2. Overview
What is a Decision Tree
Sample Decision Trees
How to Construct a Decision Tree
Problems with Decision Trees
Decision Trees in Gaming
Summary
3. An inductive learning task
Use particular facts to make more generalized
conclusions
A predictive model based on a branching
series of Boolean tests
These smaller Boolean tests are less complex
than a one-stage classifier
Let’s look at a sample decision tree…
What is a Decision Tree?
4. Predicting Commute Time
Leave At
Stall? Accident?
10 AM 9 AM
8 AM
Long
Long
Short Medium Long
No Yes No Yes
If we leave at
10 AM and
there are no
cars stalled on
the road, what
will our
commute time
be?
5. Inductive Learning
In this decision tree, we made a series of
Boolean decisions and followed the
corresponding branch
Did we leave at 10 AM?
Did a car stall on the road?
Is there an accident on the road?
By answering each of these yes/no
questions, we then came to a conclusion on
how long our commute might take
6. Decision Trees as Rules
We did not have represent this tree
graphically
We could have represented as a set of
rules. However, this may be much
harder to read…
7. Decision Tree as a Rule Set
if hour == 8am
commute time = long
else if hour == 9am
if accident == yes
commute time = long
else
commute time = medium
else if hour == 10am
if stall == yes
commute time = long
else
commute time = short
Notice that all attributes to
not have to be used in each
path of the decision.
As we will see, all attributes
may not even appear in the
tree.
8. How to Create a Decision Tree
We first make a list of attributes that we
can measure
These attributes (for now) must be discrete
We then choose a target attribute that
we want to predict
Then create an experience table that
lists what we have seen in the past
9. Sample Experience Table
Example Attributes Target
Hour Weather Accident Stall Commute
D1 8 AM Sunny No No Long
D2 8 AM Cloudy No Yes Long
D3 10 AM Sunny No No Short
D4 9 AM Rainy Yes No Long
D5 9 AM Sunny Yes Yes Long
D6 10 AM Sunny No No Short
D7 10 AM Cloudy No No Short
D8 9 AM Rainy No No Medium
D9 9 AM Sunny Yes No Long
D10 10 AM Cloudy Yes Yes Long
D11 10 AM Rainy No No Short
D12 8 AM Cloudy Yes No Long
D13 9 AM Sunny No No Medium
10. Choosing Attributes
The previous experience decision
table showed 4 attributes: hour,
weather, accident and stall
But the decision tree only showed 3
attributes: hour, accident and stall
Why is that?
11. Choosing Attributes
Methods for selecting attributes (which
will be described later) show that
weather is not a discriminating
attribute
We use the principle of Occam’s
Razor: Given a number of competing
hypotheses, the simplest one is
preferable
12. Choosing Attributes
The basic structure of creating a
decision tree is the same for most
decision tree algorithms
The difference lies in how we select
the attributes for the tree
We will focus on the ID3 algorithm
developed by Ross Quinlan in 1975
13. Decision Tree Algorithms
The basic idea behind any decision tree
algorithm is as follows:
Choose the best attribute(s) to split the
remaining instances and make that attribute a
decision node
Repeat this process for recursively for each child
Stop when:
All the instances have the same target attribute value
There are no more attributes
There are no more instances
14. Identifying the Best Attributes
Refer back to our original decision tree
Leave At
Stall? Accident?
10 AM 9 AM
8 AM
Long
Long
Short Medium
No Yes No Yes
Long
How did we know to split on leave at and then on stall and accident and not
weather?
15. ID3 Heuristic
To determine the best attribute, we
look at the ID3 heuristic
ID3 splits attributes based on their
entropy.
Entropy is the measure of
disinformation…
16. Entropy
Entropy is minimized when all values of the
target attribute are the same.
