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UNIT 2 : AI Problem Solving
 Define the problem precisely by including
specification of initial situation, and final situation
constituting the solution of the problem.
 Analyze the problem to find a few important
features for appropriateness of the solution
technique.
 Isolate and represent the knowledge that is
necessary for solution.
 Select the best problem solving technique.
State Space
 The state space of a problem includes :
 An initial state,
 One or more goal states.
 Sequence of intermediate states through which the
system makes transition while applying various rules.
 State space may be a tree or a graph.
 The state space for WJP can be described as a set of
ordered pairs of integers (x,y) such that x=0,1,2,3,or 4
and y= 0,1,2,or 3. the start state is (0,0) and the goal
state is (2,n)
Rules for Water Jug Problem
1. {(x, y)| x<4 } (4,y)
2. {(x, y) y<3 } (x,3)
3. {(x, y) x>0 } (0,y)
4. {(x, y) |y>0 } (x,0)
5. {(x, y) | x + y ≥ 4 and y>0} (4, x + y -4 )
6. {(x, y) x + y ≥3 and x>0} (x+y-3, 3)
7. {(x, y) | x+y≤4 and y>0} ( x + y , 0)
8. {(x, y) | x+y≤3 and x>0} (0, x + y)
9. (0,2) (2,0)
10. (2,y) (0,y)
11. { (x , y) | y >0} (x, y-d) Useless rule
12. { (x , y) | x>0 } (x-d, y) Useless rule
Problem Characteristics
1.) Is the problem decomposable?
2) . Can solution steps be ignored or at least undone if they prove
unwise? E.g : 8- Puzzle problem , Monkey Banana Problem…
In 8 – puzzle we can make a wrong move and to overcome that we can
back track and undo that…
Based on this problems can be :
 Ignorable (e.g : theorem proving)
 Recoverable (e.g : 8 - puzzle)
 Irrecoverable (e.g: Chess , Playing cards(like Bridge game))
Note :
** Ignorable problems can be solved using a simple control structure
that never back tracks. Such a structure is easy to implement.
** Recoverable problems can be solved by a slightly more complicated
control strategy that can be error prone.(Here solution steps can be
undone).
** Irrecoverable are solved by a system that exp[ands a great deal of effort
Making each decision since decision must be final.(solution steps can’t be
undone)
3). Is the Universe Predictable?
Can we earlier plan /predict entire move sequences & resulting next
state. E.g : In a Bridge game entire sequence of moves can be planned
before making final play…..
 Certain outcomes : 8- puzzle
 Uncertain outcomes : Bridge
 Hardest Problems to be solved : Irrecoverable + Uncertain Outcomes
4). Is a good solution absolute / relative?
5). Is the solution state or path?
6). Role of Knowledge
7). Requiring interaction with a person
8). Problem classification
Search Techniques
(Blind)
 Search strategies following the two properties
(Dynamic and Systematic) are
Breadth First Search (BFS)
Depth First Search (BFS)
 Problem with the BFS is “Combinatorial
explosion”.
 Problem with DFS is that it may lead to “blind
alley”.
Dead end.
The state which has already been generated.
Exceeds to futility value.
Advantages
Advantages of BFS are
Will not get trapped exploring a blind alley.
 Guaranteed to find the solution if exist. The solution
found will also be optimal (in terms of no. of applied
rules)
Advantages of DFS are
Requires less memory.
By chance it may find a solution without examining
much of the search space.
Search Strategies
 A search strategy is defined by picking the order of node
expansion
 Strategies are evaluated along the following dimensions:
completeness: does it always find a solution if one exists?
time complexity: number of nodes generated
space complexity: maximum number of nodes in memory
optimality: does it always find a least-cost solution?
 Time and space complexity are measured in terms of
 b: maximum branching factor of the search tree
 d:depth of the least-cost solution
 m: maximum depth of the state space (may be ∞)
Classification of Search Strategies
I. Uninformed Search strategies use only the information available in the problem
definition
 Breadth-first search
 Depth-first search
 Depth-limited search
 Iterative deepening search
 Branch and Bound
II . Informed Search (Heuristic Search)
 Hill climbing (i) Simple Hill climbing (ii) SteepestAscent Hill climbing
 Best First Search
 A*,AO * algorithms
 Problem Reduction
 Constraint Satisfaction
 Means & End Analysis , Simulated Annealing.
Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go at end
Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go at end
Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go at end
Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go at end
Properties of breadth-first search
 Complete? Yes (if b is finite)
 Time? 1+b+b2
+b3
+… +bd
+ b(bd
-1) = O(bd+1
)
 Space? O(bd+1
) (keeps every node in memory)
 Optimal?Yes (if cost = 1 per step)
 Space is the bigger problem (more than time)
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Properties of depth-first search
 Complete? No: fails in infinite-depth spaces, spaces with
loops
 Modify to avoid repeated states along path
 complete in finite spaces.
 Time? O(bm
): terrible if m is much larger than d
 but if solutions are dense, may be much faster than
breadth-first
 Space? O(bm),i.e., linear space!
 Optimal? No
Comparison b/w DFS & BFS
Depth First Search Breadth First Search
1. Downward traversal in the tree.
2. If goal not found up to the leaf node back
tracking occurs.
3. Preferred over BFS when search tree is
known to have a plentiful no. of goal states
else DFS never finds the solution.
