MyPoolin

MyPoolin

Mypoolin is a mobile peer-to-peer and group payment application. Their software allows the settling of debts and group-expenditure for events and activities. The software utilizes Unified Payment Interface of India to collect and settle daily expenses with friends. Users can also plan and pay together for group-gifting, movies, vacations, concerts, events, and parties. == Service == Mypoolin is a mobile payment provider that lets its users transfer money to other users via their mobile number. A user can create an account by verifying an OTP code which is sent to his mobile phone. It also allows the users to track their friends’ activities on the app. == History == Mypoolin was founded by Rohit Taneja (IIT Delhi) and Ankit Singh (FMS Delhi) in 2014 as a medium to aggregate money for various purposes in a hassle free and quick manner. Prior to the mobile app launch, Mypoolin was initially launched as a web application. == Funding == Mypoolin has been seed funded by angel investors. As winners of the QPrize 2015, Mypoolin jointly received an additional funding of $250,000 from Qualcomm Ventures. == Growth == Mypoolin reached INR 10 lakhs in revenue during its first four months of the web application launch, and was listed in the "Top ten free apps" in its category within the first 5 days of the Android app launch. It was one of the Top 50 start-ups in Asia at the Echelon Asia Summit held in Singapore. And among the top 3 start-ups in 1776 Cup Challenge 2016. Apple Inc also featured the app on their app store in India. == Features == Users are able to collect and share money on the app for daily uses like movies, events and trips. The money collected can then be redeemed in the form of an online voucher redeemable across several e-commerce sites. The amount can be redeemed also in the form of an offline debit card delivered to the address or in the form of a wire transfer. == Media coverage == Mypoolin was featured in The Economic Times and The Hindu Business Line after winning the Qualcomm Ventures' QPrize 2015. Digit magazine featured them recently as the app of the week. The app has mostly grown organically so far in the Indian urban millennial space.

Zero-knowledge service

In cloud computing, the term zero-knowledge (or occasionally no-knowledge or zero-access) is a commonly used term for online services that store, transfer or manipulate data with a high level of confidentiality, where the data is only accessible to the data's owner (the client), and not to the service provider. However, unlike "end-to-end encryption", the term "zero-knowledge" does not imply any specific threat model or security notion, and its use is commonly frowned-upon by the security community. The term "zero-knowledge" was popularized by backup service SpiderOak, which later switched to using the term "no knowledge", acknowledging that the previous terminology was not technically accurate. == Disadvantages == Most cloud storage services keep a copy of the client's password on their servers, allowing clients who have lost their passwords to retrieve and decrypt their data using alternative means of authentication; but since zero-knowledge services do not store copies of clients' passwords, if a client loses their password then their data cannot be decrypted, making it practically unrecoverable. Most of the most used cloud storage services, such as Google Drive, Dropbox, OneDrive or iCloud, are also able to furnish access requests from law enforcement agencies for similar reasons; zero-knowledge services, however, are unable to do so, since their systems are designed to make clients' data inaccessible without the client's explicit cooperation.

Frequent pattern discovery

Frequent pattern discovery (or FP discovery, FP mining, or Frequent itemset mining) is part of knowledge discovery in databases, Massive Online Analysis, and data mining; it describes the task of finding the most frequent and relevant patterns in large datasets. The concept was first introduced for mining transaction databases. Frequent patterns are defined as subsets (itemsets, subsequences, or substructures) that appear in a data set with frequency no less than a user-specified or auto-determined threshold. == Techniques == Techniques for FP mining include: market basket analysis cross-marketing catalog design clustering classification recommendation systems For the most part, FP discovery can be done using association rule learning with particular algorithms Eclat, FP-growth and the Apriori algorithm. Other strategies include: Frequent subtree mining Structure mining Sequential pattern mining and respective specific techniques. Implementations exist for various machine learning systems or modules like MLlib for Apache Spark.