If we know that commute time will always be
short, then entropy = 0
Entropy is maximized when there is an
equal chance of all values for the target
attribute (i.e. the result is random)
If commute time = short in 3 instances, medium
in 3 instances and long in 3 instances, entropy is
maximized
17. Entropy
Calculation of entropy
Entropy(S) = ∑(i=1 to l)-|Si|/|S| * log2(|Si|/|S|)
S = set of examples
Si = subset of S with value vi under the target
attribute
l = size of the range of the target attribute
18. ID3
ID3 splits on attributes with the lowest
entropy
We calculate the entropy for all values of an
attribute as the weighted sum of subset
entropies as follows:
∑(i = 1 to k) |Si|/|S| Entropy(Si), where k is the range
of the attribute we are testing
We can also measure information gain
(which is inversely proportional to entropy)
as follows:
Entropy(S) - ∑(i = 1 to k) |Si|/|S| Entropy(Si)
19. ID3
Given our commute time sample set, we
can calculate the entropy of each attribute
at the root node
Attribute Expected Entropy Information Gain
Hour 0.6511 0.768449
Weather 1.28884 0.130719
Accident 0.92307 0.496479
Stall 1.17071 0.248842
20. Pruning Trees
There is another technique for
reducing the number of attributes used
in a tree - pruning
Two types of pruning:
Pre-pruning (forward pruning)
Post-pruning (backward pruning)
21. Prepruning
In prepruning, we decide during the building
process when to stop adding attributes
(possibly based on their information gain)
However, this may be problematic – Why?
Sometimes attributes individually do not
contribute much to a decision, but combined,
they may have a significant impact
22. Postpruning
Postpruning waits until the full decision
tree has built and then prunes the
attributes
Two techniques:
Subtree Replacement
Subtree Raising
26. Subtree Raising
Entire subtree is raised onto another node
This was not discussed in detail as it is not
clear whether this is really worthwhile (as it
is very time consuming)
A
C
1 2 3
27. Problems with ID3
ID3 is not optimal
Uses expected entropy reduction, not
actual reduction
Must use discrete (or discretized)
attributes
What if we left for work at 9:30 AM?
We could break down the attributes into
smaller values…
28. Problems with Decision Trees
While decision trees classify quickly,
the time for building a tree may be
higher than another type of classifier
Decision trees suffer from a problem of
errors propagating throughout a tree
A very serious problem as the number of
classes increases
29. Error Propagation
Since decision trees work by a series
of local decisions, what happens when
one of these local decisions is wrong?
Every decision from that point on may be
wrong
We may never return to the correct path
of the tree
31. Problems with ID3
If we broke down leave time to the
minute, we might get something like
this:
8:02 AM 10:02 AM
8:03 AM 9:09 AM
9:05 AM 9:07 AM
Long Medium Short Long Long Short
Since entropy is very low for each branch, we have
n branches with n leaves. This would not be helpful
for predictive modeling.
32. Problems with ID3
We can use a technique known as
discretization
We choose cut points, such as 9AM for
splitting continuous attributes
These cut points generally lie in a subset of
boundary points, such that a boundary point
is where two adjacent instances in a sorted
list have different target value attributes
33. Problems with ID3
Consider the attribute commute time
8:00 (L), 8:02 (L), 8:07 (M), 9:00 (S), 9:20 (S), 9:25 (S), 10:00 (S), 10:02 (M)
When we split on these attributes, we
increase the entropy so we don’t have a
decision tree with the same number of
cut points as leaves
34. ID3 in Gaming
Black & White, developed by Lionhead
Studios, and released in 2001 used
ID3
Used to predict a player’s reaction to a
certain creature’s action
In this model, a greater feedback value
means the creature should attack
35. ID3 in Black & White
Example Attributes Target
Allegiance Defense Tribe Feedback
D1 Friendly Weak Celtic -1.0
D2 Enemy Weak Celtic 0.4
D3 Friendly Strong Norse -1.0
D4 Enemy Strong Norse -0.2
D5 Friendly Weak Greek -1.0
D6 Enemy Medium Greek 0.2
D7 Enemy Strong Greek -0.4
D8 Enemy Medium Aztec 0.0
D9 Friendly Weak Aztec -1.0
36. ID3 in Black & White
Allegiance
Defense
Friendly Enemy
0.4 -0.3
-1.0
Weak Strong
0.1
Medium
Note that this decision tree does not even use the tribe attribute
37. ID3 in Black & White
Now suppose we don’t want the entire
decision tree, but we just want the 2
highest feedback values
We can create a Boolean expressions,
such as
((Allegiance = Enemy) ^ (Defense = Weak))
v ((Allegiance = Enemy) ^ (Defense =
Medium))
38. Summary
Decision trees can be used to help
predict the future
The trees are easy to understand
Decision trees work more efficiently
with discrete attributes
The trees may suffer from error
propagation