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Learning rule

Learning rule is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Learning rule rather than just read about it. In short: An artificial neural network's learning rule or learning process is a method, mathematical logic or algorithm which improves the network's performance and/or training time. Usually, this rule is applied repeatedly over the network.

Key takeaways

  • Learning rule belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Learning rule to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Learning rule from memory before moving on to harder problems.

Reference excerpt

An artificial neural network's learning rule or learning process is a method, mathematical logic or algorithm which improves the network's performance and/or training time. Usually, this rule is applied repeatedly over the network. It is done by updating the weight and bias levels of a network when it is simulated in a specific data environment. A learning rule may accept existing conditions (weights and biases) of the network, and will compare the expected result and actual result of the network to give new and improved values for the weights and biases. Depending on the complexity of the model being simulated, the learning rule of the network can be as simple as an XOR gate or mean squared error, or as complex as the result of a system of differential equations. The learning rule is one of the factors which decides how fast or how accurately the neural network can be developed. Depending on the process to develop the network, there are three main paradigms of machine learning:

supervised learning, unsupervised learning, and reinforcement learning.

Background A lot of the learning methods in machine learning work similar to each other, and are based on each other, which makes it difficult to classify them in clear categories. But they can be broadly understood in 4 categories of learning methods, though these categories don't have clear boundaries and they tend to belong to multiple categories of learning methods -

Hebbian - Neocognitron, Brain-state-in-a-box Gradient Descent - ADALINE, Hopfield Network, Recurrent Neural Network Competitive - Learning Vector Quantisation, Self-Organising Feature Map, Adaptive Resonance Theory Stochastic - Boltzmann Machine, Cauchy Machine Though these learning rules might appear to be based on similar ideas, they do have subtle differences, as they are a generalisation or application over the previous rule, and hence it makes sense to study them separately based on their origins and intents.

Hebbian Learning Developed by Donald Hebb in 1949 to describe biological neuron firing. In the mid-1950s it was also applied to computer simulations of neural networks.

Δ w i = η x i y {\displaystyle \Delta w_{i}=\eta x_{i}y}

Where η {\displaystyle \eta } represents the learning rate, x i {\displaystyle x_{i}} represents the input of neuron i, and y is the output of the neuron. It has been shown that Hebb's rule in its basic form is unstable. Oja's Rule, BCM Theory are other learning rules built on top of or alongside Hebb's Rule in the study of biological neurons.

Perceptron Learning Rule (PLR) The perceptron learning rule originates from the Hebbian assumption, and was used by Frank Rosenblatt in his perceptron in 1958. The net is passed to the activation (transfer) function and the function's output is used for adjusting the weights. The learning signal is the difference between the desired response and the actual response of a neuron. The step function is often used as an activation function, and the outputs are generally restricted to -1, 0, or 1. The weights are updated with

w new = w old + η ( t − o ) x i {\displaystyle w_{\text{new}}=w_{\text{old}}+\eta (t-o)x_{i}} where "t" is the target value and "o" is the output of the perceptron, and η {\displaystyle \eta } is called the learning rate. The algorithm converges to the correct classification if:

the training data is linearly separable*

η {\displaystyle \eta } is sufficiently small (though smaller η {\displaystyle \eta } generally means a longer learning time and more epochs) *It should also be noted that a single layer perceptron with this learning rule is incapable of working on linearly non-separable inputs, and hence the XOR problem cannot be solved using this rule alone

Backpropagation Seppo Linnainmaa in 1970 is said to have developed the Backpropagation Algorithm but the origins of the algorithm go back to the 1960s with many contributors. It is a generalisation of the least mean squares algorithm in the linear perceptron and the Delta Learning Rule. It implements gradient descent search through the space possible network weights, iteratively reducing the error, between the target values and the network outputs.

Widrow-Hoff Learning (Delta Learning Rule)

Similar to the perceptron learning rule but with different origin. It was developed for use in the ADALINE network, which differs from the Perceptron mainly in terms of the training. The weights are adjusted according to the weighted sum of the inputs (the net), whereas in perceptron the sign of the weighted sum was useful for determining the output as the threshold was set to 0, -1, or +1. This makes ADALINE different from the normal perceptron. Delta rule (DR) is similar to the Perceptron Learning Rule (PLR), with some differences:

Error (δ) in DR is not restricted to having values of 0, 1, or -1 (as in PLR), but may have any value DR can be derived for any differentiable output/activation function f, whereas in PLR only works for threshold output function Sometimes only when the Widrow-Hoff is applied to binary targets specifically, it is referred to as Delta Rule, but the terms seem to be used often interchangeably. The delta rule is considered to a special case of the back-propagation algorithm. Delta rule also closely resembles the Rescorla-Wagner model under which Pavlovian conditioning occurs.

Competitive Learning Competitive learning is considered a variant of Hebbian learning, but it is special enough to be discussed separately. Competitive learning works by increasing the specialization of each node in the network. It is well suited to finding clusters within data. Models and algorithms based on the principle of competitive learning include vector quantization and self-organizing maps (Kohonen maps).

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Learning rule

Start with the simplest possible case. Write down what Learning rule claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Learning rule before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Learning rule ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Learning rule

In research
Learning rule appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Learning rule in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Learning rule is common in secondary-school and first-year university syllabi. It links to neighbouring topics Artificial neural networks, Learning, so understanding it makes those chapters shorter.
In everyday life
Look for Learning rule outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Learning rule in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Learning rule means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Learning rule out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Learning rule in simple terms?

An artificial neural network's learning rule or learning process is a method, mathematical logic or algorithm which improves the network's performance and/or training time. Usually, this rule is applied repeatedly over the network.

Why does Learning rule matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Learning rule?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Learning rule.

Tags

  • Artificial neural networks
  • Learning

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