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Interpretation of Artificial Neural Networks: Mapping Knowledge-Based Neural Networks into Rules

Neural Information Processing Systems

We propose and empirically evaluate a method for the extraction of expertcomprehensible rules from trained neural networks. Our method operates in the context of a three-step process for learning that uses rule-based domain knowledge in combination with neural networks. Empirical tests using realworlds problems from molecular biology show that the rules our method extracts from trained neural networks: closely reproduce the accuracy of the network from which they came, are superior to the rules derived by a learning system that directly refines symbolic rules, and are expert-comprehensible.



Human and Machine 'Quick Modeling'

Neural Information Processing Systems

We present here an interesting experiment in'quick modeling' by humans, performed independently on small samples, in several languages and two continents, over the last three years. Comparisons to decision tree procedures and neural net processing are given. From these, we conjecture that human reasoning is better represented by the latter, but substantially different from both. Implications for the'strong convergence hypothesis' between neural networks and machine learning are discussed, now expanded to include human reasoning comparisons. 1 INTRODUCTION Until recently the fields of symbolic and connectionist learning evolved separately. Suddenly in the last two years a significant number of papers comparing the two methodologies have appeared. A beginning synthesis of these two fields was forged at the NIPS '90 Workshop #5 last year (Pratt and Norton, 1990), where one may find a good bibliography of the recent work of Atlas, Dietterich, Omohundro, Sanger, Shavlik, Tsoi, Utgoff and others. It was at that NIPS '90 Workshop that we learned of these studies, most of which concentrate on performance comparisons of decision tree algorithms (such as ID3, CART) and neural net algorithms (such as Perceptrons, Backpropagation). Independently three years ago we had looked at Quinlan's ID3 scheme (Quinlan, 1984) and intuitively and rather instantly not agreeing with the generalization he obtains by ID3 from a sample of 8 items generalized to 12 items, we subjected this example to a variety of human experiments. We report our findings, as compared to the performance of ID3 and also to various neural net computations.


Simulation of Optimal Movements Using the Minimum-Muscle-Tension-Change Model

Neural Information Processing Systems

This work discusses various optimization techniques which were proposed in models for controlling arm movements. In particular, the minimum-muscle-tension-change model is investigated. A dynamic simulator of the monkey's arm, including seventeen single and double joint muscles, is utilized to generate horizontal hand movements. The hand trajectories produced by this algorithm are discussed.


Improving the Performance of Radial Basis Function Networks by Learning Center Locations

Neural Information Processing Systems

Three methods for improving the performance of (gaussian) radial basis function (RBF) networks were tested on the NETtaik task. In RBF, a new example is classified by computing its Euclidean distance to a set of centers chosen by unsupervised methods. The application of supervised learning to learn a non-Euclidean distance metric was found to reduce the error rate of RBF networks, while supervised learning of each center's variance resultedin inferior performance. The best improvement in accuracy was achieved by networks called generalized radial basis function (GRBF) networks. In GRBF, the center locations are determined by supervised learning. After training on 1000 words, RBF classifies 56.5% of letters correct, while GRBF scores 73.4% letters correct (on a separate test set). From these and other experiments, we conclude that supervised learning of center locations can be very important for radial basis function learning.


Green's Function Method for Fast On-Line Learning Algorithm of Recurrent Neural Networks

Neural Information Processing Systems

The two well known learning algorithms of recurrent neural networks are the back-propagation (Rumelhart & el al., Werbos) and the forward propagation (Williamsand Zipser). The main drawback of back-propagation is its off-line backward path in time for error cumulation. This violates the online requirement in many practical applications. Although the forward propagation algorithmcan be used in an online manner, the annoying drawback is the heavy computation load required to update the high dimensional sensitivity matrix(0(fir) operations for each time step). Therefore, to develop a fast forward algorithm is a challenging task.


Illumination and View Position in 3D Visual Recognition

Neural Information Processing Systems

It is shown that both changes in viewing position and illumination conditions canbe compensated for, prior to recognition, using combinations of images taken from different viewing positions and different illumination conditions.It is also shown that, in agreement with psychophysical findings, the computation requires at least a sign-bit image as input - contours alone are not sufficient. 1 Introduction The task of visual recognition is natural and effortless for biological systems, yet the problem of recognition has been proven to be very difficult to analyze from a computational point of view. The fundamental reason is that novel images of familiar objects are often not sufficiently similar to previously seen images of that object. Assuming a rigid and isolated object in the scene, there are two major sources for this variability: geometric and photometric. The geometric source of variability comes from changes of view position. A 3D object can be viewed from a variety of directions, each resulting with a different 2D projection. The difference is significant, even for modest changes in viewing positions, and can be demonstrated by superimposing those projections (see Figure 1, first row second image). Much attention has been given to this problem in the visual recognition literature ([9], and references therein), and recent results show that one can compensate for changes in viewing position by generating novel views from a small number of model views of the object [10, 4, 8].


Information Measure Based Skeletonisation

Neural Information Processing Systems

Automatic determination of proper neural network topology by trimming oversized networks is an important area of study, which has previously been addressed using a variety of techniques. In this paper, we present Information Measure Based Skeletonisation (IMBS), a new approach to this problem where superfluous hidden units are removed based on their information measure (1M). This measure, borrowed from decision tree induction techniques,reflects the degree to which the hyperplane formed by a hidden unit discriminates between training data classes. We show the results of applying IMBS to three classification tasks and demonstrate that it removes a substantial number of hidden units without significantly affecting network performance.


Practical Issues in Temporal Difference Learning

Neural Information Processing Systems

This paper examines whether temporal difference methods for training connectionist networks, such as Suttons's TO('\) algorithm, can be successfully appliedto complex real-world problems. A number of important practical issues are identified and discussed from a general theoretical perspective. Thesepractical issues are then examined in the context of a case study in which TO('\) is applied to learning the game of backgammon from the outcome of self-play. This is apparently the first application of this algorithm to a complex nontrivial task. It is found that, with zero knowledge built in, the network is able to learn from scratch to play the entire game at a fairly strong intermediate level of performance, which is clearly better than conventional commercial programs, and which in fact surpasses comparable networks trained on a massive human expert data set. The hidden units in these network have apparently discovered useful features, a longstanding goal of computer games research.