1. WELL-POSED LEARNING PROBLEMS Definition: A computer program is said to learn from experience E concerning some class of tasks T and performance measure P, if its performance at tasks in T, as measured by P, improves with experience E. To have a well-defined learning problem, three features need to be identified: 1. The class of tasks 2. The measure of performance to be improved 3. The source of experience Examples 1. Checkers game: A computer program that learns to play checkers might improve its performance as measured by its ability to win at the class of tasks involving playing checkers games, through experience obtained by playing games against itself. Fig: Checker game board A checkers learning problem: • Task T: playing checkers • Performance measure P: percent of games won against opponents • Training experience E: playing practice games against itself 2. A handwriting recognition learning problem: •