Above are papers related to the following paper: [Paper_ID] Paper #59045. 	[Title] PREDICTION GAMES AND ARCING ALGORITHMS [Abstract] Technical Report 504 December 19, 1997 Statistics Department University of California Berkeley, CA. (4720 Abstract The theory behind the success of adaptive reweighting and combining algorithms (arcing) such as Adaboost (Freund and Schapire [1995].[1996]) and others in reducing generalization error has not been well understood. By formulating prediction, both classification and regression, as a game where one player makes a selection from instances in the training set and the other a convex linear combination of predictors from a finite set, existing arcing algorithms are shown to be algorithms for finding good game strategies. An optimal game strategy finds a combined predictor that minimizes the maximum of the error over the training set. A bound on the generalization error for the combined predictors in terms of their maximum error is proven that is sharper than bounds to date. Arcing algorithms are described that converge to the optimal strategy. Schapire et.al. [1997] offered an explanation of why Adaboost works in terms of its ability to reduce the margin. Comparing Adaboost to our optimal arcing algorithm shows that their explanation is not valid and that the answer lies elsewhere. In this situation the VC-type bounds are misleading. Some empirical results are given to explore the situation. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #102406. 	[Title] Learning Sparse Perceptrons [Abstract] We introduce a new algorithm designed to learn sparse perceptrons over input representations which include high-order features. Our algorithm, which is based on a hypothesis-boosting method, is able to PAC-learn a relatively natural class of target concepts. Moreover, the algorithm appears to work well in practice: on a set of three problem domains, the algorithm produces classifiers that utilize small numbers of features yet exhibit good generalization performance. Perhaps most importantly, our algorithm generates concept descriptions that are easy for humans to understand. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1119751. 	[Title] An Efficient Boosting Algorithm for Combining Preferences [Abstract] The problem of combining preferences arises in several applications, such as combining the results of different search engines. This work describes an efficient algorithm for combining multiple preferences. We first give a formal framework for the problem. We then describe and analyze a new boosting algorithm for combining preferences called RankBoost. We also describe an efficient implementation of the algorithm for a restricted case. We discuss two experiments we carried out to assess the performance of RankBoost. In the first experiment, we used the algorithm to combine different WWW search strategies, each of which is a query expansion for a given domain. For this task, we compare the performance of RankBoost to the individual search strategies. The second experiment is a collaborative-filtering task for making movie recommendations. Here, we present results comparing RankBoost to nearest-neighbor and regression algorithms. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #8079. 	[Title] Bias Plus Variance Decomposition for Zero-One Loss Functions [Abstract] We present a bias-variance decomposition of expected misclassification rate, the most commonly used loss function in supervised classification learning. The bias-variance decomposition for quadratic loss functions is well known and serves as an important tool for analyzing learning algorithms, yet no decomposition was offered for the more commonly used zero-one (misclassification) loss functions until the recent work of Kong & Dietterich (1995) and Breiman (1996). Their decomposition suffers from some major shortcomings though (e.g., potentially negative variance), which our decomposition avoids. We show that, in practice, the naive frequency-based estimation of the decomposition terms is by itself biased and show how to correct for this bias. We illustrate the decomposition on various algorithms and datasets from the UCI repository. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #197783. 	[Title] Adaptive Boosting of Neural Networks for Character Recognition [Abstract] Technical Report #1072, D epartement d'Informatique et Recherche Op erationnelle, Universit e de Montr eal Abstract Boosting is a general method for improving the performance of any learning algorithm that consistently generates classifiers which need to perform only slightly better than random guessing. A recently proposed and very promising boosting algorithm is AdaBoost [5]. It has been applied with great success to several benchmark machine learning problems using rather simple learning algorithms [4], in particular decision trees [1, 2, 6]. In this paper we use AdaBoost to improve the performances of neural networks applied to character recognition tasks. We compare training methods based on sampling the training set and weighting the cost function. Our system achieves about 1.4% error on a data base of online handwritten digits from more than 200 writers. Adaptive boosting of a multi-layer network achieved 2% error on the UCI Letters offline characters data set. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #350362. 	