4. Depth cut-off point leads to problem.
If it is too shallow goals may be missed,
if set too deep extra computation of search
nodes is required.
5. Since path from initial to current node is
stored , less space required. If depth cut-
off = d , Space Complexity= O (d).
1. Performed by exploring all nodes at a
given depth before moving to next
level.
2. If goal not found , many nodes need
to be expanded before a solution is
found, particularly if tree is too deep.
3. Finds minimal path length solution
when one exists.
4. No Cut – off problem.
5. Space complexity = O (b)d
Depth-limited search
= depth-first search with depth limit l,
i.e., nodes at depth l have no successors
 Recursive implementation:
Iterative deepening search
Iterative deepening search l =0
Iterative deepening search l =1
Iterative deepening search l =2
Iterative deepening search l =3
Iterative deepening search
 Number of nodes generated in a depth-limited search to
depth d with branching factor b:
NDLS = b0
+ b1
+ b2
+ … + bd-2
+ bd-1
+ bd
 Number of nodes generated in an iterative deepening search
to depth d with branching factor b:
NIDS = (d+1)b0
+ d b^1
+ (d-1)b^2
+ … + 3bd-2
+2bd-1
+ 1bd
 For b = 10, d = 5,
NDLS = 1 + 10 + 100 + 1,000 + 10,000 + 100,000 = 111,111
 NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456
 Overhead = (123,456 - 111,111)/111,111 = 11%
Properties of iterative deepening search
 Complete? Yes
 Time? (d+1)b0
+ d b1
+ (d-1)b2
+ … + bd
= O(bd
)
 Space? O (bd)
 Optimal? Yes , if step cost = 1
Difference b/w informed & Uninformed search
Un -Informed Search Informed Search
1. Nodes in the state are searched
mechanically, until the goal is reach or
time limit is over / failure occurs.
2. Info about goal state may not be given
3. Blind grouping is done
4. Search efficiency is low.
5. Practical limits on storage available for
blind methods.
6. Impractical to solve very large problems.
7. Best solution can be achieved.
E.g : DFS , BFS , Branch & Bound , Iterative
Deepening …etc.
1. More info.About initial state &
operators is available . Search time is
less.
2. Some info.About goal is always
given.
3. Based on heuristic methods
4. Searching is fast
5. Less computation required
6. Can handle large search problems
7. Mostly a good enough solution is
accepted as optimal solution.
E.g: Best first search ,A* ,AO *, hill
climbing…etc
Heuristic Search
 Search strategies like DFS and BFS can find out solutions
for simple problems.
 For complex problems also although DFS and BFS guarantee to
find the solutions but these may not be the practical ones.
(ForTSP time is proportional to N! or it is exponential
with branch and bound).
 Thus, it is better to sacrifice completeness and find out
efficient solution.
 Heuristic search techniques improve efficiency by sacrificing
claim of completeness and find a solution which is very
close to the optimal solution.
 Using nearest neighbor heuristicTSP can be solved in time
proportional to square of N.
 When more information than the initial state , the operators & goal state
is available, size of search space can usually be constrained. If this is the
case, better info. available more efficient is the search process.This is
called Informed search methods.
 Depend on Heuristic information
 Heuristic Search improves the efficiency of search process, possibly by
sacrificing the claims of completeness.
“Heuristics are like tour guides.
They are good to the extent that they point in generally interesting directions .
Bad to the extent that they may miss points of interest to a particular
individuals.
E.g :A good general purpose heuristic that is useful for a variety of
combinatorial explosion problems is the “Nearest Neighbor Heuristic”.
This works by selecting the locally superior alternate at each step.
Applying it toTraveling Salesman Problem, following algo is used:
1. Arbitrarily select a starting point let say A.
2.To select the next city , look at all the cities not yet visited & select the
one closest to the current city…. Go to it Next.
3. Repeat step 2 until all the cities have been visited.
Combinatorial Explosion
TSP involves n cities with paths connecting the cities.A tour is any path
which begins with some starting city , visits each of the other city exactly
once & returns to the starting city.
 If n cities then no. of different paths among them are (n-1) !
 Time to examine single path is proportional to n .
T (total) = n ( n-1) ! = n !, this is total search time required
 If n = 10 then 10 ! = 3,628 ,800 paths are possible.This is very large no..
This phenomenon of growing no.of possible paths as n increases is called
“ Combinatorial Explosion”
Branch and Bound Technique
 To over come the problem of combinatorial explosion Branch &
BoundTechnique is used.
 This begins with generating one path at a time , keeping track of
shortest (BEST) path so far.This value is used as a Bound(threshold)
for future paths.
 As paths are constructed one city at a time , algorithm examines and
compares it from current bound value.
 We give up exploring any path as soon as its partial length becomes
greater than shortest path(Bound value) so far….
 This reduces search and increases efficiency but still leaves an
exponential no. of paths.
Heuristic Function
 Heuristic function is a function that maps from problem state
descriptions to measures of desirability and it is usually
represented as a number.
 Well designed heuristic functions can play an important role in
efficiently guiding a search process towards a solution.
 Called Objective function in mathematical optimization problems.
 Heuristic function estimates the true merits of each node in the search
space
 Heuristic function f(n)=g(n) + h(n)
 g(n) the cost (so far) to reach the node.
 h(n) estimated cost to get from the node to the goal.
 f(n) estimated total cost of path through n to goal.
