias reduction). |
| Base Learner | Typically unpruned, high-variance trees. | Typically weak learners (shallow trees). |
| Robustness | Very robust to noise/outliers (averaging effect). | More sensitive to noise (as it focuses on hard examples). |
B. Random Forest Algorithm
Working Mechanism:
-
Bootstrap Aggregation (Bagging): For each of $N$ trees:
-
Draw a bootstrap sample (with replacement) from the training data.
-
Train a decision tree on this sample.
-
-
Feature Randomness: At each node split in a tree, instead of considering all features, consider only a random subset of features (e.g., $\sqrt{\text{total features}}$ for classification). This decorrelates the trees.
-
Prediction: For classification, output the mode (majority vote) of all trees' predictions. For regression, output the mean.
Key Hyperparameters:
-
n_estimators: Number of trees (more trees → more stable, but diminishing returns & higher cost). -
max_features: Number of features to consider at each split (critical for diversity; lower = more random, higher = more correlation). -
max_depth,min_samples_split: Control individual tree complexity.
C. Robustness of Ensemble Methods
-
Why Ensembles Outperform: They exploit the "wisdom of crowds". Individual models may have high error, but their errors are often uncorrelated. By combining predictions, the ensemble averages out these errors.
-
Bias-Variance Trade-off:
-
Bagging (Random Forest): Primarily reduces variance without increasing bias. Ideal for high-variance, low-bias base learners (like deep trees).
-
Boosting: Primarily reduces bias but can increase variance if not regularized (e.g., via shrinkage/learning rate, tree depth). Ideal for weak learners.
-
-
Improved Generalization: The combination of multiple models leads to a smoother, more stable decision boundary that generalizes better to unseen data.
[!TIP] Common Pitfall: Confusing why bagging and boosting work. Remember: Bagging = Parallel, Variance Reduction. Boosting = Sequential, Bias Reduction.
III. REINFORCEMENT LEARNING
A. Fundamental Concepts
-
MDP (Markov Decision Process): Defined by $(S, A, P, R, \gamma)$.
-
$S$: Set of states.
-
$A$: Set of actions.
-
$P(s' | s, a)$: Transition probability to state $s'$ from $s$ taking $a$.
-
$R(s, a, s')$: Reward received.
-
$\gamma \in [0,1]$: Discount factor.
-
-
Policy ($\pi$): Strategy mapping states to actions. $\pi(a|s)$ is probability of taking action $a$ in state $s$.
-
Bellman Equations:
- State-Value Function: Expected discounted return starting from state $s$ and following policy $\pi$.
$$V^{\pi}(s) = \mathbb{E}_{\pi} \left[ R_{t+1} + \gamma R_{t+2} + \gamma^2 R_{t+3} + \dots \mid S_t = s \right]$$
**Bellman Expectation Equation:**
$$V^{\pi}(s) = \sum_{a} \pi(a|s) \sum_{s', r} P(s',r | s,a) \left[ r + \gamma V^{\pi}(s') \right]$$
* **Action-Value Function (Q-function):** Expected return starting from $s$, taking action $a$, then following $\pi$.
$$Q^{\pi}(s,a) = \mathbb{E}_{\pi} \left[ \sum_{k=0}^{\infty} \gamma^k R_{t+k+1} \mid S_t=s, A_t=a \right]$$
**Bellman Expectation Equation:**
$$Q^{\pi}(s,a) = \sum_{s', r} P(s',r | s,a) \left[ r + \gamma \sum_{a'} \pi(a'|s') Q^{\pi}(s',a') \right]$$
- Optimal Value Functions: $$\displaystyle V^*(s) = \max_{\pi} V^{\pi}(s) $$, $$\displaystyle Q^*(s,a) = \max_{\pi} Q^{\pi}(s,a) $$. The optimal policy $$\displaystyle \pi^* $$ is greedy w.r.t. $$\displaystyle Q^* $$.
