To define information gain, we begin by defining a measure called entropy. Entropy measures the impurity of a collection of examples.
Given a collection S, containing positive and negative examples of some target concept, the entropy of S relative to this Boolean classification is
Where,
p+ is the proportion of positive examples in S
p- is the proportion of negative examples in S.
Example:
Suppose S is a collection of 14 examples of some boolean concept, including 9 positive and 5 negative examples. Then the entropy of S relative to this boolean classification is
- The entropy is 0 if all members of S belong to the same class
- The entropy is 1 when the collection contains an equal number of positive and negative examples
- If the collection contains unequal numbers of positive and negative examples, the entropy is between 0 and 1
INFORMATION
GAIN MEASURES THE EXPECTED REDUCTION IN ENTROPY
- Information gain, is the expected reduction in entropy caused by partitioning the examples according to this attribute.
- The information gain, Gain(S, A) of an attribute A, relative to a collection of examples S, is defined as
S = [9+, 5−]
SWeak = [6+, 2−]
SStrong = [3+, 3−]
Information gain of attribute Wind:
Gain(S, Wind) = Entropy(S) − 8/14 Entropy (SWeak) − 6/14 Entropy (SStrong)
= 0.94 – (8/14)* 0.811 – (6/14)
*1.00
= 0.048
An Illustrative Example
- To illustrate the operation of ID3, consider the learning task represented by the training examples of below table.
- Here the target attribute PlayTennis, which can have values yes or no for different days.
- Consider the first step through the algorithm, in which the topmost node of the decision tree is created.
Day |
Outlook |
Temperature |
Humidity |
Wind |
PlayTennis |
D1 |
Sunny |
Hot |
High |
Weak |
No |
D2 |
Sunny |
Hot |
High |
Strong |
No |
D3 |
Overcast |
Hot |
High |
Weak |
Yes |
D4 |
Rain |
Mild |
High |
Weak |
Yes |
D5 |
Rain |
Cool |
Normal |
Weak |
Yes |
D6 |
Rain |
Cool |
Normal |
Strong |
No |
D7 |
Overcast |
Cool |
Normal |
Strong |
Yes |
D8 |
Sunny |
Mild |
High |
Weak |
No |
D9 |
Sunny |
Cool |
Normal |
Weak |
Yes |
D10 |
Rain |
Mild |
Normal |
Weak |
Yes |
D11 |
Sunny |
Mild |
Normal |
Strong |
Yes |
D12 |
Overcast |
Mild |
High |
Strong |
Yes |
D13 |
Overcast |
Hot |
Normal |
Weak |
Yes |
D14 |
Rain |
Mild |
High |
Strong |
No |
- ID3 determines the information gain for each candidate attribute (i.e., Outlook, Temperature, Humidity, and Wind), then selects the one with highest information gain.
- The information gain values for all four attributes are
Gain(S, Outlook) = 0.246
Gain(S, Humidity) = 0.151
Gain(S, Wind) = 0.048
Gain(S, Temperature) = 0.029
- According to the information gain measure, the Outlook attribute provides the best prediction of the target attribute, PlayTennis, over the training examples. Therefore, Outlook is selected as the decision attribute for the root node, and branches are created below the root for each of its possible values i.e., Sunny, Overcast, and Rain.
SRain = { D4, D5, D6, D10, D14}
Gain (SRain , Temperature) =0.970 – (0/5)0.0 – (3/5)0.918 – (2/5)1.0 = 0.019
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