Heuristic Search Techniques
 Generate andTest
 Hill Climbing
 Simple Hill Climbing
 Steepest Hill Climbing
 Best First Search
 Problem ReductionTechnique
 Constraint SatisfactionTechnique
 Means Ends Analysis
Generate and Test
 Generate a possible solution and compare it with the
acceptable solution.
 Comparison will be simply in terms of yes or no i.e. whether
it is a acceptable solution or not?
 A systematic generate and test can be implemented as depth
first search with backtracking.
Hill Climbing
 It is a variation of generate and test in which feedback from the test procedure
is used to help the generator decide which direction to move in the search
space.
 It is used generally when good heuristic function is available for evaluating but
when no other useful knowledge is available.
 Simple Hill Climbing: From the current state every time select a state which
is better than the current state.
 Steepest Hill Climbing:At the current state, select best of the new state which
can be generated only if it is better than the current state.
 Hill Climbing is a local method because it decides what to do next by looking
only at the immediate consequences of its choice rather than by exhaustively
exploring all the consequences.
Problems with Hill Climbing
 Both simple and steepest hill climbing may fail to find
solution because of the following.
 Local Maximum:A state that is better than all its
neighbors but is not better than some other states farther
away.
 A Plateau: Is a flat area of the search space in which a
whole set of neighboring states have the same value.
 A Ridge:A special kind of local maximum.An area of the
search space that is higher than surrounding areas and that
itself has slope
Example
 BlockWorld Problem
A
H
G
F
E
D
C
B
H
G
F
E
D
C
B
A
Initial Goal
Example
 Heuristic Function: Following heuristic functions may be used
 Local:Add one point for every block that is resting on the thing it
is supposed to be resting on. Subtract one point for every block
that is sitting on the wrong thing.
 Global: For each block that has the correct support structure, add
one point for every block in the support structure. For each block
that has incorrect support structure, subtract one point for every
block in the existing support structure.
 With local heuristic function the initial state has the value 4 and
the goal state has the value 8 whereas with global heuristic the
values are -28 and +28 respectively.
Example
 From the initial state only one move is possible giving a
new state with value 6 (-21).
 From this state three moves are possible giving three new
states with values as 4(-28), 4(-16), and 4(-15).
 Thus we see that we are reached to plateau with local
evaluation.
 With global evaluation next state to be selected (with
steepest hill climbing) is that with the value as -15 which
may lead to the solution.
 Why we are not able to find the solution? Because of
deficiency of search technique are because of poor
heuristic function.
Best-first search
 At each step select most promising of the nodes
generated so far.
 Implementation of the best first search requires the
following
 Node structure containing description of the problem state,
heuristic value, parent link, and the list of nodes that were
generated from it.
 Two lists named OPEN: containing nodes that have been
generated, their heuristic value calculated but not expanded so
far. Generally a priority list. CLOSED: containing nodes that
have already been expanded (required in case of graph search)
Best-first search
(Differences from hill climbing)
 In hill climbing at each step one node is selected and all
others are rejected and never considered again.While in
Best-first search one node is selected and all others are kept
around so that they may be revisited again.
 Best available state is selected even if it may have a value
lower than the currently expanded state.
Best-first search Algorithm
1. Start with OPEN containing the initial node. Set its f value to 0+h. Set the CLOSE
list to empty
2. Repeat the following until goal node is found
1. If open is empty, then report failure. Otherwise pick the node with lowest f value. Call it
bestnode. Remove it from open and place it on CLOSE. Check if bestnode is a goal
node. If so exit and report a solution. Otherwise, generate the successors of bestnode
but do not set bestnode to point to them. For each successor do the following
1. Set successor to point back to bestnode.
2. Find g(successor)=g(bestnode)+Cost of getting to successor from best node.
3. Check if successor is in OPEN. If so call it OLD. See whether it is cheaper to get to OLD via
its current path or to successor via bestnode by comparing their g values. If OLD is cheaper,
then do nothing but if the successor is cheaper, then reset OLD’s parent link to point to the
bestnode. Record the new cheaper path in g(OLD) and update f(OLD) accordingly.
4. If successor is not in OPEN but in CLOSE call the node in CLOSE list as OLD and add it to
the list of bestnode’s successors. Check if the new or old path is better and set the parent link
and g & f values accordingly. If the better path to OLD has been found then communicate
this improvement to OLD’s successors.
5. If the successor is neither in OPEN nor in the CLOSE list, then put it on the OPEN and add
it to the list of bestnode’s successors. Compute the f(successor)=g(successor)+h(successor).
Certain Observations
 If g=0, Getting to solution somehow. It may be
optimal/non-optimal
 If g=constant (1), Solution with lowest number of steps.
 If g=actual cost, Optimal solution
 If h=o, search is controlled by g.
 If g=0, random search.
 If g=1, BFS
 Since h is not absolute
 Underestimated: Suboptimal solution may be generated
 Overestimated:Wastage of efforts but the solution is optimal
Effect of underestimation of h
A
B C D
F
E
(3+1) (4+1) (5+1)
(3+2)
(3+3)
B Underestimated
Effect: Wastage of efforts but optimal
solution can be found
Effect of overestimation of h
A
B C D
F
E
(3+1) (4+1) (5+1)
(2+2)
(1+3)
D Overestimated
Effect: Suboptimal solution can be
found
G (0+4)
Problem Reduction Technique
(AND-OR Graph)
 AND-OR graphs are used to represent problems that can
be solved by decomposing them into a set of smaller
problems, all of which must then be solved.