Value Iteration vs. Policy Iteration:
| Aspect | Value Iteration | Policy Iteration |
|---|---|---|
| Idea | Iteratively apply Bellman Optimality Update until $V$ converges. | Alternate between Policy Evaluation (compute $$\displaystyle V^{\pi} $$) and Policy Improvement (make policy greedy w.r.t. $$\displaystyle V^{\pi} $$). |
| Algorithm Steps | 1. Initialize $V(s)$ arbitrarily.<br>2. Loop: $$\displaystyle V_{k+1}(s) \leftarrow \max_a \sum_{s',r} P(s',r\|s,a)[r + \gamma V_k(s')] $$<br>3. Stop when $\Delta$ small. | 1. Initialize $\pi$.<br>2. Policy Evaluation: Solve $$\displaystyle V^{\pi} $$ (iterative or linear system).<br>3. Policy Improvement: $$\displaystyle \pi' \leftarrow \text{greedy}(V^{\pi}) $$. If $$\displaystyle \pi' = \pi $$, stop; else $$\displaystyle \pi \leftarrow \pi' $$ and repeat. |
| Convergence | Guaranteed to converge to $$\displaystyle V^* $$. | Guaranteed to converge to $$\displaystyle \pi^* $$ (in finite MDPs). |
| Computational Cost | Each iteration is cheaper (no full policy eval). Often requires more iterations. | Each policy evaluation can be expensive. Often requires fewer overall iterations. |
B. Model-Free Methods
Temporal Difference (TD) Learning:
-
Core Idea: Bootstrapping—update estimates based on other estimates (like DP), but learn from raw experience (like MC), without a model.
-
TD(0) Update (for V):
$$V(S_t) \leftarrow V(S_t) + \alpha \left[ R_{t+1} + \gamma V(S_{t+1}) - V(S_t) \right]$$
The term $$\displaystyle \delta_t = R_{t+1} + \gamma V(S_{t+1}) - V(S_t) $$ is the **TD error**.
-
Comparison with Monte Carlo (MC):
| Feature | TD Learning | Monte Carlo | | :--- | :--- | :--- | | Update Target | Bootstrapped: $$\displaystyle R_{t+1} + \gamma V(S_{t+1}) $$ | Actual return: $$\displaystyle G_t = \sum_{k=0}^{T-t-1} \gamma^k R_{t+k+1} $$ | | Data Requirement | Online, incomplete episodes. Updates after every step. | Complete episodes only. Updates at episode end. | | Bias/Variance | Biased (due to bootstrapping), but lower variance. | Unbiased, but higher variance (depends on full trajectory). | | Sample Efficiency | Generally more sample efficient. | Less efficient, needs many episodes. |
Q-Learning (Off-policy TD Control):
-
Learns optimal action-value function $$\displaystyle Q^* $$ independent of the policy being followed.
-
Update Rule:
$$Q(S_t, A_t) \leftarrow Q(S_t, A_t) + \alpha \left[ R_{t+1} + \gamma \max_{a} Q(S_{t+1}, a) - Q(S_t, A_t) \right]$$
-
Exploration: Uses an exploratory policy (e.g., $\epsilon$-greedy) to generate experience, but target uses $$\displaystyle \max_a Q $$, making it off-policy.
-
Goal: Find $$\displaystyle \pi^* $$ that is greedy w.r.t. $$\displaystyle Q^* $$.
SARSA (On-policy TD Control):
-
Learns the Q-function for the current policy.
-
Update Rule:
$$Q(S_t, A_t) \leftarrow Q(S_t, A_t) + \alpha \left[ R_{t+1} + \gamma Q(S_{t+1}, A_{t+1}) - Q(S_t, A_t) \right]$$
-
Policy Dependence: The next action $$\displaystyle A_{t+1} $$ is chosen by the same exploratory policy used to generate $$\displaystyle (S_t, A_t) $$. This makes it on-policy.
-
Behavior: More conservative/cautious than Q-learning, as it accounts for the exploration/exploitation trade-off in its updates.
Q-learning vs. SARSA:
| Feature | Q-Learning | SARSA |
|---|---|---|
| Policy Type | Off-policy (learns $$\displaystyle Q^* $$ while following any exploratory policy). | On-policy (learns $$\displaystyle Q^{\pi} $$ for the current $\pi$). |
| Update Target | $$\displaystyle R_{t+1} + \gamma \max_a Q(S_{t+1}, a) $$ | $$\displaystyle R_{t+1} + \gamma Q(S_{t+1}, A_{t+1}) $$ |
| Safety | Can learn optimal but risky policies (ignores exploration during update). | Learns a safer policy that accounts for exploration. |
| Convergence | Converges to $$\displaystyle Q^* $$ with proper conditions (e.g., $\epsilon$-greedy with $\epsilon \to 0$). | Converges to $$\displaystyle Q^{\pi} $$ for the $\epsilon$-greedy policy. |
C. Policy Gradient Methods
-
Concept: Directly optimize the policy $$\displaystyle \pi_{\theta}(a|s) $$ parameterized by $\theta$ to maximize expected return $$\displaystyle J(\theta) = \mathbb{E}_{\pi_{\theta}}[G_t] $$. No value function needed.