Variational message passing

Variational message passing (VMP) is an approximate inference technique for continuous- or discrete-valued Bayesian networks, with conjugate-exponential parents, developed by John Winn. VMP was developed as a means of generalizing the approximate variational methods used by such techniques as latent Dirichlet allocation, and works by updating an approximate distribution at each node through messages in the node's Markov blanket. == Likelihood lower bound == Given some set of hidden variables H {\displaystyle H} and observed variables V {\displaystyle V} , the goal of approximate inference is to maximize a lower-bound on the probability that a graphical model is in the configuration V {\displaystyle V} . Over some probability distribution Q {\displaystyle Q} (to be defined later), ln ⁡ P ( V ) = ∑ H Q ( H ) ln ⁡ P ( H , V ) P ( H | V ) = ∑ H Q ( H ) [ ln ⁡ P ( H , V ) Q ( H ) − ln ⁡ P ( H | V ) Q ( H ) ] {\displaystyle \ln P(V)=\sum _{H}Q(H)\ln {\frac {P(H,V)}{P(H|V)}}=\sum _{H}Q(H){\Bigg [}\ln {\frac {P(H,V)}{Q(H)}}-\ln {\frac {P(H|V)}{Q(H)}}{\Bigg ]}} . So, if we define our lower bound to be L ( Q ) = ∑ H Q ( H ) ln ⁡ P ( H , V ) Q ( H ) {\displaystyle L(Q)=\sum _{H}Q(H)\ln {\frac {P(H,V)}{Q(H)}}} , then the likelihood is simply this bound plus the relative entropy between P {\displaystyle P} and Q {\displaystyle Q} . Because the relative entropy is non-negative, the function L {\displaystyle L} defined above is indeed a lower bound of the log likelihood of our observation V {\displaystyle V} . The distribution Q {\displaystyle Q} will have a simpler character than that of P {\displaystyle P} because marginalizing over P {\displaystyle P} is intractable for all but the simplest of graphical models. In particular, VMP uses a factorized distribution Q ( H ) = ∏ i Q i ( H i ) , {\displaystyle Q(H)=\prod _{i}Q_{i}(H_{i}),} where H i {\displaystyle H_{i}} is a disjoint part of the graphical model. == Determining the update rule == The likelihood estimate needs to be as large as possible; because it's a lower bound, getting closer log ⁡ P {\displaystyle \log P} improves the approximation of the log likelihood. By substituting in the factorized version of Q {\displaystyle Q} , L ( Q ) {\displaystyle L(Q)} , parameterized over the hidden nodes H i {\displaystyle H_{i}} as above, is simply the negative relative entropy between Q j {\displaystyle Q_{j}} and Q j ∗ {\displaystyle Q_{j}^{}} plus other terms independent of Q j {\displaystyle Q_{j}} if Q j ∗ {\displaystyle Q_{j}^{}} is defined as Q j ∗ ( H j ) = 1 Z e E − j { ln ⁡ P ( H , V ) } {\displaystyle Q_{j}^{}(H_{j})={\frac {1}{Z}}e^{\mathbb {E} _{-j}\{\ln P(H,V)\}}} , where E − j { ln ⁡ P ( H , V ) } {\displaystyle \mathbb {E} _{-j}\{\ln P(H,V)\}} is the expectation over all distributions Q i {\displaystyle Q_{i}} except Q j {\displaystyle Q_{j}} . Thus, if we set Q j {\displaystyle Q_{j}} to be Q j ∗ {\displaystyle Q_{j}^{}} , the bound L {\displaystyle L} is maximized. == Messages in variational message passing == Parents send their children the expectation of their sufficient statistic while children send their parents their natural parameter, which also requires messages to be sent from the co-parents of the node. == Relationship to exponential families == Because all nodes in VMP come from exponential families and all parents of nodes are conjugate to their children nodes, the expectation of the sufficient statistic can be computed from the normalization factor. == VMP algorithm == The algorithm begins by computing the expected value of the sufficient statistics for that vector. Then, until the likelihood converges to a stable value (this is usually accomplished by setting a small threshold value and running the algorithm until it increases by less than that threshold value), do the following at each node: Get all messages from parents. Get all messages from children (this might require the children to get messages from the co-parents). Compute the expected value of the nodes sufficient statistics. == Constraints == Because every child must be conjugate to its parent, this has limited the types of distributions that can be used in the model. For example, the parents of a Gaussian distribution must be a Gaussian distribution (corresponding to the Mean) and a gamma distribution (corresponding to the precision, or one over σ {\displaystyle \sigma } in more common parameterizations). Discrete variables can have Dirichlet parents, and Poisson and exponential nodes must have gamma parents. More recently, VMP has been extended to handle models that violate this conditional conjugacy constraint. == Literature == John Winn; Christopher M. Bishop (2005). "Variational Message Passing" (PDF). Journal of Machine Learning Research. 6: 661–694. ISSN 1533-7928. Wikidata Q139488859. Beal, M.J. (2003). Variational Algorithms for Approximate Bayesian Inference (PDF) (PhD). Gatsby Computational Neuroscience Unit, University College London. Archived from the original (PDF) on 2005-04-28. Retrieved 2007-02-15.

