Programming by example (or by demonstration) is a technique for teaching the computer new behavior by demonstrating actions on concrete examples. The system records user actions and generalizes a program that can be used in new examples.
How computers can learn to get better at playing games. This site is for artificial intelligence researchers and intrepid game programmers. I describe game programs and their workings; they rely on heuristic search algorithms, neural networks, genetic...
Introduction to k-means clustering, a popular data mining and unsupervised learning algorithm. Free code, software, resources and examples are available for download.
A central information source for the area of Support Vector Machines, Gaussian Process prediction, Mathematical Programming with Kernels, Regularization Networks, Reproducing Kernel Hilbert Spaces, and related methods. Provides links to papers, upcomi...