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Pruning is the practice of removing parameters (which may entail removing individual parameters, or parameters in groups such as by neurons) from an existing artificial neural networks. [1] The goal of this process is to maintain accuracy of the network while increasing its efficiency .
Pruning is a data compression technique in machine learning and search algorithms that reduces the size of decision trees by removing sections of the tree that are non-critical and redundant to classify instances. Pruning reduces the complexity of the final classifier, and hence improves predictive accuracy by the reduction of overfitting.
Deep learning; Feedforward neural network; ... in the 2010s that some modern machine learning techniques tend to perform ... Descent to Pruning Neural Networks".
Decision tree learning is a supervised learning approach used in statistics, data mining and machine learning.In this formalism, a classification or regression decision tree is used as a predictive model to draw conclusions about a set of observations.
The rating of best Go-playing programs on the KGS server since 2007. Since 2006, all the best programs use Monte Carlo tree search. [14]In 2006, inspired by its predecessors, [15] Rémi Coulom described the application of the Monte Carlo method to game-tree search and coined the name Monte Carlo tree search, [16] L. Kocsis and Cs.
There are two main types of neural networks: In neuroscience, a biological neural network is a physical structure found in brains and complex nervous systems—a population of nerve cells connected by synapses. In machine learning, an artificial neural network is a mathematical model used to approximate nonlinear functions.
Networks such as the previous one are commonly called feedforward, because their graph is a directed acyclic graph. Networks with cycles are commonly called recurrent. Such networks are commonly depicted in the manner shown at the top of the figure, where is shown as dependent upon itself. However, an implied temporal dependence is not shown.
MuZero (MZ) is a combination of the high-performance planning of the AlphaZero (AZ) algorithm with approaches to model-free reinforcement learning. The combination allows for more efficient training in classical planning regimes, such as Go, while also handling domains with much more complex inputs at each stage, such as visual video games.