Bootstrap aggregating

Bootstrap aggregating, also called bagging (from bootstrap aggregating) or bootstrapping, is a machine learning (ML) ensemble meta-algorithm designed to improve the stability and accuracy of ML classification and regression algorithms. It also reduces variance and overfitting. Although it is usually applied to decision tree methods, it can be used with any type of method. Bagging is a special case of the ensemble averaging approach. == Description of the technique == Given a standard training set D {\displaystyle D} of size n {\displaystyle n} , bagging generates m {\displaystyle m} new training sets D i {\displaystyle D_{i}} , each of size n ′ {\displaystyle n'} , by sampling from D {\displaystyle D} uniformly and with replacement. By sampling with replacement, some observations may be repeated in each D i {\displaystyle D_{i}} . If n ′ = n {\displaystyle n'=n} , then for large n {\displaystyle n} the set D i {\displaystyle D_{i}} is expected to have the fraction (1 - 1/e) (~63.2%) of the unique samples of D {\displaystyle D} , the rest being duplicates. This kind of sample is known as a bootstrap sample. Sampling with replacement ensures each bootstrap is independent from its peers, as it does not depend on previous chosen samples when sampling. Then, m {\displaystyle m} models are fitted using the above bootstrap samples and combined by averaging the output (for regression) or voting (for classification). Bagging leads to "improvements for unstable procedures", which include, for example, artificial neural networks, classification and regression trees, and subset selection in linear regression. Bagging was shown to improve preimage learning. On the other hand, it can mildly degrade the performance of stable methods such as k-nearest neighbors. == Process of the algorithm == === Key Terms === There are three types of datasets in bootstrap aggregating. These are the original, bootstrap, and out-of-bag datasets. Each section below will explain how each dataset is made except for the original dataset. The original dataset is whatever information is given. === Creating the bootstrap dataset === The bootstrap dataset is made by randomly picking objects from the original dataset. Also, it must be the same size as the original dataset. However, the difference is that the bootstrap dataset can have duplicate objects. Here is a simple example to demonstrate how it works along with the illustration below: Suppose the original dataset is a group of 12 people. Their names are Emily, Jessie, George, Constantine, Lexi, Theodore, John, James, Rachel, Anthony, Ellie, and Jamal. By randomly picking a group of names, let us say our bootstrap dataset had James, Ellie, Constantine, Lexi, John, Constantine, Theodore, Constantine, Anthony, Lexi, Constantine, and Theodore. In this case, the bootstrap sample contained four duplicates for Constantine, and two duplicates for Lexi, and Theodore. === Creating the out-of-bag dataset === The out-of-bag dataset represents the remaining people who were not in the bootstrap dataset. It can be calculated by taking the difference between the original and the bootstrap datasets. In this case, the remaining samples who were not selected are Emily, Jessie, George, Rachel, and Jamal. Keep in mind that since both datasets are sets, when taking the difference the duplicate names are ignored in the bootstrap dataset. The illustration below shows how the math is done: === Application === Creating the bootstrap and out-of-bag datasets is crucial since it is used to test the accuracy of ensemble learning algorithms like random forest. For example, a model that produces 50 trees using the bootstrap/out-of-bag datasets will have a better accuracy than if it produced 10 trees. Since the algorithm generates multiple trees and therefore multiple datasets the chance that an object is left out of the bootstrap dataset is low. The next few sections talk about how the random forest algorithm works in more detail. === Creation of Decision Trees === The next step of the algorithm involves the generation of decision trees from the bootstrapped dataset. To achieve this, the process examines each gene/feature and determines for how many samples the feature's presence or absence yields a positive or negative result. This information is then used to compute a confusion matrix, which lists the true positives, false positives, true negatives, and false negatives of the feature when used as a classifier. These features