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# Learning from instruction or advice—i.e., taking human instruction, posed as advice, and determining how to operationalize it in specific situations. For example, in a game of Hearts, learning ''exactly how'' to play a hand to "avoid taking points."<ref>{{harvc|in1=Michalski|in2=Carbonell|in3=Mitchell|year=1983|c=Chapter 12: Machine Transformation of Advice into a Heuristic Search Procedure |first=David Jack |last=Mostow}}</ref>
# Learning from exemplars—improving performance by accepting subject-matter expert (SME) feedback during training. When problem-solving fails, querying the expert to either learn a new exemplar for problem-solving or to learn a new explanation as to exactly why one exemplar is more relevant than another. For example, the program Protos learned to diagnose tinnitus cases by interacting with an audiologist.<ref>{{harvc |in1=Michalski |in2=Carbonell |in3=Mitchell |year=1986 |pp=112–139|c=Chapter 4: Protos: An Exemplar-Based Learning Apprentice |first=Ray |last=Bareiss|first2=Bruce|last2=Porter|first3=Craig|last3=Wier}}</ref>
# Learning by analogy—constructing problem solutions based on similar problems seen in the past, and then modifying their solutions to fit a new situation or ___domain.<ref>{{harvc |in1=Michalski |in2=Carbonell |in3=Mitchell |year=1983 |pp=137–162|c=Chapter 5: Learning by Analogy: Formulating and Generalizing Plans from Past Experience |first=Jaime |last=Carbonell}}</ref><ref>{{harvc |in1=Michalski |in2=Carbonell |in3=Mitchell |year=1986 |pp=
# Apprentice learning systems—learning novel solutions to problems by observing human problem-solving. Domain knowledge explains why novel solutions are correct and how the solution can be generalized. LEAP learned how to design VLSI circuits by observing human designers.<ref>{{harvc|in1=Kodratoff|in2=Michalski|year=1990|pp=
# Learning by discovery—i.e., creating tasks to carry out experiments and then learning from the results. [[Douglas Lenat|Doug Lenat]]'s [[Eurisko]], for example, learned heuristics to beat human players at the [[Traveller (role-playing game)|Traveller]] role-playing game for two years in a row.<ref>{{harvc|in1=Michalski|in2=Carbonell|in3=Mitchell|year=1983|pp=
# Learning macro-operators—i.e., searching for useful macro-operators to be learned from sequences of basic problem-solving actions. Good macro-operators simplify problem-solving by allowing problems to be solved at a more abstract level.<ref>{{Cite book| publisher = Pitman Publishing| isbn = 0-273-08690-1| last = Korf| first = Richard E.| title = Learning to Solve Problems by Searching for Macro-Operators| series = Research Notes in Artificial Intelligence| date = 1985}}</ref>
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