All language subtitles for 010 Markov Decision Process-subtitle-en

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,050 --> 00:00:03,770 Hello and welcome back to the course on artificial intelligence. 2 00:00:03,810 --> 00:00:08,280 And today we're talking about Mark of decision processes or M.D.. 3 00:00:08,760 --> 00:00:11,120 Let's have a look what we've got today. 4 00:00:11,430 --> 00:00:14,060 So last time we stopped on the concept of a map. 5 00:00:14,070 --> 00:00:19,980 So because we've calculated the values based on the Belman equation we can derive this map for our agent 6 00:00:20,010 --> 00:00:21,060 on this maze. 7 00:00:21,240 --> 00:00:27,570 And basically what that means is wherever the ange a agent starts let's say it starts over there. 8 00:00:27,570 --> 00:00:33,270 It knows exactly which steps to take in order to get to the finish line so it just goes up up right. 9 00:00:33,270 --> 00:00:35,040 Right and done. 10 00:00:35,070 --> 00:00:37,540 And so the question here is is that it. 11 00:00:37,590 --> 00:00:39,780 Is it really that simple. 12 00:00:39,780 --> 00:00:44,690 Is reinforcement learning really that you know for the lack of a better word boring. 13 00:00:44,790 --> 00:00:46,420 It's it's yeah. 14 00:00:46,440 --> 00:00:50,830 Once you have the math that's it all you have to do is you've done it just full of them. 15 00:00:51,090 --> 00:00:55,460 Well the reality is that it's not actually that simple. 16 00:00:55,500 --> 00:01:01,020 And that's a good thing because it makes this course more interesting for us and we can actually solve 17 00:01:01,020 --> 00:01:02,610 much more complex problems. 18 00:01:02,610 --> 00:01:05,460 So this is where a mark of a process is coming. 19 00:01:05,490 --> 00:01:07,770 But first we're going to talk about two things. 20 00:01:07,760 --> 00:01:11,450 We're into it deterministic search versus non-deterministic search. 21 00:01:11,700 --> 00:01:14,750 So let's talk about the concept of deterministic search. 22 00:01:14,820 --> 00:01:21,570 This is our agent in the maze and deterministic search means that if the agent decides to go up then 23 00:01:21,570 --> 00:01:26,980 what will happen is 100 percent probability it will go up. 24 00:01:27,030 --> 00:01:28,700 That's exactly what will happen. 25 00:01:28,700 --> 00:01:29,740 There's no other options. 26 00:01:29,740 --> 00:01:33,690 Once once it says go up or click the up arrow it'll go up. 27 00:01:33,690 --> 00:01:35,070 There's no other options. 28 00:01:35,250 --> 00:01:41,950 Now on the other hand nondeterministic search is when our agent says it wants to go up. 29 00:01:42,130 --> 00:01:44,430 They are actually couple of options. 30 00:01:44,460 --> 00:01:48,820 For example there could be three options and we're going to look an example where there are three options 31 00:01:48,830 --> 00:01:53,400 but it doesn't have to be a limit to three before it could be different depending on depends on the 32 00:01:53,400 --> 00:01:59,640 problem the randomness could be different but in our case it could be three options with an 80 percent 33 00:01:59,640 --> 00:02:01,640 chance he does go up. 34 00:02:01,860 --> 00:02:07,500 But then with a 10 percent chance when he wants to go up he'll actually go to the left just because. 35 00:02:07,500 --> 00:02:11,080 Because that's how the environment works that's the world that he lives in. 36 00:02:11,430 --> 00:02:14,840 And with another check in 10 percent chance he'll actually go right. 37 00:02:14,880 --> 00:02:17,770 And in this case he'll fall into the firepit. 38 00:02:17,850 --> 00:02:20,730 So that is how it all works. 39 00:02:20,760 --> 00:02:26,760 That's an example of a nondeterministic sure search a stochastic process and what the point of this 40 00:02:26,760 --> 00:02:35,370 is is to make a more realistic model of what could actually happen in a real world in a real world type 41 00:02:35,370 --> 00:02:40,560 of problem because very rarely do you get situations like this when you do something and it happens 42 00:02:40,560 --> 00:02:41,390 exactly that way. 43 00:02:41,520 --> 00:02:46,560 And even if you think about it in terms of games let's say you've got an agent playing Pac-Man. 44 00:02:46,740 --> 00:02:51,270 Well not always is it the case that if he's standing in the square he goes up. 45 00:02:51,360 --> 00:02:54,260 He will get the same exact result every time. 46 00:02:54,460 --> 00:02:59,820 Well he will indeed go up but it may be in one case you won't get eaten by a ghost in either case. 47 00:02:59,820 --> 00:03:01,570 He will get eaten by a ghost. 