are then ranked according to various classification metrics based on their confusion matrices. Some common metrics include estimate of positive correctness (calculated by subtracting false positives from true positives), measure of "goodness", and information gain. These features are then used to partition the samples into two sets: those that possess the top feature, and those that do not. The diagram below shows a decision tree of depth two being used to classify data. For example, a data point that exhibits Feature 1, but not Feature 2, will be given a "No". Another point that does not exhibit Feature 1, but does exhibit Feature 3, will be given a "Yes". This process is repeated recursively for successive levels of the tree until the desired depth is reached. At the very bottom of the tree, samples that test positive for the final feature are generally classified as positive, while those that lack the feature are classified as negative. These trees are then used as predictors to classify new data. === Random Forests === The next part of the algorithm involves introducing yet another element of variability amongst the bootstrapped trees. In addition to each tree only examining a bootstrapped set of samples, only a small but consistent number of unique features are considered when ranking them as classifiers. This means that each tree only knows about the data pertaining to a small constant number of features, and a variable number of samples that is less than or equal to that of the original dataset. Consequently, the trees are more likely to return a wider array of answers, derived from more diverse knowledge. This results in a random forest, which possesses numerous benefits over a single decision tree generated without randomness. In a random forest, each tree "votes" on whether or not to classify a sample as positive based on its features. The sample is then classified based on majority vote. An example of this is given in the diagram below, where the four trees in a random forest vote on whether or not a patient with mutations A, B, F, and G has cancer. Since three out of four trees vote yes, the patient is then classified as cancer positive. Because of their properties, random forests are considered one of the most accurate data mining algorithms, are less likely to overfit their data, and run quickly and efficiently even for large datasets. They are primarily useful for classification as opposed to regression, which attempts to draw observed connections between statistical variables in a dataset. This makes random forests particularly useful in such fields as banking, healthcare, the stock market, and e-commerce where it is important to be able to predict future results based on past data. One of their applications would be as a useful tool for predicting cancer based on genetic factors, as seen in the above example. There are several important factors to consider when designing a random forest. If the trees in the random forests are too deep, overfitting can still occur due to over-specificity. If the forest is too large, the algorithm may become less efficient due to an increased runtime. Random forests also do not generally perform well when given sparse data with little variability. However, they still have numerous advantages over similar data classification algorithms such as neural networks, as they are much easier to interpret and generally require less data for training. As an integral component of random forests, bootstrap aggregating is very important to classification algorithms, and provides a critical element of variability that allows for increased accuracy when analyzing new data, as discussed below. == Improving Random Forests and Bagging == While the techniques described above utilize random forests and bagging (otherwise known as bootstrapping), there are certain techniques that can be used in order to improve their execution and voting time, their prediction accuracy, and their overall performance. The following are key steps in creating an efficient random forest: Specify the maximum depth of trees: Instead of allowing the random forest to continue until all nodes are pure, it is better to cut it off at a certain point in order to further decrease chances of overfitting. Prune the dataset: Using an extremely large dataset may create results that are less indicative of the data provided than a smaller set that more accurately represents what is being focused on. Continue pruning the data at each