 Every node may haveAND and OR links emerging out
of it.
 Best-first search technique is not adequate for searching
in AND-OR graph.Why?
Best-first search is not adequate for AND-
OR graph
Choice of which node to expand next must depend not only on the f value of
that node but also on whether that node is part of the current best path
from the initial node.
Best node, part of best arc but
not the part of best path
A
B C D
(5) (4)
(3)
(9)
A
B C D
(17) (27)
(9)
(38)
E F I
H
G J
(5) (3) (4) (15) (10)
(10)
Node to be expanded next as per
best-first but it will cost 9 (38)
whereas expanding thru B (E & F)
will cost 6 (18) only.
Best node but not
the part of best
arc/path
Romania with step costs in km
 hSLD=straight-line distance heuristic.
 hSLD can NOT be computed from the
problem description itself
 In this example f(n)=h(n)
 Expand node that is closest to goal
= Greedy best-first search
Greedy search example
 Assume that we want to use greedy search to solve the problem of travelling
fromArad to Bucharest.
 The initial state=Arad
Arad (366)
Greedy search example
 The first expansion step produces:
 Sibiu,Timisoara and Zerind
 Greedy best-first will select Sibiu.
Arad
Sibiu(253)
Timisoara
(329)
Zerind(374)
Greedy search example
 If Sibiu is expanded we get:
 Arad, Fagaras, Oradea and RimnicuVilcea
 Greedy best-first search will select: Fagaras
Arad
Sibiu
Arad
(366)
Fagaras
(176)
Oradea
(380)
Rimnicu Vilcea
(193)
Greedy search example
 If Fagaras is expanded we get:
 Sibiu and Bucharest
 Goal reached !!
 Yet not optimal (see Arad, Sibiu, RimnicuVilcea, Pitesti)
Arad
Sibiu
Fagaras
Sibiu
(253)
Bucharest
(0)
Greedy search, evaluation
 Completeness: NO (cfr. DF-search)
 Check on repeated states
 Minimizing h(n) can result in false starts, e.g. Iasi to Fagaras.
Greedy search, evaluation
 Completeness: NO (cfr. DF-search)
 Time complexity?
 Cfr.Worst-case DF-search
(with m is maximum depth of search space)
 Good heuristic can give dramatic improvement.

O(bm
)
Greedy search, evaluation
 Completeness: NO (cfr. DF-search)
 Time complexity:
 Space complexity:
 Keeps all nodes in memory

O(bm
)

O(bm
)
Greedy search, evaluation
 Completeness: NO (cfr. DF-search)
 Time complexity:
 Space complexity:
 Optimality? NO
 Same as DF-search

O(bm
)

O(bm
)
A* search
 Best-known form of best-first search.
 Idea: avoid expanding paths that are already expensive.
 Evaluation function f(n)=g(n) + h(n)
 g(n) the cost (so far) to reach the node.
 h(n) estimated cost to get from the node to the goal.
 f(n) estimated total cost of path through n to goal.
A* search
 A* search uses an admissible heuristic
 A heuristic is admissible if it never overestimates the cost to reach the goal
 Are optimistic
Formally:
1. h(n) <= h*(n) where h*(n) is the true cost from n
2. h(n) >= 0 so h(G)=0 for any goal G.
e.g. hSLD(n) never overestimates the actual road distance
Romania example
A* search example
 Find Bucharest starting atArad
 f(Arad) = c(??,Arad)+h(Arad)=0+366=366
A* search example
 Expand Arrad and determine f(n) for each node
 f(Sibiu)=c(Arad,Sibiu)+h(Sibiu)=140+253=393
 f(Timisoara)=c(Arad,Timisoara)+h(Timisoara)=118+329=447
 f(Zerind)=c(Arad,Zerind)+h(Zerind)=75+374=449
 Best choice is Sibiu
A* search example
 Expand Sibiu and determine f(n) for each node
 f(Arad)=c(Sibiu,Arad)+h(Arad)=280+366=646
 f(Fagaras)=c(Sibiu,Fagaras)+h(Fagaras)=239+179=415
 f(Oradea)=c(Sibiu,Oradea)+h(Oradea)=291+380=671
 f(RimnicuVilcea)=c(Sibiu,RimnicuVilcea)+
h(RimnicuVilcea)=220+192=413
 Best choice is RimnicuVilcea
A* search example
 Expand RimnicuVilcea and determine f(n) for each node
 f(Craiova)=c(RimnicuVilcea, Craiova)+h(Craiova)=360+160=526
 f(Pitesti)=c(RimnicuVilcea, Pitesti)+h(Pitesti)=317+100=417
 f(Sibiu)=c(RimnicuVilcea,Sibiu)+h(Sibiu)=300+253=553
 Best choice is Fagaras
A* search example
 Expand Fagaras and determine f(n) for each node
 f(Sibiu)=c(Fagaras, Sibiu)+h(Sibiu)=338+253=591
 f(Bucharest)=c(Fagaras,Bucharest)+h(Bucharest)=450+0=450
 Best choice is Pitesti !!!
A* search example
 Expand Pitesti and determine f(n) for each node
 f(Bucharest)=c(Pitesti,Bucharest)+h(Bucharest)=418+0=418
 Best choice is Bucharest !!!
