Induction Learning in Artificial Intelligence

Induction Learning in AI

Inductive learning is the process of applying knowledge gained from real-world instances to solve other problems that are similar to one another. Put simply, inductive learning, also known as learning by induction, is a technique that applies the laws of the past to new situations. 


A system attempts to infer a general rule from a collection of observed cases through learning by example or inductive learning. Drawing broad conclusions from detailed observations is known as induction. Examples of inductive learning include learning by doing and learning by example. Humans have learned the majority of what they know about their surroundings through induction.


The following steps are commonly involved in the inductive learning process: 


Data Collection: Getting a collection of instances or samples with labels that correspond to the problem domain is known as data gathering. For example, emails classified as spam or non-spam would make up the data in a task involving the categorization of spam emails. 


Hypothesis Space: The set of potential theories or hypotheses that a student may consider is the hypothesis space. This is frequently dictated by the inductive bias of the learning algorithm that is selected. 


Generating hypotheses: Developing theories based on examples that have been observed. After analyzing the characteristics of the cases, the student develops theories to account for the connections or trends seen in the data. 


Evaluation of the hypotheses: Using validation methods or assessment metrics, evaluate the created hypotheses. This entails putting the theories to the test on fresh, untested cases.


Techniques Used for Induction Learning

  • Winston's Learning Program

  • Version Spaces

  • Decision Trees

1. Winston's Learning Program

Software that learns structural descriptions of situations from examples was first shown in Winston's 1970 PhD thesis. Networks defining items and their attributes and connections are created by the application. 

It picks up ideas from instances and counterexamples, such as "pedestal" and "arch". Using a variety of heuristics, the computer ascertains the relationships and attributes of objects in scenes. It may adapt its models depending on fresh examples to accept instances of ideas and reject non-instances. It represents the data in descriptive networks.

This refers to a learning program's structural principle. This software ran in a basic block-world environment. Building a representation of the block domain concept definitions was its aim.


2. Version Spaces

A representation for extracting relevant information from a collection of learning examples is called a version space. Without forgetting any of the learning instances, it is a hierarchical representation of knowledge that records every relevant detail provided by a series of learning examples.


3. Decision Trees

Decision trees can also be introduced as a method of concept learning. Quinlan demonstrated this technique in his ID3 system. 


A tool called ID3 may automatically create trees from supplied examples, both positive and negative. A decision tree's leaves each state a thought, either positive or negative. Starting at the top, one classifies a given input by following assertions all the way down to the solution. 


Below is the classification tree that was created using the ID3 algorithm. It indicates if the weather is suitable for play.

Induction Learning in Artificial Intelligence

A decision tree for the concept buys_computer, indicating whether a customer at AllElectronics likely to purchase a computer. Each internal (noleaf) node represents a test on an attribute. Each leaf node represents a class (either buys_computer = yes or buys_computer=no).

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