NAME
   AI::MaxEntropy - Perl extension for learning Maximum Entropy Models

SYNOPSIS
     use AI::MaxEntropy;

     # create a maximum entropy learner
     my $me = AI::MaxEntropy->new;

     # the learner see 2 red round smooth apples
     $me->see(['round', 'smooth', 'red'] => 'apple' => 2);

     # the learner see 3 yellow long smooth bananas
     $me->see(['long', 'smooth', 'yellow'] => 'banana' => 3);

     # and more

     # samples needn't have the same numbers of active features
     $me->see(['rough', 'big'] => 'pomelo');

     # the order of active features is not concerned, too
     $me->see(['big', 'rough'] => 'pomelo');

     # ...

     # and, let it learn
     my $model = $me->learn;

     # then, we can make predictions on unseen data

     # ask what a red thing is most likely to be
     print $model->predict(['red'])."\n";
     # the answer is apple, because all red things the learner have ever seen
     # are apples

     # ask what a smooth thing is most likely to be
     print $model->predict(['smooth'])."\n";
     # the answer is banana, because the learner have seen more smooth bananas
     # (weighted 3) than smooth apples (weighted 2)

     # ask what a red, long thing is most likely to be
     print $model->predict(['red', 'long'])."\n";
     # the answer is banana, because the learner have seen more long bananas
     # (weighted 3) than red apples (weighted 2)

     # print out scores of all possible answers to the feature round and red
     for ($model->all_labels) {
         my $s = $model->score(['round', 'red'] => $_);
         print "$_: $s\n";
     }

     # save the model
     $model->save('model_file');

     # load the model
     $model->load('model_file');

CONCEPTS
 What is a Maximum Entropy model?
   Maximum Entropy (ME) model is a popular approach for machine learning.
   From a user's view, it just behaves like a classifier which classify
   things according to the previously learnt things.

   Theorically, a ME learner try to recover the real probability
   distribution of the data based on limited number of observations, by
   applying the principle of maximum entropy.

   You can find some good tutorials on Maximum Entropy model here:

   <http://homepages.inf.ed.ac.uk/s0450736/maxent.html>

 Features
   Generally, a feature is a binary function answers a yes-no question on a
   specified piece of data.

   For examples,

     "Is it a red apple?"

     "Is it a yellow banana?"

   If the answer is yes, we say this feature is active on that piece of
   data.

   In practise, a feature is usually represented as a tuple "<x, y>". For
   examples, the above two features can be represented as

     <red, apple>

     <yellow, banana>

 Samples
   A sample is a set of active features, all of which share a common "y".
   This common "y" is sometimes called label or tag. For example, we have a
   big round red apple, the correpsonding sample is

     {<big, apple>, <round, apple>, <red, apple>}

   In this module, a samples is denoted in Perl code as

     $xs => $y => $w

   $xs is an array ref holding all "x", $y is a scalar holding the label
   and $w is the weight of the sample, which tells how many times the
   sample occurs.

   Therefore, the above sample can be denoted as

     ['big', 'round', 'red'] => 'apple' => 1.0

   The weight $w can be ommited when it equals to 1.0, so the above
   denotation can be shorten to

     ['big', 'round', 'red'] => 'apple'

 Models
   With a set of samples, a model can be learnt for future predictions. The
   model (the lambda vector essentailly) is a knowledge representation of
   the samples that it have seen before. By applying the model, we can
   calculate the probability of each possible label for a certain sample.
   And choose the most possible one according to these probabilities.

FUNCTIONS
   NOTE: This is still an alpha version, the APIs may be changed in future
   versions.

 new
   Create a Maximum Entropy learner. Optionally, initial values of
   properties can be specified.

     my $me1 = AI::MaxEntropy->new;
     my $me2 = AI::MaxEntropy->new(
         algorithm => { epsilon => 1e-6 });
     my $me3 = AI::MaxEntropy->new(
         algorithm => { m => 7, epsilon => 1e-4 },
         smoother => { type => 'gaussian', sigma => 0.8 }
     );

 see
   Let the Maximum Entropy learner see a sample.

     my $me = AI::MaxEntropy->new;

     # see a sample with default weight 1.0
     $me->see(['red', 'round'] => 'apple');

     # see a sample with specified weight 0.5
     $me->see(['yellow', 'long'] => 'banana' => 0.5);

   The sample can be also represented in the attribute-value form, which
   like

     $me->see({color => 'yellow', shape => 'long'} => 'banana');
     $me->see({color => ['red', 'green'], shape => 'round'} => 'apple');

   Actually, the two samples above are converted internally to,

     $me->see(['color:yellow', 'shape:long'] => 'banana');
     $me->see(['color:red', 'color:green', 'shape:round'] => 'apple');

 forget_all
   Forget all samples the learner have seen previously.

 cut
   Cut the features that occur less than the specified number.