 Optimal solution (only if h(n) is admissable)
 Note values along optimal path !!
Optimality of A*(standard proof)
 Suppose suboptimal goal G2 in the queue.
 Let n be an unexpanded node on a shortest to optimal goal G.
f(G2 ) = g(G2 ) since h(G2 )=0
> g(G) since G2 is suboptimal
>= f(n) since h is admissible
Since f(G2) > f(n),A* will never select G2 for expansion
BUT … graph search
 Discards new paths to repeated state.
 Previous proof breaks down
 Solution:
 Add extra bookkeeping i.e. remove more expsive of two paths.
 Ensure that optimal path to any repeated state is always first
followed.
 Extra requirement on h(n): consistency (monotonicity)
Consistency
 A heuristic is consistent if
 If h is consistent, we have
i.e. f(n) is nondecreasing along any path.

h(n) c(n,a,n')  h(n')

f (n') g(n')  h(n')
g(n)  c(n,a,n')  h(n')
g(n)  h(n)
 f (n)
Optimality of A*(more usefull)
 A* expands nodes in order of increasing f value
 Contours can be drawn in state space
 Uniform-cost search adds circles.
 F-contours are gradually
Added:
1) nodes with f(n)<C*
2) Some nodes on the goal
Contour (f(n)=C*).
Contour I has all
Nodes with f=fi, where
fi < fi+1.
A* search, evaluation
 Completeness:YES
 Since bands of increasing f are added
 Unless there are infinitly many nodes with f<f(G)
A* search, evaluation
 Completeness:YES
 Time complexity:
 Number of nodes expanded is still exponential in the length of the
solution.
A* search, evaluation
 Completeness:YES
 Time complexity: (exponential with path length)
 Space complexity:
 It keeps all generated nodes in memory
 Hence space is the major problem not time
A* search, evaluation
 Completeness:YES
 Time complexity: (exponential with path length)
 Space complexity:(all nodes are stored)
 Optimality:YES
 Cannot expand fi+1 until fi is finished.
 A* expands all nodes with f(n)< C*
 A* expands some nodes with f(n)=C*
 A* expands no nodes with f(n)>C*
Also optimally efficient (not including ties)
Memory-bounded heuristic search
 Some solutions toA* space problems (maintain completeness and
optimality)
 Iterative-deepeningA* (IDA*)
 Here cutoff information is the f-cost (g+h) instead of depth
 Recursive best-first search(RBFS)
 Recursive algorithm that attempts to mimic standard best-first search
with linear space.
 (simple) Memory-boundedA* ((S)MA*)
 Drop the worst-leaf node when memory is full
Recursive best-first search
function RECURSIVE-BEST-FIRST-SEARCH(problem) return a solution or failure
return RFBS(problem,MAKE-NODE(INITIAL-STATE[problem]),∞)
function RFBS( problem,node,f_limit) return a solution or failure and a new f-cost limit
if GOAL-TEST[problem](STATE[node]) then return node
successors  EXPAND(node,problem)
if successors is empty then return failure, ∞
for each s in successors do
f [s]  max(g(s) + h(s), f [node])
repeat
best  the lowest f-value node in successors
if f [best] > f_limit then return failure, f [best]
alternative  the second lowest f-value among successors
result, f [best]  RBFS(problem,best, min(f_limit,alternative))
if result  failure then return result
Recursive best-first search
 Keeps track of the f-value of the best-alternative path
available.
 If current f-values exceeds this alternative f-value than
backtrack to alternative path.
 Upon backtracking change f-value to best f-value of its children.
 Re-expansion of this result is thus still possible.
Recursive best-first search, ex.
 Path until RumnicuVilcea is already expanded
 Above node; f-limit for every recursive call is shown on top.
 Below node: f(n)
 The path is followed until Pitesti which has a f-value worse than the f-limit.
Recursive best-first search, ex.
 Unwind recursion and store best f-value for current best leaf Pitesti
result, f [best]  RBFS(problem,best, min(f_limit,alternative))
 best is now Fagaras. Call RBFS for new best
 best value is now 450
Recursive best-first search, ex.
 Unwind recursion and store best f-value for current best leaf Fagaras
result, f [best]  RBFS(problem,best, min(f_limit,alternative))
 best is now RimnicuViclea (again). Call RBFS for new best
 Subtree is again expanded.
 Best alternative subtree is now throughTimisoara.
 Solution is found since because 447 > 417.
RBFS evaluation
 RBFS is a bit more efficient than IDA*
 Still excessive node generation (mind changes)
 LikeA*, optimal if h(n) is admissible
 Space complexity is O(bd).
 IDA* retains only one single number (the current f-cost limit)
 Time complexity difficult to characterize
 Depends on accuracy if h(n) and how often best path changes.
 IDA* en RBFS suffer from too little memory.
(simplified) memory-bounded A*
 Use all available memory.
 I.e. expand best leafs until available memory is full
 When full, SMA* drops worst leaf node (highest f-value)
 Like RFBS backup forgotten node to its parent
 What if all leafs have the same f-value?
 Same node could be selected for expansion and deletion.
 SMA* solves this by expanding newest best leaf and deleting oldest worst leaf.
 SMA* is complete if solution is reachable, optimal if optimal solution is reachable.