48 00:03:01,590 --> 00:03:05,970 So as you can see there's some randomness to it because it depends on how the ghosts are moving and 49 00:03:05,970 --> 00:03:07,350 they don't always move the same way. 50 00:03:07,350 --> 00:03:09,370 They don't always start in the same locations. 51 00:03:09,510 --> 00:03:16,140 So it's very logical is very fair that there is some randomness there's something that is not under 52 00:03:16,140 --> 00:03:21,810 the control of the agent and that is this is just a way for us to present that in order for us to learn 53 00:03:21,810 --> 00:03:27,240 how we can deal with it and how that affects a Belman equation how it affects the whole reinforcement 54 00:03:27,240 --> 00:03:29,010 learning process. 55 00:03:29,070 --> 00:03:33,780 But at the same time the randomness is of course not limited to if you go up there's a 10 percent chance 56 00:03:33,780 --> 00:03:38,400 you'll go right or temp's and just go left or if you go down to 10 percent chance you go right or left 57 00:03:38,400 --> 00:03:42,840 or you're right there's a 10 percent chance an up or down subtle limited to where you're going to end 58 00:03:42,840 --> 00:03:45,550 up sometimes you might have a problem that is exactly. 59 00:03:45,570 --> 00:03:47,390 Sometimes the possibilities might be different. 60 00:03:47,430 --> 00:03:52,990 Sometimes the randomness might boil down to something else it might be boiled down like that example. 61 00:03:52,980 --> 00:03:58,890 Pacman ghosts eating you are not eating you or it might boil down to something different. 62 00:03:58,890 --> 00:04:05,550 For instance like there's there's like if the agent is playing Doom and then there's something like 63 00:04:05,700 --> 00:04:11,040 a monster which is going to shoot him in one case and other cases there's like there's a probability 64 00:04:11,060 --> 00:04:14,380 if we should all get shot and we won't get shot. 65 00:04:14,550 --> 00:04:19,710 And so and so something that is out of the control of the agents is something I cannot predict. 66 00:04:19,710 --> 00:04:25,740 That's what we are modeling here in nondeterministic search and this is where we have directly approached 67 00:04:25,950 --> 00:04:32,780 two new concepts a mark of processes and or a mark of process and a marker mark of decision process 68 00:04:32,790 --> 00:04:34,130 so let's have a look at these. 69 00:04:34,150 --> 00:04:39,080 And you know how much I don't like to put definitions and lots of text on the side. 70 00:04:39,090 --> 00:04:42,280 But in this case it is necessary for us to go through that. 71 00:04:42,280 --> 00:04:46,220 So let's have a look a stochastic process has a mark of property. 72 00:04:46,240 --> 00:04:51,750 If the conditional probability distribution of future states of the process conditional and both past 73 00:04:51,750 --> 00:04:58,200 and present state depends only upon the present state not on the sequence of events that preceded it. 74 00:04:58,230 --> 00:05:00,410 A process with this property is called a marker. 75 00:05:01,040 --> 00:05:06,470 Very complex definition and it kind of like you introduce a little bit not only contradicts itself but 76 00:05:06,470 --> 00:05:11,110 feels like it contradicts itself so here it is conditional for positive presence that depends on your 77 00:05:11,110 --> 00:05:11,450 point. 78 00:05:11,480 --> 00:05:14,450 But at the same time it only depends upon the present state. 79 00:05:14,510 --> 00:05:17,510 So don't get too bogged down in that. 80 00:05:17,670 --> 00:05:23,050 I'll I'll break it down in simple terms so a mark of property is when your future states. 81 00:05:23,060 --> 00:05:25,310 So not just your choice but the whole thing. 82 00:05:25,310 --> 00:05:31,640 Your choice and the environment it will only like the results of all of the of the action you take in 83 00:05:31,640 --> 00:05:33,900 that environment will only depend on where you are now. 84 00:05:33,920 --> 00:05:35,770 It will not depend on how you got there. 