Videotex

Videotex (or interactive videotex) was one of the earliest implementations of an end-user information system. From the late 1970s to early 2010s, it was used to deliver information (usually pages of text) to a user in computer-like format, typically to be displayed on a television or a dumb terminal. In a strict definition, videotex is any system that provides interactive content and displays it on a video monitor such as a television, typically using modems to send data in both directions. A close relative is teletext, which sends data in one direction only, typically encoded in a television signal. All such systems are occasionally referred to as viewdata. Unlike the modern Internet, traditional videotex services were highly centralized. Videotex in its broader definition can be used to refer to any such service, including teletext, the Internet, bulletin board systems, online service providers, and even the arrival/departure displays at an airport. This usage is no longer common. With the exception of Minitel in France, videotex elsewhere never managed to attract any more than a very small percentage of the universal mass market once envisaged. By the end of the 1980s its use was essentially limited to a few niche applications. == Initial development and technologies == === United Kingdom === The first attempts at a general-purpose videotex service were created in the United Kingdom in the late 1960s. In about 1970 the BBC had a brainstorming session in which it was decided to start researching ways to send closed captioning information to the audience. As the Teledata research continued the BBC became interested in using the system for delivering any sort of information, not just closed captioning. In 1972, the concept was first made public under the new name Ceefax. Meanwhile, the General Post Office (soon to become British Telecom) had been researching a similar concept since the late 1960s, known as Viewdata. Unlike Ceefax which was a one-way service carried in the existing TV signal, Viewdata was a two-way system using telephones. Since the Post Office owned the telephones, this was considered to be an excellent way to drive more customers to use the phones. Not to be outdone by the BBC, they also announced their service, under the name Prestel. ITV soon joined the fray with a Ceefax-clone known as ORACLE. In 1974, all the services agreed on a standard for displaying the information. The display would be a simple 40×24 grid of text, with some "graphics characters" for constructing simple graphics, revised and finalized in 1976. The standard did not define the delivery system, so both Viewdata-like and Teledata-like services could at least share the TV-side hardware, which was expensive at the time. The standard also introduced a new term that covered all such services, teletext. Ceefax first started operation in 1974 with a limited 30 pages, followed quickly by ORACLE and then Prestel in 1979. By 1981, Prestel International was available in nine countries, and a number of countries, including Sweden, The Netherlands, Finland and West Germany were developing their own national systems closely based on Prestel. General Telephone and Electronics (GTE) acquired an exclusive agency for the system for North America. In the early 1980s, videotex became the base technology for the London Stock Exchange's pricing service called TOPIC. Later versions of TOPIC, notably TOPIC2 and TOPIC3, were developed by Thanos Vassilakis and introduced trading and historic price feeds. === France === Development of a French teletext-like system began in 1973. A very simple 2-way videotex system called Tictac was also demonstrated in the mid-1970s. As in the UK, this led on to work to develop a common display standard for videotex and teletext, called Antiope, which was finalised in 1977. Antiope had similar capabilities to the UK system for displaying alphanumeric text and chunky "mosaic" character-based block graphics. A difference however was that while in the UK standard control codes automatically also occupied one character position on screen, Antiope allowed for "non spacing" control codes. This gave Antiope slightly more flexibility in the use of colours in mosaic block graphics, and in presenting the accents and diacritics of the French language. Meanwhile, spurred on by the 1978 Nora/Minc report, the French government was determined to catch up on a perceived falling behind in its computer and communications facilities. In 