[Title] Improving Regressors using Boosting Techniques [Abstract] In the regression context, boosting and bagging are techniques to build a committee of regressors that may be superior to a single regressor. We use regression trees as fundamental building blocks in bagging committee machines and boosting committee machines. Performance is analyzed on three non-linear functions and the Boston housing database. In all cases, boosting is at least equivalent, and in most cases better than bagging in terms of prediction error. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #107177. 	[Title] Learning to Order Things [Abstract] There are many applications in which it is desirable to order rather than classify instances. Here we consider the problem of learning how to order, given feedback in the form of preference judgments, i.e., statements to the effect that one instance should be ranked ahead of another. We outline a two-stage approach in which one first learns by conventional means a preference function, of the form PREF(u; v), which indicates whether it is advisable to rank u before v. New instances are then ordered so as to maximize agreements with the learned preference function. We show that the problem of finding the ordering that agrees best with a preference function is NP-complete, even under very restrictive assumptions. Nevertheless, we describe a simple greedy algorithm that is guaranteed to find a good approximation. We then discuss an on-line learning algorithm, based on the "Hedge" algorithm, for finding a good linear combination of ranking "experts." We use the ordering algorithm combined with the on-line learning algorithm to find a combination of "search experts," each of which is a domain-specific query expansion strategy for a WWW search engine, and present experimental results that demonstrate the merits of our approach. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1116842. 	[Title] Pruning Adaptive Boosting ICML-97 Final Draft [Abstract] The boosting algorithm AdaBoost, developed by Freund and Schapire, has exhibited outstanding performance on several benchmark problems when using C4.5 as the "weak" algorithm to be "boosted." Like other ensemble learning approaches, AdaBoost constructs a composite hypothesis by voting many individual hypotheses. In practice, the large amount of memory required to store these hypotheses can make ensemble methods hard to deploy in applications. This paper shows that by selecting a subset of the hypotheses, it is possible to obtain nearly the same levels of performance as the entire set. The results also provide some insight into the behavior of AdaBoost. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1118764. 	[Title] An Efficient Extension to Mixture Techniques for Prediction and Decision Trees [Abstract] We present a method for maintaining mixtures of prunings of a prediction or decision tree that extends the "node-based" prunings of [Bun90, WST95, HS97] to the larger class of edge-based prunings. The method includes an efficient online weight allocation algorithm that can be used for prediction, compression and classification. Although the set of edge-based prunings of a given tree is much larger than that of node-based prunings, our algorithm has similar space and time complexity to that of previous mixture algorithms for trees. Using the general on-line framework of Freund and Schapire [FS97], we prove that our algorithm maintains correctly the mixture weights for edge-based prunings with any bounded loss function. We also give a similar algorithm for the logarithmic loss function with a corresponding weight allocation algorithm. Finally, we describe experiments comparing node-based and edge-based mixture models for estimating the probability of the next word in English text, which show the ad vantages of edge-based models. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #4660. 	[Title] Context-sensitive learning methods for text categorization [Abstract] Two recently implemented machine learning algorithms, RIPPER and sleeping experts for phrases, are evaluated on a number of large text categorization problems. These algorithms both construct classifiers that allow the "context" of a word w to affect how (or even whether) the presence or absence of w will contribute to a classification. However, RIPPER and sleeping experts differ radically in many other respects: differences include different notions as to what constitutes a context, different ways of combining contexts to construct a classifier, different methods to search for a combination of contexts, and different criteria as to what contexts should be included in such a combination. In spite of these differences, both RIPPER and sleeping experts perform extremely well across a wide variety of categorization problems, generally outperforming previously applied learning methods. We view this result as a confirmation of the usefulness of classifiers that represent contextual information. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1104055. 	[Title] LEARNING BY USING DYNAMIC FEATURE COMBINATION AND SELECTION [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #175291. 	