85 00:05:36,110 --> 00:05:36,560 And that's it. 86 00:05:36,560 --> 00:05:40,630 So that's a matter of public and a process which has this property is called the market process. 87 00:05:40,880 --> 00:05:47,570 So to put it into an example so if your agent is here and if he goes if he decides to go up he might 88 00:05:47,570 --> 00:05:48,030 go. 89 00:05:48,040 --> 00:05:52,940 He in our case in our nondeterministic search example he actually might go left and right. 90 00:05:53,000 --> 00:05:53,680 All right. 91 00:05:53,690 --> 00:05:58,940 That's because we have that stick a this city inside our environment we have that randomness inside 92 00:05:58,940 --> 00:05:59,710 our environment. 93 00:05:59,810 --> 00:06:01,820 So any one of these things might happen. 94 00:06:01,820 --> 00:06:07,250 But the key here is that this is a mark of process because we don't care how you got here. 95 00:06:07,250 --> 00:06:10,700 He could have come from the top ended up here he could have come from the left and that up here you 96 00:06:10,700 --> 00:06:12,370 could come from the bottom and end up here. 97 00:06:12,380 --> 00:06:16,640 He could have like play a moved around here like 100000 times and then got here. 98 00:06:16,700 --> 00:06:22,490 It does not matter what happened before only what matters is which state is he in now. 99 00:06:22,520 --> 00:06:31,160 And so the the probabilities of going left or right or up they will always be the same if he's in this 100 00:06:31,160 --> 00:06:32,250 state now. 101 00:06:32,690 --> 00:06:37,530 And so that's basically just saying it doesn't matter what happened before we're here now. 102 00:06:37,640 --> 00:06:39,150 This is the state you're in. 103 00:06:39,200 --> 00:06:42,320 And don't forget that state doesn't just mean where he's standing. 104 00:06:42,320 --> 00:06:48,140 The state is the state of the whole of the whole of the agent in the environment so is there like monsters 105 00:06:48,140 --> 00:06:53,030 on the right or the monsters on the left or you know is the ghost coming from a top or bottom whatever 106 00:06:53,090 --> 00:06:54,530 state you're in now. 107 00:06:54,560 --> 00:06:58,460 Doesn't matter how you got there doesn't matter how and how it all came to be that you're there in that 108 00:06:58,460 --> 00:06:58,790 state. 109 00:06:58,790 --> 00:07:02,990 Now what will happen in the future is only determined by the state you're in now. 110 00:07:02,990 --> 00:07:07,440 Plus the actions you will take them plus of course the randomness that is overlaid on top of that. 111 00:07:07,460 --> 00:07:14,280 So that's a mark of process and a marker decision process or an MVP or marker decision process. 112 00:07:14,390 --> 00:07:20,390 Provide a mathematical framework for of modeling decision making in situations where outcomes are partly 113 00:07:20,420 --> 00:07:23,430 random and partly under control over decision making. 114 00:07:23,570 --> 00:07:29,120 So important to understand that mark of decision process processes are different and different whole 115 00:07:29,150 --> 00:07:32,210 concept mark of process to mark of process. 116 00:07:32,340 --> 00:07:34,810 There are like a mathematical framework so. 117 00:07:34,970 --> 00:07:39,080 But at the same time I thought it was important for us to understand what a mark of process is because 118 00:07:39,170 --> 00:07:45,140 I think it still helps in understanding of mark mark of decision process and so a mark of decision process 119 00:07:45,200 --> 00:07:46,130 is there. 120 00:07:46,230 --> 00:07:50,950 This is exactly what we've been discussing Up till now so that the agent lives in this environment where 121 00:07:51,290 --> 00:07:56,570 he has control like him previously and had full control of what's going on but now it has a little bit 122 00:07:56,570 --> 00:07:57,530 less control. 123 00:07:57,590 --> 00:08:00,270 It can decide to go up but it actually knows. 124 00:08:00,290 --> 00:08:05,570 OK so if I go up there's an apes chance I'll go up this attempts and chances go left and chance will 125 00:08:05,560 --> 00:08:06,170 go right. 126 00:08:06,170 --> 00:08:08,930 So not everything is fully under its control. 127 00:08:08,930 --> 00:08:13,280 There is some randomness in this environment and that's exactly what a mark of decision process and 128 00:08:13,280 --> 00:08:18,830 Markov decision process is the framework that the agent will use in order to understand what to do in 129 00:08:18,830 --> 00:08:19,400 this environment. 