Learning to search better
 All previous algorithms use fixed strategies.
 Agents can learn to improve their search by exploiting the meta-level state space.
 Each meta-level state is a internal (computational) state of a program that is
searching in the object-level state space.
 InA* such a state consists of the current search tree
 A meta-level learning algorithm from experiences at the meta-level.
Heuristic functions
 E.g for the 8-puzzle
 Avg. solution cost is about 22 steps (branching factor +/- 3)
 Exhaustive search to depth 22: 3.1 x 1010
states.
 A good heuristic function can reduce the search process.
Heuristic functions
 E.g for the 8-puzzle knows two commonly used heuristics
 h1 = the number of misplaced tiles
 h1(s)=8
 h2 = the sum of the distances of the tiles from their goal positions (manhattan distance).
 h2(s)=3+1+2+2+2+3+3+2=18
Heuristic quality
 Effective branching factor b*
 Is the branching factor that a uniform tree of depth d would have in
order to contain N+1 nodes.
 Measure is fairly constant for sufficiently hard problems.
 Can thus provide a good guide to the heuristic’s overall usefulness.
 A good value of b* is 1.

N 11 b*(b*)2
 ... (b*)d
Heuristic quality and dominance
 1200 random problems with solution lengths from 2 to 24.
 If h2(n) >= h1(n) for all n (both admissible)
then h2 dominates h1 and is better for search
Inventing admissible heuristics
 Admissible heuristics can be derived from the exact solution cost of a relaxed version of
the problem:
 Relaxed 8-puzzle for h1 : a tile can move anywhere
As a result, h1(n) gives the shortest solution
 Relaxed 8-puzzle for h2 : a tile can move to any adjacent square.
As a result, h2(n) gives the shortest solution.
The optimal solution cost of a relaxed problem is no greater than the optimal solution cost
of the real problem.
ABSolver found a usefull heuristic for the rubic cube.
Inventing admissible heuristics
 Admissible heuristics can also be derived from the solution cost of a subproblem of a given
problem.
 This cost is a lower bound on the cost of the real problem.
 Pattern databases store the exact solution to for every possible subproblem instance.
 The complete heuristic is constructed using the patterns in the DB
Inventing admissible heuristics
 Another way to find an admissible heuristic is through learning
from experience:
 Experience = solving lots of 8-puzzles
 An inductive learning algorithm can be used to predict costs for other
states that arise during search.
Local search and optimization
 Previously: systematic exploration of search space.
 Path to goal is solution to problem
 YET, for some problems path is irrelevant.
 E.g 8-queens
 Different algorithms can be used
 Local search
Local search and optimization
 Local search= use single current state and move to neighboring states.
 Advantages:
 Use very little memory
 Find often reasonable solutions in large or infinite state spaces.
 Are also useful for pure optimization problems.
 Find best state according to some objective function.
 e.g. survival of the fittest as a metaphor for optimization.
Local search and optimization
Hill-climbing search
 “is a loop that continuously moves in the direction of increasing value”
 It terminates when a peak is reached.
 Hill climbing does not look ahead of the immediate neighbors of the current
state.
 Hill-climbing chooses randomly among the set of best successors, if there is
more than one.
 Hill-climbing a.k.a. greedy local search
Hill-climbing search
function HILL-CLIMBING( problem) return a state that is a local maximum
input: problem, a problem
local variables: current, a node.
neighbor, a node.
current  MAKE-NODE(INITIAL-STATE[problem])
loop do
neighbor  a highest valued successor of current
ifVALUE [neighbor] ≤ VALUE[current] then return STATE[current]
current  neighbor
Hill-climbing example
 8-queens problem (complete-state formulation).
 Successor function: move a single queen to another square in the same column.
 Heuristic function h(n): the number of pairs of queens that are attacking each
other (directly or indirectly).
Hill-climbing example
a) shows a state of h=17 and the h-value for each possible successor.
b)A local minimum in the 8-queens state space (h=1).
a) b)
Drawbacks
 Ridge = sequence of local maxima difficult for greedy algorithms to navigate
 Plateaux = an area of the state space where the evaluation function is flat.
 Gets stuck 86% of the time.
Hill-climbing variations
 Stochastic hill-climbing
 Random selection among the uphill moves.
 The selection probability can vary with the steepness of the uphill
move.
 First-choice hill-climbing
 cfr. stochastic hill climbing by generating successors randomly until a
better one is found.
 Random-restart hill-climbing
 Tries to avoid getting stuck in local maxima.
Simulated annealing
 Escape local maxima by allowing “bad” moves.
 Idea: but gradually decrease their size and frequency.
 Origin; metallurgical annealing
 Bouncing ball analogy:
 Shaking hard (= high temperature).
 Shaking less (= lower the temperature).
 IfT decreases slowly enough, best state is reached.
 Applied forVLSI layout, airline scheduling, etc.
Simulated annealing
function SIMULATED-ANNEALING( problem,schedule) return a solution state
input: problem, a problem
schedule, a mapping from time to temperature
local variables: current, a node.
next, a node.
T, a “temperature” controlling the probability of downward steps
current  MAKE-NODE(INITIAL-STATE[problem])
for t  1 to ∞ do
T  schedule[t]
if T = 0 then return current
next  a randomly selected successor of current
∆E  VALUE[next] -VALUE[current]
if ∆E > 0 then current  next
else current  next only with probability e∆E /T
Local beam search
 Keep track of k states instead of one
 Initially: k random states
 Next: determine all successors of k states
 If any of successors is goal  finished
 Else select k best from successors and repeat.