[Title] Actively Searching for an Effective Neural-Network Ensemble [Abstract] A neural-network ensemble is a very successful technique where the outputs of a set of separately trained neural network are combined to form one unified prediction. An effective ensemble should consist of a set of networks that are not only highly correct, but ones that make their errors on different parts of the input space as well; however, most existing techniques only indirectly address the problem of creating such a set. We present an algorithm called Addemup that uses genetic algorithms to explicitly search for a highly diverse set of accurate trained networks. Addemup works by first creating an initial population, then uses genetic operators to continually create new networks, keeping the set of networks that are highly accurate while disagreeing with each other as much as possible. Experiments on four real-world domains show that Addemup is able to generate a set of trained networks that is more accurate than several existing ensemble approaches. Experiments also show that Addemup is able to effectively incorporate prior knowledge, if available, to improve the quality of its ensemble. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #5055. 	[Title] Boosting the Margin: A New Explanation for the Effectiveness of Voting Methods [Abstract] One of the surprising recurring phenomena observed in experiments with boosting is that the test error of the generated classifier usually does not increase as its size becomes very large, and often is observed to decrease even after the training error reaches zero. In this paper, we show that this phenomenon is related to the distribution of margins of the training examples with respect to the generated voting classification rule, where the margin of an example is simply the difference between the number of correct votes and the maximum number of votes received by any incorrect label. We show that techniques used in the analysis of Vapnik's support vector classifiers and of neural networks with small weights can be applied to voting methods to relate the margin distribution to the test error. We also show theoretically and experimentally that boosting is especially effective at increasing the margins of the training examples. Finally, we compare our explanation to those based on the bias-variance decomposition. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #321861. 	[Title] Gambling in a rigged casino: The adversarial multi-armed bandit problem [Abstract] In the multi-armed bandit problem, a gambler must decide which arm of K non-identical slot machines to play in a sequence of trials so as to maximize his reward. This classical problem has received much attention because of the simple model it provides of the trade-off between exploration (trying out each arm to find the best one) and exploitation (playing the arm believed to give the best payoff). Past solutions for the bandit problem have almost always relied on assumptions about the statistics of the slot machines. In this work, we make no statistical assumptions whatsoever about the nature of the process generating the payoffs of the slot machines. We give a solution to the bandit problem in which an adversary, rather than a well-behaved stochastic process, has complete control over the payoffs. In a sequence of T plays, we prove that the expected per-round payoff of our algorithm approaches that of the best arm at the rate O(T 1=2 ), and we give an improved rate of convergence when the best arm has fairly low payoff. We also prove a general matching lower bound on the best possible performance of any algorithm in our setting. In addition, we consider a setting in which the player has a team of experts advising him on which arm to play; here, we give a strategy that will guarantee expected payoff close to that of the best expert. Finally, we apply our result to the problem of learning to play an unknown repeated matrix game against an all-powerful adversary. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1121867. 	[Title] MAJORITY VOTE CLASSIFIERS: THEORY AND APPLICATIONS [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1152075. 	[Title]  [Abstract] ARCING THE EDGE Leo Breiman Technical Report 486 , Statistics Department University of California, Berkeley CA. 94720 Abstract Recent work has shown that adaptively reweighting the training set, growing a classifier using the new weights, and combining the classifiers constructed to date can significantly decrease generalization error. Procedures of this type were called arcing by Breiman[1996]. The first successful arcing procedure was introduced by Freund and Schapire[1995,1996] and called Adaboost. In an effort to explain why Adaboost works, Schapire et.al. [1997] derived a bound on the generalization error of a convex combination of classifiers in terms of the margin. We introduce a function called the edge, which differs from the margin only if there are more than two classes. A framework for understanding arcing algorithms is defined. In this framework, we see that the arcing algorithms currently in the literature are optimization algorithms which minimize some function of the edge. A relation is derived between the optimal reduction in the maximum value of the edge and the PAC concept of weak learner. Two algorithms are described which achieve the optimal reduction. Tests on both synthetic and real data cast doubt on the Schapire et.al. There is recent empirical evidence that significant reductions in generalization error can be gotten by growing a number of different classifiers on the same training set and letting these vote for the best class. Freund and Schapire ([1995], [1996] ) proposed an algorithm called AdaBoost which adaptively reweights the training set in a way based on the past history of misclassifications, constructs a new classifier using the current weights, and uses the