130 00:08:19,400 --> 00:08:22,400 So we've got an environment with some toxicity some randomness. 131 00:08:22,550 --> 00:08:27,000 And now the agent has to choose for instance should go up down left or right. 132 00:08:27,370 --> 00:08:28,530 He has to make that decision. 133 00:08:28,520 --> 00:08:29,820 He doesn't know what to do. 134 00:08:30,140 --> 00:08:36,200 And in order to make that decision is going to apply a framework is going to be using a mark of decision 135 00:08:36,200 --> 00:08:40,960 process in order to make that decision what what's going to happen where it's going to go. 136 00:08:40,970 --> 00:08:47,600 And so basically this environment that poses this problem it is referred to the mark of decision process 137 00:08:47,600 --> 00:08:52,820 so it's the framework the agent using at the same time the environment is referred to that the agent 138 00:08:52,820 --> 00:08:55,810 is operating in a market decision process environment. 139 00:08:56,280 --> 00:09:01,190 And so basically here we have two concepts we've got the mark of process is the way this environment 140 00:09:01,190 --> 00:09:03,740 is designed that the PA does the work. 141 00:09:03,770 --> 00:09:07,020 What happens from where you are now doesn't depend on the past. 142 00:09:07,130 --> 00:09:11,240 And that same time we've got the mark of decision process is the framework that the agent is going to 143 00:09:11,240 --> 00:09:13,630 be using in order to solve this environment. 144 00:09:13,970 --> 00:09:18,830 And the good news is that the mark of decision process or that framework that we're talking about is 145 00:09:18,830 --> 00:09:24,730 actually just an add on to our Belman equation question is the Belman equation but just a bit more sophisticated. 146 00:09:24,740 --> 00:09:26,960 So let's have a look at that. 147 00:09:27,050 --> 00:09:28,910 This is our Belman equation so far. 148 00:09:29,030 --> 00:09:31,030 It's the maximum of all possible actions. 149 00:09:31,040 --> 00:09:35,150 So the value of being in a state is the maximum of all possible actions that you can take from that 150 00:09:35,150 --> 00:09:35,990 state. 151 00:09:36,260 --> 00:09:41,930 The maximum is taken from the reward that you would get by taking that action in that state plus a discount 152 00:09:41,930 --> 00:09:45,410 factor times the value of the next state which is as prime. 153 00:09:45,410 --> 00:09:47,390 So that's what we've had so far. 154 00:09:47,400 --> 00:09:52,550 Now because we have some randomness in our whole process this this part will change because we don't 155 00:09:52,550 --> 00:09:57,620 actually know which state will end up and we don't know what s prime will be will it be if we're going 156 00:09:57,630 --> 00:10:03,680 up will it be up or will be left will be right so we actually have to place this with the expected value 157 00:10:03,680 --> 00:10:04,960 of the next date. 158 00:10:04,970 --> 00:10:08,810 So here we're going to replace this so there's three possible states we can end up in. 159 00:10:08,810 --> 00:10:15,480 And so we're going to replace that with some value that state has a value of as one prime. 160 00:10:15,520 --> 00:10:18,190 That it has a view of as prime to prime. 161 00:10:18,470 --> 00:10:22,490 And this state has a value of the of us three Bryne. 162 00:10:22,640 --> 00:10:28,790 So now we're going to multiply the state that we actually are intending to go into by 80 percent because 163 00:10:28,790 --> 00:10:33,770 that's how probability of getting to that state plus the probability of getting to this state is 10 164 00:10:33,770 --> 00:10:39,800 percent plus people getting in-state So this is just our expected value so if from statistics if we 165 00:10:39,800 --> 00:10:46,880 take the expected value of getting into the state that we'll get into these are kind of like the average 166 00:10:47,060 --> 00:10:52,040 What's the average of what we'll get and then we replace that over here. 167 00:10:52,040 --> 00:10:56,210 Then we get this aggression and it jumps very quickly just because there's a big but if you look at 168 00:10:56,210 --> 00:10:59,930 it carefully you'll see the same thing said about Max here Max here. 169 00:10:59,960 --> 00:11:06,340 Then you've got r of S and A R of S and they you've got gamma you've got gamma. 