1980 it began field trials issuing Antiope-based terminals for free to over 250,000 telephone subscribers in Ille-et-Vilaine region, where the French CCETT research centre was based, for use as telephone directories. The trial was a success, and in 1982 Minitel was rolled out nationwide. === Canada === Since 1970, researchers at the Communications Research Centre (CRC) in Ottawa had been working on a set of "picture description instructions", which encoded graphics commands as a text stream. Graphics were encoded as a series of instructions (graphics primitives) each represented by a single ASCII character. Graphic coordinates were encoded in multiple 6 bit strings of XY coordinate data, flagged to place them in the printable ASCII range so that they could be transmitted with conventional text transmission techniques. ASCII SI/SO characters were used to differentiate the text from graphic portions of a transmitted "page". In 1975, the CRC gave a contract to Norpak to develop an interactive graphics terminal that could decode the instructions and display them on a colour display, which was successfully up and running by 1977. Against the background of the developments in Europe, CRC was able to persuade the Canadian government to develop the system into a fully-fledged service. In August 1978, the Canadian Department of Communications publicly launched it as Telidon, a "second generation" videotex/teletext service, and committed to a four-year development plan to encourage rollout. Compared to the European systems, Telidon offered real graphics, as opposed to block-mosaic character graphics. The downside was that it required much more advanced decoders, typically featuring Zilog Z80 or Motorola 6809 processors. === Japan === Research in Japan was shaped by the demands of the large number of Kanji characters used in Japanese script. With 1970s technology, the ability to generate so many characters on demand in the end-user's terminal was seen as prohibitive. Instead, development focussed on methods to send pages to user terminals pre-rendered, using coding strategies similar to facsimile machines. This led to a videotex system called Captain ("Character and Pattern Telephone Access Information Network"), created by NTT in 1978, which went into full trials from 1979 to 1981. The system also lent itself naturally to photographic images, albeit at only moderate resolution. However, the pages typically took two or three times longer to load, compared to the European systems. NHK developed an experimental teletext system along similar lines, called CIBS ("Character Information Broadcasting Station"). Based on a 388×200 pixel resolution, it was first announced in 1976, and began trials in late 1978. (NHK's ultimate production teletext system launched in 1983). == Standards == Work to establish an international standard for videotex began in 1978 in CCITT. But the national delegations showed little interest in compromise, each hoping that their system would come to define what was perceived to be going to be an enormous new mass-market. In 1980 CCITT therefore issued recommendation S.100 (later T.100), noting the points of similarity but the essential incompatibility of the systems, and declaring all four to be recognised options. Trying to kick-start the market, AT&T Corporation entered the fray, and in May 1981 announced its own Presentation Layer Protocol (PLP). This was closely based on the Canadian Telidon system, but added to it some further graphics primitives and a syntax for defining macros, algorithms to define cleaner pixel spacing for the (arbitrarily sizeable) text, and also dynamically redefinable characters and a mosaic block graphic character set, so that it could reproduce content from the French Antiope. After some further revisions this was adopted in 1983 as ANSI standard X3.110, more commonly called NAPLPS, the North American Presentation Layer Protocol Syntax. It was also adopted in 1988 as the presentation-layer syntax for NABTS, the North American Broadcast Teletext Specification. Meanwhile, the European national Postal Telephone and Telegraph (PTT) agencies were also increasingly interested in videotex, and had convened discussions in European Conference of Postal and Telecommunications Administrations (CEPT) to co-ordinate developments, which had been diverging along national lines. As well as the British and French standards, the Swedes had proposed extending the British Prestel standard with a new se