-
REINFORCE Algorithm (Monte Carlo Policy Gradient):
-
Generate a full trajectory $$\displaystyle (s_0, a_0, r_1, ..., s_{T-1}, a_{T-1}, r_T) $$ using $$\displaystyle \pi_{\theta} $$.
-
For each step $t$ in the trajectory, compute the return $$\displaystyle G_t $$.
-
Update policy parameters:
-
$$\theta \leftarrow \theta + \alpha \gamma^t G_t \nabla_{\theta} \log \pi_{\theta}(a_t | s_t)$$
-
Advantages over Value-Based Methods:
-
Can handle continuous action spaces (value-based methods need to find $$\displaystyle \arg\max_a Q $$).
-
Can learn stochastic policies (useful for exploration, partial observability, multi-agent settings).
-
Directly optimizes the performance objective $J(\theta)$.
-
D. Advanced Topics
Generative Adversarial Imitation Learning (GAIL):
-
Difference from Standard RL: Standard RL learns a policy to maximize a given reward function. GAIL learns a policy to imitate expert demonstrations without an explicit reward function.
-
Adversarial Framework:
-
Discriminator $D$: Trained to distinguish between state-action pairs from expert dataset and those from the current agent policy.
-
Generator (Policy $\pi$): Trained to fool the discriminator, i.e., produce state-action pairs that look like expert data.
-
The discriminator's output provides a shaped reward for the policy: $$\displaystyle r(s,a) = \log D(s,a) - \log(1-D(s,a)) $$.
-
This is equivalent to minimizing the Jensen-Shannon divergence between the agent's state-action distribution and the expert's.
-
Recent Trends in RL Architectures:
-
Deep Reinforcement Learning: Combines RL with deep neural networks.
-
DQN (Deep Q-Network): Uses a deep network to approximate $Q(s,a)$ with experience replay and target network for stability.
-
DDPG (Deep Deterministic Policy Gradient): For continuous actions. Actor-critic method with deterministic policy.
-
-
Actor-Critic Methods: Combine value-based (critic) and policy-based (actor) approaches for better sample efficiency and stability.
-
A2C/A3C (Advantage Actor-Critic, Asynchronous Advantage Actor-Critic): Use the advantage function $$\displaystyle A(s,a) = Q(s,a) - V(s) $$ as a lower-variance update target.
-
PPO (Proximal Policy Optimization): Uses a clipped surrogate objective to ensure small, stable policy updates, preventing destructive large steps. Highly popular.
-
-
Hierarchical RL: Decomposes tasks into a hierarchy of sub-policies (options).
-
Multi-agent RL: Studies multiple learning agents interacting in a shared environment (cooperation, competition, mixed).
IV. SPECIALIZED TOPICS
A. Least Squares Methods
In Machine Learning Context:
-
Linear Regression: Fits a linear model $$\displaystyle y = X\beta + \epsilon $$ by minimizing the sum of squared residuals.
- Closed-Form Solution (Normal Equation):
$$\hat{\beta} = (X^TX)^{-1}X^Ty$$
* This is the **least squares estimate** that minimizes $$\displaystyle ||y - X\beta||^2_2 $$.
- Hypothesis Evaluation: The least squares solution provides the best linear unbiased estimator (BLUE) under Gauss-Markov assumptions (linearity, independence, homoscedasticity, normality). The residual sum of squares (RSS) is a key metric for model fit.
Least Squares Temporal Difference (LSTD) in RL:
-
A model-free method to estimate the value function $V(s)$ that solves the Bellman equation in a least-squares sense.
-
Instead of incremental TD updates, LSTD uses all collected data to solve a linear system, offering faster convergence (no step-size tuning) but higher computational cost per update.
-
For a linear value function $$\displaystyle V(s) = \theta^T \phi(s) $$ (where $\phi$ are features), LSTD solves:
$$A\theta = b$$
Where:
$$A = \mathbb{E}[\phi(s)(\phi(s) - \gamma \phi(s'))^T], \quad b = \mathbb{E}[\phi(s)r]$$
These expectations are approximated from a batch of experience.
[!TIP] Key Connection: Both linear regression and LSTD find parameters $\theta$ by solving a linear system derived from minimizing a squared error objective—one for prediction ($y$), one for satisfying the Bellman equation.