170 00:11:06,410 --> 00:11:08,600 And then finally here you've got v. 171 00:11:08,630 --> 00:11:13,640 So you knew exactly it was a deterministic search you knew which states you'll get into. 172 00:11:13,640 --> 00:11:16,120 Now you don't know which state you'll get into since that of taking V. 173 00:11:16,120 --> 00:11:23,300 You're taking the expected value of the state you'll get into or of the future state or just in simpler 174 00:11:23,300 --> 00:11:25,920 terms you're just taking the average of what you will getting into. 175 00:11:26,060 --> 00:11:32,450 So you know like it was like for 30 plus 3 percent chance it will be like this Plus's divide by three 176 00:11:32,590 --> 00:11:32,900 basically. 177 00:11:32,900 --> 00:11:37,130 But in this case it's not it's not exactly like average average. 178 00:11:37,130 --> 00:11:40,410 It's it's a weighted average because of the probabilities here. 179 00:11:40,430 --> 00:11:45,980 So here you've got the probability of it when you're in this stage to take this action of getting into 180 00:11:46,040 --> 00:11:50,630 state as prime time the value of s prime and some to cross all these primes that you could possibly 181 00:11:50,630 --> 00:11:51,830 get into who we are. 182 00:11:51,830 --> 00:11:54,690 So exactly what we had three here one two three. 183 00:11:54,890 --> 00:11:57,330 Add them up multiply these add them up. 184 00:11:57,330 --> 00:11:58,040 Same here. 185 00:11:58,040 --> 00:11:58,820 One two three. 186 00:11:58,820 --> 00:12:01,660 Multiply them by the probabilities and add them up. 187 00:12:02,090 --> 00:12:05,180 And that is your new Belman equation. 188 00:12:05,180 --> 00:12:06,440 Congratulations. 189 00:12:06,470 --> 00:12:08,990 This is what we're going to be working with going forward. 190 00:12:09,140 --> 00:12:15,590 And that is the framework that is used in of decision processes so that is the framework that solves 191 00:12:15,590 --> 00:12:16,490 this. 192 00:12:16,620 --> 00:12:22,670 That agents used to solve this whole stochastic nondeterministic search problem where there's random 193 00:12:22,670 --> 00:12:25,460 events that are happening that they cannot control. 194 00:12:25,460 --> 00:12:26,920 So it's it's much more complex. 195 00:12:26,930 --> 00:12:30,150 But as you can see because we've built up slowly to it. 196 00:12:30,290 --> 00:12:33,120 Now we already know about this we know about. 197 00:12:33,130 --> 00:12:35,090 There's worry about this. 198 00:12:35,090 --> 00:12:36,160 We know about this. 199 00:12:36,170 --> 00:12:36,710 We know what they are. 200 00:12:36,710 --> 00:12:42,500 So all we did is we just introduced this part over here because there are probabilities involved in 201 00:12:42,920 --> 00:12:49,000 the action or the consequences of your action on nondeterministic they are based on probabilities. 202 00:12:49,220 --> 00:12:50,600 And so there we go. 203 00:12:50,600 --> 00:12:58,280 That's how a marker of decision process works and the underlying equation behind it. 204 00:12:58,330 --> 00:13:04,630 Once again it is something that is more like more closely resembles real world problems real or Sinatras 205 00:13:04,670 --> 00:13:08,690 or even game scenarios because not everything is straightforward. 206 00:13:08,690 --> 00:13:15,880 There is some randomness of all involved and not always will taking an action in a certain state will 207 00:13:15,870 --> 00:13:18,810 always Nawal not always will it lead to the same outcome. 208 00:13:18,890 --> 00:13:23,150 And so this is what we're going to be dealing with going forward and that's going to make things way 209 00:13:23,150 --> 00:13:24,310 more interesting. 210 00:13:24,380 --> 00:13:29,290 So hopefully you're excited for that and excited to see what's going to come next. 211 00:13:29,690 --> 00:13:35,870 And in the meantime I found a really cool paper for you to have a look at this time. 212 00:13:35,870 --> 00:13:37,460 It's a very applied paper. 213 00:13:37,460 --> 00:13:40,150 So this one is actually really interesting to read through. 214 00:13:40,160 --> 00:13:46,810 It's called a survey of applications of Mark of decision processes proces and it was written by white 215 00:13:46,820 --> 00:13:47,970 in 1993. 