Chapter 1
One knob
A machine that learns is a box of knobs. This chapter shows what a knob is, and what it means to set one right.
- Say what a model is in one line: a rule with knobs on it.
- Find a rider’s speed by turning one knob, without measuring it.
- Look at a line on a graph and say what each knob does to it.
- Use a rule to answer a question nobody measured.
- Explain why a big machine has to set its own knobs.
Start with a tap
You have used a knob today. A tap has one. Turn it, and the water gets warmer or colder.
Too cold. Turn the knob up.
That is all a knob is: one number you can change, and something that changes with it. Here the number is how far the tap is turned. The thing that changes is the water.
Notice how you set it. Turn, check, turn again. Remember that. A machine learns the same way.
Where this is going
Here is the big idea of the whole article. A machine that learns is a box full of knobs like that one. There is nothing else inside. The more knobs it has, the more it can do.
One knob. Enough to match the speed of a rider. That is this chapter.
That may be hard to believe right now. How can knobs read a digit, or hold a chat? The rest of the article shows you, step by step. We start small, with one knob.
A rider on a road
A cyclist rides down a straight road at a steady speed. You do not know the speed. But you have a ghost that rides next to them, and a knob that sets how fast the ghost goes.
Too slow. By minute 10 the ghost is 2.7 km behind. Turn the knob up.
You never measured the rider. You took a guess and watched. Too slow, and the ghost fell behind. Too fast, and it got ahead. So you fixed the guess.
Same as the tap: turn, check, turn again.
What the knob was part of
The ghost followed one short rule:
Give the rule a time, and it gives you a distance. After 2 minutes with the knob at 0.5, the ghost has gone 0.5 × 2 = 1 km.
The knob is the only part of the rule you can change. Each setting makes a different ghost: a fast one, a slow one. You tried a few, and found the one that matches the rider.
Finding the knob setting that makes a rule match the real world is called learning. Right now you are the one who learns. Later, a machine will do it.
The whole ride in one picture
Watching a race is fine for one rider. Soon we will need to see a whole ride at one glance. So let us draw it. Stand the road up on its end. Let time run from left to right.
The ride is now a row of dots. The rule is now a straight line. Look at what the knob does to the line. It does not slide it. It tilts it.
A faster ghost covers more road each minute. So its line climbs more with each step to the right.
A steeper line means a faster ghost. Speed and steepness are the same thing. We will use steepness again in chapter 3.
What a rule is good for
Someone clocked the rider for 10 minutes and then stopped. The rule does not stop. Give it any minute, and it gives you a distance.
At minute 22 the rule says 3.3 km. But this knob setting did not match the rider, so the answer is wrong by 5.9 km. Fix the knob and ask again.
This is why rules are worth having. A rule that matches what you measured can tell you about things you did not measure. But only if the knob is set right.
When one knob is not enough
Here is a new rider on the same road. This one was already moving when the clock started.
You can tilt the line, but it always starts at 0 km. This rider did not start there. At minute 0 they were already 1.5 km down the road. The rule is missing something.
The two knobs do different jobs. The speed knob tilts the line. The head start knob lifts the whole line up or down. With both, you can make any straight line.
Two knobs were harder to set than one. When you fixed one, the other went wrong. Now think of a machine with billions of knobs. Nobody can set those by hand. The machine has to set them itself.
To do that, the machine first needs something you did by eye: a way to say how wrong the rule is, as one number. That is the next chapter.
- Say what a model is in one line: a rule with knobs on it.
- Find a rider’s speed by turning one knob, without measuring it.
- Look at a line on a graph and say what each knob does to it.
- Use a rule to answer a question nobody measured.
- Explain why a big machine has to set its own knobs.