   For example,

     ...
     $me->cut(1)

   will cut all features that occur less than one time.

 learn
   Learn a model from all the samples that the learner have seen so far,
   returns an AI::MaxEntropy::Model object, which can be used to make
   prediction on unlabeled samples.

     ...

     my $model = $me->learn;

     print $model->predict(['x1', 'x2', ...]);

PROPERTIES
 algorithm
   This property enables client program to choose different algorithms for
   learning the ME model and set their parameters.

   There are mainly 3 algorithm for learning ME models, they are GIS, IIS
   and L-BFGS. This module implements 2 of them, namely, L-BFGS and GIS.
   L-BFGS provides full functionality, while GIS runs faster, but only
   applicable on limited scenarios.

   To use GIS, the following conditions must be satisified:

   1. All samples have same number of active features

   2. No feature has been cut

   3. No smoother is used (in fact, the property "smoother" is simplly
   ignored when the type of algorithm equal to 'gis').

   This property "algorithm" is supposed to be a hash ref, like

     {
       type => ...,
       progress_cb => ...,
       param_1 => ...,
       param_2 => ...,
       ...,
       param_n => ...
     }

  type
   The entry "type => ..." specifies which algorithm is used for the
   optimization. Valid values include:

     'lbfgs'       Limited-memory Broyden-Fletcher-Goldfarb-Shanno (L-BFGS)
     'gis'         General Iterative Scaling (GIS)

   If ommited, 'lbfgs' is used by default.

  progress_cb
   The entry "progress_cb => ..." specifies the progress callback
   subroutine which is used to trace the process of the algorithm. The
   specified callback routine will be called at each iteration of the
   algorithm.

   For L-BFGS, "progress_cb" will be directly passed to "fmin" in
   Algorithm::LBFGS. f(x) is the negative log-likelihood of current lambda
   vector.

   For GIS, the "progress_cb" is supposed to have a prototype like

     progress_cb(i, lambda, d_lambda, lambda_norm, d_lambda_norm)

   "i" is the number of the iterations, "lambda" is an array ref containing
   the current lambda vector, "d_lambda" is an array ref containing the
   delta of the lambda vector in current iteration, "lambda_norm" and
   "d_lambda_norm" are Euclid norms of "lambda" and "d_lambda"
   respectively.

   For both L-BFGS and GIS, the client program can also pass a string
   'verbose' to "progress_cb" to use a default progress callback which
   simply print out the progress on the screen.

   "progress_cb" can also be omitted if the client program do not want to
   trace the progress.

  parameters
   The rest entries are parameters for the specified algorithm. Each
   parameter will be assigned with its default value when it is not given
   explicitly.

   For L-BFGS, the parameters will be directly passed to Algorithm::LBFGS
   object, please refer to "Parameters" in Algorithm::LBFGS for details.

   For GIS, there is only one parameter "epsilon", which controls the
   precision of the algorithm (similar to the "epsilon" in
   Algorithm::LBFGS). Generally speaking, a smaller "epsilon" produces a
   more precise result. The default value of "epsilon" is 1e-3.

 smoother
   The smoother is a solution to the over-fitting problem. This property
   chooses which type of smoother the client program want to apply and sets
   the smoothing parameters.

   Only one smoother have been implemented in this version of the module,
   the Gaussian smoother.

   One can apply the Gaussian smoother as following,

     my $me = AI::MaxEntropy->new(
         smoother => { type => 'gaussian', sigma => 0.6 }
     );

   The parameter "sigma" indicates the strength of smoothing. Usually,
   sigma is a positive number no greater than 1.0. The strength of
   smoothing grows as sigma getting close to 0.

SEE ALSO
   AI::MaxEntropy::Model, AI::MaxEntropy::Util

   Algorithm::LBFGS

   Statistics::MaxEntropy, Algorithm::CRF, Algorithm::SVM, AI::DecisionTree

AUTHOR
   Laye Suen, <[email protected]>

COPYRIGHT AND LICENSE
   The MIT License

   Copyright (C) 2008, Laye Suen

   Permission is hereby granted, free of charge, to any person obtaining a
   copy of this software and associated documentation files (the
   "Software"), to deal in the Software without restriction, including
   without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense, and/or sell copies of the Software, and to
   permit persons to whom the Software is furnished to do so, subject to
   the following conditions:

   The above copyright notice and this permission notice shall be included
   in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
   CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
   TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
   SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

REFERENCE
   A. L. Berge, V. J. Della Pietra, S. A. Della Pietra. A Maximum Entropy
   Approach to Natural Language Processing, Computational Linguistics,
   1996.
   S. F. Chen, R. Rosenfeld. A Gaussian Prior for Smoothing Maximum Entropy
   Models, February 1999 CMU-CS-99-108.