216 00:13:47,990 --> 00:13:56,000 There's the link and Ill show you examples of where Markov decision processes actually are used to model 217 00:13:56,000 --> 00:13:59,560 real life Sinatras I think I was very excited by this. 218 00:13:59,560 --> 00:14:03,880 I was impressed by some examples of population harvesting for instance. 219 00:14:03,880 --> 00:14:09,290 So let's say you have some fish and you know what the population of fish is you need to decide how many 220 00:14:09,290 --> 00:14:12,910 fish can we fish out this year and what. 221 00:14:13,250 --> 00:14:14,330 So that's your current state. 222 00:14:14,330 --> 00:14:17,220 That's the action that you're taking How many can we've shot at this year. 223 00:14:17,230 --> 00:14:20,420 So what are the up what are the possible outcomes of that. 224 00:14:20,540 --> 00:14:22,100 How many fish will we have next year. 225 00:14:22,160 --> 00:14:25,210 How many fish will we have the year after and the year after and so on. 226 00:14:25,250 --> 00:14:30,230 And it's not deterministic because it's not like if you take it at an hour and 90 percent of the population 227 00:14:30,230 --> 00:14:34,640 the next year you will have you know back to 100 percent is not not exactly sermonising. 228 00:14:34,640 --> 00:14:39,590 There are certain random factors involved which are out of our control and therefore we have to understand 229 00:14:39,760 --> 00:14:43,640 what's what's going to happen we have to model what's going to happen that's where a market decision 230 00:14:43,860 --> 00:14:46,060 processes agriculture. 231 00:14:46,070 --> 00:14:50,250 There's an example like something like harvesting crops how much crops do we harvest how much money 232 00:14:50,280 --> 00:14:51,440 do we not harvest. 233 00:14:51,470 --> 00:14:58,190 Another one which I looked at finance and investment like an insurance company needs to decide how much 234 00:14:58,190 --> 00:15:04,990 of its funds it will invest in any I think day or year or some period of time and there are those certain 235 00:15:05,020 --> 00:15:06,490 factors are of his control. 236 00:15:06,490 --> 00:15:11,260 For instance you know the market movements it doesn't know what can happen so it needs to actually model 237 00:15:11,260 --> 00:15:12,070 that somehow. 238 00:15:12,110 --> 00:15:14,350 A mark of decision processes used for that. 239 00:15:14,350 --> 00:15:16,890 So here you can see lots and lots of examples. 240 00:15:16,900 --> 00:15:20,340 And this is the number of examples given I think for each one. 241 00:15:20,650 --> 00:15:28,030 And so you know even sports examples for sports and epidemics and motor insurance claims inspections 242 00:15:28,090 --> 00:15:31,030 and maintenance and repairs it's also very interesting. 243 00:15:31,030 --> 00:15:31,900 Have a look at that. 244 00:15:31,930 --> 00:15:40,390 Just to give you an understanding of hey this is not just all made up stuff hypothetical The Matrix 245 00:15:40,390 --> 00:15:41,130 type of thing. 246 00:15:41,140 --> 00:15:45,580 This is actually the real world scenario so Ill give you a better understanding and this is what we 247 00:15:45,580 --> 00:15:50,410 talked about in the promotional video for the scores that or the description of the course that we're 248 00:15:50,410 --> 00:15:55,900 going to inspire you and your intuition to give you ideas for how to use AI in real life. 249 00:15:55,900 --> 00:15:57,820 This is your opportunity. 250 00:15:57,820 --> 00:15:59,790 Look at this paper to understand. 251 00:15:59,900 --> 00:16:02,890 OK so we're going to be dealing with mark of decision process going forward. 252 00:16:02,890 --> 00:16:07,210 That's really cool what do they look like in real life and this possibly could trigger some ideas for 253 00:16:07,210 --> 00:16:13,300 you how you could apply in the future to make the world a better place and we'd be super happy about 254 00:16:13,300 --> 00:16:13,650 that. 255 00:16:13,690 --> 00:16:18,560 We'd be happy if you could use what you learn in this course to make the world a better place. 256 00:16:18,730 --> 00:16:20,050 How fantastic with that. 257 00:16:20,380 --> 00:16:23,170 So on that note I hope you enjoyed today's tutorial. 258 00:16:23,170 --> 00:16:24,540 I look forward See you next time. 259 00:16:24,610 --> 00:16:26,420 And until then enjoy AI. 28357

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.