 Major difference with random-restart search
 Information is shared among k search threads.
 Can suffer from lack of diversity.
 Stochastic variant: choose k successors at proportionally to state success.
Genetic algorithms
 Variant of local beam search with sexual recombination.
Genetic algorithms
 Variant of local beam search with sexual recombination.
Genetic algorithm
function GENETIC_ALGORITHM( population,FITNESS-FN) return an individual
input: population, a set of individuals
FITNESS-FN, a function which determines the quality of the individual
repeat
new_population  empty set
loop for i from 1 to SIZE(population) do
x  RANDOM_SELECTION(population, FITNESS_FN)
y  RANDOM_SELECTION(population, FITNESS_FN)
child  REPRODUCE(x,y)
if (small random probability) then child  MUTATE(child )
add child to new_population
population  new_population
until some individual is fit enough or enough time has elapsed
return the best individual
Exploration problems
 Until now all algorithms were offline.
 Offline= solution is determined before executing it.
 Online = interleaving computation and action
 Online search is necessary for dynamic and semi-dynamic environments
 It is impossible to take into account all possible contingencies.
 Used for exploration problems:
 Unknown states and actions.
 e.g. any robot in a new environment, a newborn baby,…
Online search problems
 Agent knowledge:
 ACTION(s): list of allowed actions in state s
 C(s,a,s’): step-cost function (!After s’ is determined)
 GOAL-TEST(s)
 An agent can recognize previous states.
 Actions are deterministic.
 Access to admissible heuristic h(s)
e.g. manhattan distance
Online search problems
 Objective: reach goal with minimal cost
 Cost = total cost of travelled path
 Competitive ratio=comparison of cost with cost of the solution path if search space
is known.
 Can be infinite in case of the agent
accidentally reaches dead ends
The adversary argument
 Assume an adversary who can construct the state space while the agent explores it
 Visited states S and A. What next?
 Fails in one of the state spaces
 No algorithm can avoid dead ends in all state spaces.
Online search agents
 The agent maintains a map of the environment.
 Updated based on percept input.
 This map is used to decide next action.
Note difference with e.g.A*
An online version can only expand the node it is physically in (local
order)
Online DF-search
function ONLINE_DFS-AGENT(s’) return an action
input: s’, a percept identifying current state
static: result, a table indexed by action and state, initially empty
unexplored, a table that lists for each visited state, the action not yet tried
unbacktracked, a table that lists for each visited state, the backtrack not yet tried
s,a, the previous state and action, initially null
if GOAL-TEST(s’) then return stop
if s’ is a new state then unexplored[s’]  ACTIONS(s’)
if s is not null then do
result[a,s]  s’
add s to the front of unbackedtracked[s’]
if unexplored[s’] is empty then
if unbacktracked[s’] is empty then return stop
else a  an action b such that result[b, s’]=POP(unbacktracked[s’])
else a  POP(unexplored[s’])
s  s’
return a
Online DF-search, example
 Assume maze problem on 3x3 grid.
 s’ = (1,1) is initial state
 Result, unexplored (UX),
unbacktracked (UB), …
are empty
 S,a are also empty
Online DF-search, example
 GOAL-TEST((,1,1))?
 S not = G thus false
 (1,1) a new state?
 True
 ACTION((1,1)) -> UX[(1,1)]
 {RIGHT,UP}
 s is null?
 True (initially)
 UX[(1,1)] empty?
 False
 POP(UX[(1,1)])->a
 A=UP
 s = (1,1)
 Return a
S’=(1,1)
Online DF-search, example
 GOAL-TEST((2,1))?
 S not = G thus false
 (2,1) a new state?
 True
 ACTION((2,1)) -> UX[(2,1)]
 {DOWN}
 s is null?
 false (s=(1,1))
 result[UP,(1,1)] <- (2,1)
 UB[(2,1)]={(1,1)}
 UX[(2,1)] empty?
 False
 A=DOWN, s=(2,1) return A
S
S’=(2,1)
Online DF-search, example
 GOAL-TEST((1,1))?
 S not = G thus false
 (1,1) a new state?
 false
 s is null?
 false (s=(2,1))
 result[DOWN,(2,1)] <- (1,1)
 UB[(1,1)]={(2,1)}
 UX[(1,1)] empty?
 False
 A=RIGHT, s=(1,1) return A
S
S’=(1,1)
Online DF-search, example
 GOAL-TEST((1,2))?
 S not = G thus false
 (1,2) a new state?
 True, UX[(1,2)]={RIGHT,UP,LEFT}
 s is null?
 false (s=(1,1))
 result[RIGHT,(1,1)] <- (1,2)
 UB[(1,2)]={(1,1)}
 UX[(1,2)] empty?
 False
 A=LEFT, s=(1,2) returnA
S
S’=(1,2)
Online DF-search, example
 GOAL-TEST((1,1))?
 S not = G thus false
 (1,1) a new state?
 false
 s is null?
 false (s=(1,2))
 result[LEFT,(1,2)] <- (1,1)
 UB[(1,1)]={(1,2),(2,1)}
 UX[(1,1)] empty?