Information gain ratio

In decision tree learning, information gain ratio is a ratio of information gain to the intrinsic information. It was proposed by Ross Quinlan, to reduce a bias towards multi-valued attributes by taking the number and size of branches into account when choosing an attribute. Information gain is also known as mutual information. == Information gain calculation == Information gain is the reduction in entropy produced from partitioning a set with attributes a {\displaystyle a} and finding the optimal candidate that produces the highest value: IG ( T , a ) = H ( T ) − H ( T | a ) , {\displaystyle {\text{IG}}(T,a)=\mathrm {H} {(T)}-\mathrm {H} {(T|a)},} where T {\displaystyle T} is a random variable and H ( T | a ) {\displaystyle \mathrm {H} {(T|a)}} is the entropy of T {\displaystyle T} given the value of attribute a {\displaystyle a} . The information gain is equal to the total entropy for an attribute if for each of the attribute values a unique classification can be made for the result attribute. In this case the relative entropies subtracted from the total entropy are 0. == Split information calculation == The split information value for a test is defined as follows: SplitInformation ( X ) = − ∑ i = 1 n N ( x i ) N ( x ) ∗ log ⁡ 2 N ( x i ) N ( x ) {\displaystyle {\text{SplitInformation}}(X)=-\sum _{i=1}^{n}{{\frac {\mathrm {N} (x_{i})}{\mathrm {N} (x)}}\log {_{2}}{\frac {\mathrm {N} (x_{i})}{\mathrm {N} (x)}}}} where X {\displaystyle X} is a discrete random variable with possible values x 1 , x 2 , . . . , x i {\displaystyle {x_{1},x_{2},...,x_{i}}} and N ( x i ) {\displaystyle N(x_{i})} being the number of times that x i {\displaystyle x_{i}} occurs divided by the total count of events N ( x ) {\displaystyle N(x)} where x {\displaystyle x} is the set of events. The split information value is a positive number that describes the potential worth of splitting a branch from a node. This in turn is the intrinsic value that the random variable possesses and will be used to remove the bias in the information gain ratio calculation. == Information gain ratio calculation == The information gain ratio is the ratio between the information gain and the split information value: IGR ( T , a ) = IG ( T , a ) / SplitInformation ( T ) {\displaystyle {\text{IGR}}(T,a)={\text{IG}}(T,a)/{\text{SplitInformation}}(T)} IGR ( T , a ) = − ∑ i = 1 n P ( T ) log ⁡ P ( T ) − ( − ∑ i = 1 n P ( T | a ) log ⁡ P ( T | a ) ) − ∑ i = 1 n N ( t i ) N ( t ) ∗ log ⁡ 2 N ( t i ) N ( t ) {\displaystyle {\text{IGR}}(T,a)={\frac {-\sum _{i=1}^{n}{\mathrm {P} (T)\log \mathrm {P} (T)}-(-\sum _{i=1}^{n}{\mathrm {P} (T|a)\log \mathrm {P} (T|a)})}{-\sum _{i=1}^{n}{{\frac {\mathrm {N} (t_{i})}{\mathrm {N} (t)}}\log {_{2}}{\frac {\mathrm {N} (t_{i})}{\mathrm {N} (t)}}}}}} == Example == Using weather data published by Fordham University, the table was created below: Using the table above, one can find the entropy, information gain, split information, and information gain ratio for each variable (outlook, temperature, humidity, and wind). These calculations are shown in the tables below: Using the above tables, one can deduce that Outlook has the highest information gain ratio. Next, one must find the statistics for the sub-groups of the Outlook variable (sunny, overcast, and rainy), for this example one will only build the sunny branch (as shown in the table below): One can find the following statistics for the other variables (temperature, humidity, and wind) to see which have the greatest effect on the sunny element of the outlook variable: Humidity was found to have the highest information gain ratio. One will repeat the same steps as before and find the statistics for the events of the Humidity variable (high and normal): Since the play values are either all "No" or "Yes", the information gain ratio value will be equal to 1. Also, now that one has reached the end of the variable chain with Wind being the last variable left, they can build an entire root to leaf node branch line of a decision tree. Once finished with reaching this leaf node, one would follow the same procedure for the rest of the elements that have yet to be split in the decision tree. This set of data was relatively small, however, if a larger set was used, the advantages of using the information gain ratio as the splitting factor of a decision tree can be seen more. == Advantages == Information gain ratio biases the decision tree against considering attributes with a large number of distinct values. For example, suppose that we are building a decision tree for some data describing a business's customers. Information gain ratio is used to decide which of the attributes are the most relevant. These will be tested near the root of the tree. One of the input attributes might be the customer's telephone number. This attribute has a high information gain, because it uniquely identifies each customer. Due to its high amount of distinct values, this will not be chosen to be tested near the root. == Disadvantages == Although information gain ratio solves the key problem of information gain, it creates another problem. If one is considering an amount of attributes that have a high number of distinct values, these will never be above one that has a lower number of distinct values. == Difference from information gain == Information gain's shortcoming is created by not providing a numerical difference between attributes with high distinct values from those that have less. Example: Suppose that we are building a decision tree for some data describing a business's customers. Information gain is often used to decide which of the attributes are the most relevant, so they can be tested near the root of the tree. One of the input attributes might be the customer's credit card number. This attribute has a high information gain, because it uniquely identifies each customer, but we do not want to include it in the decision tree: deciding how to treat a customer based on their credit card number is unlikely to generalize to customers we haven't seen before. Information gain ratio's strength is that it has a bias towards the attributes with the lower number of distinct values. Below is a table describing the differences of information gain and information gain ratio when put in certain scenarios.