AI-DecisionTree

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			      map { $_ => $self->rule_tree($tree->{children}{$_}) } keys %{$tree->{children}},
			     }
	 ];
}

sub rule_statements {
  my $self = shift;
  my ($stmt, $tree) = @_ ? @_ : ('', $self->{tree});
  return("$stmt -> '$tree->{result}'") if exists $tree->{result};
  
  my @out;
  my $prefix = $stmt ? "$stmt and" : "if";
  foreach my $val (keys %{$tree->{children}}) {
    push @out, $self->rule_statements("$prefix $tree->{split_on}='$val'", $tree->{children}{$val});
  }
  return @out;
}

### Some instance accessor stuff:

sub _result {
  my ($self, $instance) = @_;
  my $int = $instance->result_int;
  return $self->{results_reverse}[$int];
}

sub _delete_value {
  my ($self, $instance, $attr) = @_;
  my $val = $self->_value($instance, $attr);
  return unless defined $val;
  
  $instance->set_value($self->{attributes}{$attr}, 0);
  return $val;
}

sub _value {
  my ($self, $instance, $attr) = @_;
  return unless exists $self->{attributes}{$attr};
  my $val_int = $instance->value_int($self->{attributes}{$attr});
  return $self->{attribute_values_reverse}{$attr}[$val_int];
}



1;
__END__

=head1 NAME

AI::DecisionTree - Automatically Learns Decision Trees

=head1 VERSION

version 0.11

=head1 SYNOPSIS

  use AI::DecisionTree;
  my $dtree = new AI::DecisionTree;
  
  # A set of training data for deciding whether to play tennis
  $dtree->add_instance
    (attributes => {outlook     => 'sunny',
                    temperature => 'hot',
                    humidity    => 'high'},
     result => 'no');
  
  $dtree->add_instance
    (attributes => {outlook     => 'overcast',
                    temperature => 'hot',
                    humidity    => 'normal'},
     result => 'yes');

  ... repeat for several more instances, then:
  $dtree->train;
  
  # Find results for unseen instances
  my $result = $dtree->get_result
    (attributes => {outlook     => 'sunny',
                    temperature => 'hot',
                    humidity    => 'normal'});

=head1 DESCRIPTION

The C<AI::DecisionTree> module automatically creates so-called
"decision trees" to explain a set of training data.  A decision tree
is a kind of categorizer that use a flowchart-like process for
categorizing new instances.  For instance, a learned decision tree
might look like the following, which classifies for the concept "play
tennis":

                   OUTLOOK
                   /  |  \
                  /   |   \
                 /    |    \
           sunny/  overcast \rainy
               /      |      \
          HUMIDITY    |       WIND
          /  \       *no*     /  \
         /    \              /    \
    high/      \normal      /      \
       /        \    strong/        \weak
     *no*      *yes*      /          \
                        *no*        *yes*

(This example, and the inspiration for the C<AI::DecisionTree> module,
come directly from Tom Mitchell's excellent book "Machine Learning",
available from McGraw Hill.)

A decision tree like this one can be learned from training data, and
then applied to previously unseen data to obtain results that are
consistent with the training data.

The usual goal of a decision tree is to somehow encapsulate the
training data in the smallest possible tree.  This is motivated by an
"Occam's Razor" philosophy, in which the simplest possible explanation
for a set of phenomena should be preferred over other explanations.
Also, small trees will make decisions faster than large trees, and
they are much easier for a human to look at and understand.  One of
the biggest reasons for using a decision tree instead of many other
machine learning techniques is that a decision tree is a much more



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