misclassification rate of this classifier to determine the size of its vote. In a number of empirical studies on many data sets using trees (CART or C4.5) as the base classifier (Drucker and Cortes[1995], Quinlan[1996], Freud and Schapire[1996], Breiman[1996]) AdaBoost produced dramatic decreases in generalization error compared to using a single tree. Error rates were reduced to the point where tests on some well-known data sets gave the result that CART plus AdaBoost did significantly better than any other of the commonly used classification methods (Breiman[1996] ). Meanwhile, empirical results showed that other methods of adaptive resampling (or reweighting) and combining (called "arcing" by Breiman [1996]) also led to low test set error rates. An algorithm called arc-x4 (Breiman[1996]) gave error rates almost identical to Adaboost. Ji and Ma[1997] worked with classifiers consisting of randomly selected hyperplanes and using a different method of adaptive resampling and unweighted voting, also got low error rates. Thus, there are a least three arcing algorithms extant, all of which give excellent classification accuracy. explanation. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1104851. 	[Title] Improving Bagging Performance by Increasing Decision Tree Diversity [Abstract] Ensembles of decision trees often exhibit greater predictive accuracy than single trees alone. Bagging and boosting are two standard ways of generating and combining multiple trees. Boosting has been empirically determined to be the more effective of the two, and it has recently been proposed that this may be because it produces more diverse trees than bagging. This paper reports empirical findings that strongly support this hypothesis. We enforce greater decision tree diversity in bagging by a simple modification of the underlying decision tree learner that utilizes randomly-generated decision stumps of predefined depth as the starting point for tree induction. The modified procedure yields very competitive results while still retaining one of the attractive properties of bagging: all iterations are independent. Additionally, we also investigate a possible integration of bagging and boosting. All these ensemble-generating procedures are compared empirically on various domains. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #2653. 	[Title] A decision-theoretic generalization of on-line learning and an application to boosting how the weight-update rule [Abstract] We consider the problem of dynamically apportioning resources among a set of options in a worst-case on-line framework. The model we study can be interpreted as a broad, abstract extension of the well-studied on-line prediction model to a general decision-theoretic setting. We show that the multiplicative weight-update rule of Littlestone and Warmuth [10] can be adapted to this model yielding bounds that are slightly weaker in some cases, but applicable to a considerably more general class of learning problems. We show how the resulting learning algorithm can be applied to a variety of problems, including gambling, multiple-outcome prediction, repeated games and prediction of points in R n Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #2654. 	[Title] Experiments with a New Boosting Algorithm [Abstract] In an earlier paper, we introduced a new boosting algorithm called AdaBoost which, theoretically, can be used to significantly reduce the error of any learning algorithm that consistently generates classifiers whose performance is a little better than random guessing. We also introduced the related notion of a pseudo-loss which is a method for forcing a learning algorithm of multi-label concepts to concentrate on the labels that are hardest to discriminate. In this paper, we describe experiments we carried out to assess how well AdaBoost with and without pseudo-loss, performs on real learning problems. We performed two sets of experiments. The first set compared boosting to Breiman's bagging method when used to aggregate various classifiers (including decision trees and single attribute-value tests). We compared the performance of the two methods on a collection of machine-learning benchmarks. In the second set of experiments, we studied in more detail the performance of boosting using a nearest-neighbor classifier on an OCR problem. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28641. 	[Title] Game Theory, On-line Prediction and Boosting [Abstract] We study the close connections between game theory, on-line prediction and boosting. After a brief review of game theory, we describe an algorithm for learning to play repeated games based on the on-line prediction methods of Littlestone and War-muth. The analysis of this algorithm yields a simple proof of von Neumann's famous minmax theorem, as well as a provable method of approximately solving a game. We then show that the on-line prediction model is obtained by applying this game-playing algorithm to an appropriate choice of game and that boosting is obtained by applying the same algorithm to the dual of this game. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #154982. 	[Title] Bias, variance and prediction error for classification rules [Abstract] We study the notions of bias and variance for classification rules. Following Efron (1978) we develop a decomposition of prediction error into its natural components. Then we derive bootstrap estimates of these components and illustrate how they can be used to describe the error behaviour of a classifier in practice. In the process we also obtain a bootstrap estimate of the error of a "bagged" classifier. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #167656. 	[Title] BOOSTING AND NAIVE BAYESIAN LEARNING [Abstract] Although so-called naive Bayesian classification makes the unrealistic assumption that the values of the attributes of an example are independent given the class of the example, this learning method is remarkably successful in practice, and no uniformly better learning method is known. Boosting is a general method of combining multiple classifiers due to Yoav Freund and Rob Schapire. This paper shows that boosting applied to naive Bayesian classifiers yields combination classifiers that are representationally equivalent to standard feedforward multilayer perceptrons. (An ancillary result is that naive Bayesian classification is a nonparametric, nonlinear generalization of logistic regression.) As a training algorithm, boosted naive Bayesian learning is quite different from backpropagation, and has definite advantages. Boosting requires only linear time and constant space, and hidden nodes are learned incrementally, starting with the most important. On the real-world datasets on which the method has been tried so far, generalization performance is as good as or better than the best published result using any other learning method. Unlike all other standard learning algorithms, naive Bayesian learning, with and without boosting, can be done in logarithmic time with a linear number of parallel computing units. Accordingly, these learning methods are highly plausible computationally as models of animal learning. Other arguments suggest that they are plausible behaviorally also. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #27243. 	[Title] An Empirical Comparison of Voting Classification Algorithms: Bagging, Boosting, and Variants [Abstract] Methods for voting classification algorithms, such as Bagging and AdaBoost, have been shown to be very successful in improving the accuracy of certain classifiers for artificial and real-world datasets. We review these algorithms and describe a large empirical study comparing several variants in conjunction with a decision tree inducer (three variants) and a Naive-Bayes inducer. The purpose of the study is to improve our understanding of why and when these algorithms, which use perturbation, reweighting, and combination techniques, affect classification error. We provide a bias and variance decomposition of the error to show how different methods and variants influence these two terms. This allowed us to determine that Bagging reduced variance of unstable methods, while boosting methods (AdaBoost and Arc-x4) reduced both the bias and variance of unstable methods but increased the variance for Naive-Bayes, which was very stable. We observed that Arc-x4 behaves differently than AdaBoost if reweighting is used instead of resampling, indicating a fundamental difference. Voting variants, some of which are introduced in this paper, include: pruning versus no pruning, use of probabilistic estimates, weight perturbations (Wagging), and backfitting of data. We found that Bagging improves when probabilistic estimates in conjunction with no-pruning are used, as well as when the data was backfit. We measure tree sizes and show an interesting positive correlation between the increase in the average tree size in AdaBoost trials and its success in reducing the error. We compare the mean-squared error of voting methods to non-voting methods and show that the voting methods lead to large and significant reductions in the mean-squared errors. Practical problems that arise in implementing boosting algorithms are explored, including numerical instabilities and underflows. We use scatterplots that graphically show how AdaBoost reweights instances, emphasizing not only "hard" areas but also outliers and noise. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1116268. 	[Title] The Sources of Increased Accuracy for Two Proposed Boosting Algorithms [Abstract] We introduce two boosting algorithms that aim to increase the generalization accuracy of a given classifier by incorporating it as a level-0 component in a stacked generalizer. Both algorithms construct a complementary level-0 classifier that can only generate coarse hypotheses for the training data. We show that the two algorithms boost generalization accuracy on a representative collection of data sets. The two algorithms are distinguished in that one of them modifies the class targets of selected training instances in order to train the complementary classifier. We show that the two algorithms achieve approximately equal generalization accuracy, but that they create complementary classifiers that display different degrees of accuracy and diversity. Our study provides evidence that it may be useful to investigate families of boosting algorithms that incorporate varying levels of accuracy and diversity, so as to achieve an appropriate mix for a given task and domain. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6125. 	