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🎨 Computer Graphics (CG)

Scan Conversion, Bresenham Line & Circle, 2D/3D Transformations, Viewing & Clipping.

Unit 1: Raster Scan, DDA & Bresenham →
Unit 2: 2D & 3D Transformations →
Unit 3: Sutherland-Hodgman & Clipping →
Unit 4: Hidden Surface Elimination →

🧠 Machine Learning (ML / MLT)

Supervised/Unsupervised Learning, Regression, Decision Trees, SVM, Neural Nets & Clustering.

Unit 1: Linear & Logistic Regression →
Unit 2: Decision Trees & Support Vector (SVM) →
Unit 3: K-Means & Dimensionality Reduction →
Unit 4: Neural Networks & Gradient Descent →

🤖 Artificial Intelligence (AI)

Search Algorithms, First Order Logic, Probabilistic Reasoning, Expert Systems & Robotics.

Unit 1: Propositional Logic & Connectives →
Unit 2: Probabilistic Reasoning & Uncertainty →
Unit 3: State Space Search & Heuristics →
Unit 4: First Order Predicate Logic (FOL) →

🗄️ Database Management (DBMS)

ER-Modeling, Relational Algebra, SQL Queries, Normalization (1NF-BCNF) and ACID Transactions.

Unit 1: ER Model, Entities & Attributes →
Unit 2: Functional Dependencies & 1NF to BCNF →
Unit 3: ACID Properties & Concurrency Control →
Unit 4: Relational Algebra & Complex SQL Joins →

🌲 Data Structures & Algorithms

Arrays, Linked Lists, Stacks, Queues, Binary Trees, Graphs, Sorting & Asymptotic Analysis.

Unit 1: Arrays, Matrices & Recursion →
Unit 2: Stacks, Queues & Infix-to-Postfix →
Unit 3: Binary Trees, BST & AVL Rotations →
Unit 4: Graphs (BFS, DFS, Dijkstra, MST) →

⚡ Operating Systems

Process Scheduling, Deadlocks, Synchronization, Virtual Memory, Paging and Disk Management.

Unit 1: Process States, PCB & Multi-Threading →
Unit 2: CPU Scheduling (FCFS, SJF, RR) →
Unit 3: Deadlocks, Semaphores & Banker's Algo →
Unit 4: Virtual Memory, Paging & Disk Scheduling →

🌐 Computer Networks

OSI & TCP/IP Models, Error Detection, IPv4 Subnetting, Routing Protocols and TCP Handshake.

Unit 1: OSI vs TCP/IP Protocol Architectures →
Unit 2: Data Link Layer, Framing & Sliding Window →
Unit 3: IPv4 Addressing, Subnetting & Routing →
Unit 4: Transport Layer (TCP 3-Way Handshake) →

⚙️ Design of Algorithms (DAA)

Asymptotic Notations, Divide & Conquer, Dynamic Programming, Greedy Approach & Backtracking.

Unit 1: Time Complexity, Master's Theorem →
Unit 2: 0/1 Knapsack & Dynamic Programming →
Unit 3: Greedy Methods & Graph Algorithms →
Viewing All Lectures

PERCEPTRON

One type of ANN system is based on a unit called a perceptron. Perceptron is a single layer neural network.

 
                                                            Figure: A perceptron

  • A perceptron takes a vector of real-valued inputs, calculates a linear combination of these inputs, then outputs a 1 if the result is greater than some threshold and -1 otherwise.
  • Given inputs x through x, the output O(x1, . . . , xn) computed by the perceptron is

 

  • Where, each wi is a real-valued constant, or weight, that determines the contribution of input xi to the perceptron output.
  • -w0 is a threshold that the weighted combination of inputs w1x1 + . . . + wnxn must surpass in order for the perceptron to output a 1.

 Sometimes, the perceptron function is written as,


Learning a perceptron involves choosing values for the weights w0 , . . . , wn . Therefore, the space H of candidate hypotheses considered in perceptron learning is the set of all possible real-valued weight vectors



Representational Power of Perceptrons

  • The perceptron can be viewed as representing a hyperplane decision surface in the n- dimensional space of instances (i.e., points)
  • The perceptron outputs a 1 for instances lying on one side of the hyperplane and outputs a -1 for instances lying on the other side, as illustrated in below figure


Perceptrons can represent all of the primitive Boolean functions AND, OR, NAND (~ AND), and NOR (~OR)

Some Boolean functions cannot be represented by a single perceptron, such as the XOR function whose value is 1 if and only if x1 ≠ x2


 Example: Representation of AND functions


If A=0 & B=0 → 0*0.6 + 0*0.6 = 0.

This is not greater than the threshold of 1, so the output = 0.

If A=0 & B=1 → 0*0.6 + 1*0.6 = 0.6.

This is not greater than the threshold, so the output = 0.

If A=1 & B=0 → 1*0.6 + 0*0.6 = 0.6.

This is not greater than the threshold, so the output = 0.

If A=1 & B=1 → 1*0.6 + 1*0.6 = 1.2.

This exceeds the threshold, so the output = 1.

 

Drawback of perceptron: The perceptron rule finds a successful weight vector when the training examples are linearly separable, it can fail to converge if the examples are not linearly separable


The Perceptron Training Rule

The learning problem is to determine a weight vector that causes the perceptron to produce the correct + 1 or - 1 output for each of the given training examples.

To learn an acceptable weight vector

  • Begin with random weights, then iteratively apply the perceptron to each training example, modifying the perceptron weights whenever it misclassifies an example.
  • This process is repeated, iterating through the training examples as many times as needed until the perceptron classifies all training examples correctly.
  • Weights are modified at each step according to the perceptron training rule, which revises the weight wi associated with input xi according to the rule.

 

  • The role of the learning rate is to moderate the degree to which weights are changed at each step. It is usually set to some small value (e.g., 0.1) and is sometimes made to decay as the number of weight-tuning iterations increases

Drawback: The perceptron rule finds a successful weight vector when the training examples are linearly separable, it can fail to converge if the examples are not linearly separable.


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