[Title] Boosting a weak learning algorithm by majority To be published in Information and Computation [Abstract] We present an algorithm for improving the accuracy of algorithms for learning binary concepts. The improvement is achieved by combining a large number of hypotheses, each of which is generated by training the given learning algorithm on a different set of examples. Our algorithm is based on ideas presented by Schapire in his paper "The strength of weak learnability", and represents an improvement over his results. The analysis of our algorithm provides general upper bounds on the resources required for learning in Valiant's polynomial PAC learning framework, which are the best general upper bounds known today. We show that the number of hypotheses that are combined by our algorithm is the smallest number possible. Other outcomes of our analysis are results regarding the representational power of threshold circuits, the relation between learnability and compression, and a method for parallelizing PAC learning algorithms. We provide extensions of our algorithms to cases in which the concepts are not binary and to the case where the accuracy of the learning algorithm depends on the distribution of the instances. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #65650. 	[Title] Machine Learning 27(1):51-68, 1997. Predicting nearly as well as the best pruning of a decision tree [Abstract] Many algorithms for inferring a decision tree from data involve a two-phase process: First, a very large decision tree is grown which typically ends up "over-fitting" the data. To reduce over-fitting, in the second phase, the tree is pruned using one of a number of available methods. The final tree is then output and used for classification on test data. In this paper, we suggest an alternative approach to the pruning phase. Using a given unpruned decision tree, we present a new method of making predictions on test data, and we prove that our algorithm's performance will not be "much worse" (in a precise technical sense) than the predictions made by the best reasonably small pruning of the given decision tree. Thus, our procedure is guaranteed to be competitive (in terms of the quality of its predictions) with any pruning algorithm. We prove that our procedure is very efficient and highly robust. Our method can be viewed as a synthesis of two previously studied techniques. First, we apply Cesa-Bianchi et al.'s [4] results on predicting using "expert advice" (where we view each pruning as an "expert") to obtain an algorithm that has provably low prediction loss, but that is com-putationally infeasible. Next, we generalize and apply a method developed by Buntine [3], [2] and Willems, Shtarkov and Tjalkens [20], [21] to derive a very efficient implementation of this procedure. Please summarise all the given information.

Paper #59045 has the title `PREDICTION GAMES AND ARCING ALGORITHMS  
` and the abstract `Technical Report 504 December 19, 1997 Statistics Department University of California Berkeley, CA. (4720 Abstract The theory behind the success of adaptive reweighting and combining algorithms (arcing) such as Adaboost (Freund and Schapire [1995].[1996]) and others in reducing generalization error has not been well understood. By formulating prediction, both classification and regression, as a game where one player makes a selection from instances in the training set and the other a convex linear combination of predictors from a finite set, existing arcing algorithms are shown to be algorithms for finding good game strategies. An optimal game strategy finds a combined predictor that minimizes the maximum of the error over the training set. A bound on the generalization error for the combined predictors in terms of their maximum error is proven that is sharper than bounds to date. Arcing algorithms are described that converge to the optimal strategy. Schapire et.al. [1997] offered an explanation of why Adaboost works in terms of its ability to reduce the margin. Comparing Adaboost to our optimal arcing algorithm shows that their explanation is not valid and that the answer lies elsewhere. In this situation the VC-type bounds are misleading. Some empirical results are given to explore the situation. 
`.
Question: Which category should Paper #59045 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #59045 has the title `PREDICTION GAMES AND ARCING ALGORITHMS  
` and the abstract `Technical Report 504 December 19, 1997 Statistics Department University of California Berkeley, CA. (4720 Abstract The theory behind the success of adaptive reweighting and combining algorithms (arcing) such as Adaboost (Freund and Schapire [1995].[1996]) and others in reducing generalization error has not been well understood. By formulating prediction, both classification and regression, as a game where one player makes a selection from instances in the training set and the other a convex linear combination of predictors from a finite set, existing arcing algorithms are shown to be algorithms for finding good game strategies. An optimal game strategy finds a combined predictor that minimizes the maximum of the error over the training set. A bound on the generalization error for the combined predictors in terms of their maximum error is proven that is sharper than bounds to date. Arcing algorithms are described that converge to the optimal strategy. Schapire et.al. [1997] offered an explanation of why Adaboost works in terms of its ability to reduce the margin. Comparing Adaboost to our optimal arcing algorithm shows that their explanation is not valid and that the answer lies elsewhere. In this situation the VC-type bounds are misleading. Some empirical results are given to explore the situation. 
`.
Question: Which category should Paper #59045 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Theory