 True
 UB[(1,1)] empty? False
 A= b for b in result[b,(1,1)]=(1,2)
 B=RIGHT
 A=RIGHT, s=(1,1) …
S
S’=(1,1)
Online DF-search
 Worst case each node is visited twice.
 An agent can go on a long walk even when it
is close to the solution.
 An online iterative deepening approach solves
this problem.
 Online DF-search works only when actions
are reversible.
Online local search
 Hill-climbing is already online
 One state is stored.
 Bad performancd due to local maxima
 Random restarts impossible.
 Solution: Random walk introduces exploration (can produce exponentially many steps)
Online local search
 Solution 2:Add memory to hill climber
 Store current best estimate H(s) of cost to reach goal
 H(s) is initially the heuristic estimate h(s)
 Afterward updated with experience (see below)
 Learning real-time A* (LRTA*)
Learning real-time A*
function LRTA*-COST(s,a,s’,H) return an cost estimate
if s’is undefined the return h(s)
else return c(s,a,s’) + H[s’]
function LRTA*-AGENT(s’) return an action
input: s’, a percept identifying current state
static: result, a table indexed by action and state, initially empty
H, a table of cost estimates indexed by state, initially empty
s,a, the previous state and action, initially null
if GOAL-TEST(s’) then return stop
if s’ is a new state (not in H) then H[s’]  h(s’)
unless s is null
result[a,s]  s’
H[s]  MIN LRTA*-COST(s,b,result[b,s],H)
b  ACTIONS(s)
a  an action b in ACTIONS(s’) that minimizes LRTA*-COST(s’,b,result[b,s’],H)
s  s’
return a

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Artificial Intelligence Problem Slaving PPT

  • 1. UNIT 2 : AI Problem Solving  Define the problem precisely by including specification of initial situation, and final situation constituting the solution of the problem.  Analyze the problem to find a few important features for appropriateness of the solution technique.  Isolate and represent the knowledge that is necessary for solution.  Select the best problem solving technique.
  • 2. State Space  The state space of a problem includes :  An initial state,  One or more goal states.  Sequence of intermediate states through which the system makes transition while applying various rules.  State space may be a tree or a graph.  The state space for WJP can be described as a set of ordered pairs of integers (x,y) such that x=0,1,2,3,or 4 and y= 0,1,2,or 3. the start state is (0,0) and the goal state is (2,n)
  • 3. Rules for Water Jug Problem 1. {(x, y)| x<4 } (4,y) 2. {(x, y) y<3 } (x,3) 3. {(x, y) x>0 } (0,y) 4. {(x, y) |y>0 } (x,0) 5. {(x, y) | x + y ≥ 4 and y>0} (4, x + y -4 ) 6. {(x, y) x + y ≥3 and x>0} (x+y-3, 3) 7. {(x, y) | x+y≤4 and y>0} ( x + y , 0) 8. {(x, y) | x+y≤3 and x>0} (0, x + y) 9. (0,2) (2,0) 10. (2,y) (0,y) 11. { (x , y) | y >0} (x, y-d) Useless rule 12. { (x , y) | x>0 } (x-d, y) Useless rule
  • 4. Problem Characteristics 1.) Is the problem decomposable? 2) . Can solution steps be ignored or at least undone if they prove unwise? E.g : 8- Puzzle problem , Monkey Banana Problem… In 8 – puzzle we can make a wrong move and to overcome that we can back track and undo that… Based on this problems can be :  Ignorable (e.g : theorem proving)  Recoverable (e.g : 8 - puzzle)  Irrecoverable (e.g: Chess , Playing cards(like Bridge game)) Note : ** Ignorable problems can be solved using a simple control structure that never back tracks. Such a structure is easy to implement.
  • 5. ** Recoverable problems can be solved by a slightly more complicated control strategy that can be error prone.(Here solution steps can be undone). ** Irrecoverable are solved by a system that exp[ands a great deal of effort Making each decision since decision must be final.(solution steps can’t be undone) 3). Is the Universe Predictable? Can we earlier plan /predict entire move sequences & resulting next state. E.g : In a Bridge game entire sequence of moves can be planned before making final play…..  Certain outcomes : 8- puzzle  Uncertain outcomes : Bridge  Hardest Problems to be solved : Irrecoverable + Uncertain Outcomes 4). Is a good solution absolute / relative?
  • 6. 5). Is the solution state or path? 6). Role of Knowledge 7). Requiring interaction with a person 8). Problem classification
  • 7. Search Techniques (Blind)  Search strategies following the two properties (Dynamic and Systematic) are Breadth First Search (BFS) Depth First Search (BFS)  Problem with the BFS is “Combinatorial explosion”.  Problem with DFS is that it may lead to “blind alley”. Dead end. The state which has already been generated. Exceeds to futility value.
  • 8. Advantages Advantages of BFS are Will not get trapped exploring a blind alley.  Guaranteed to find the solution if exist. The solution found will also be optimal (in terms of no. of applied rules) Advantages of DFS are Requires less memory. By chance it may find a solution without examining much of the search space.
  • 9. Search Strategies  A search strategy is defined by picking the order of node expansion  Strategies are evaluated along the following dimensions: completeness: does it always find a solution if one exists? time complexity: number of nodes generated space complexity: maximum number of nodes in memory optimality: does it always find a least-cost solution?  Time and space complexity are measured in terms of  b: maximum branching factor of the search tree  d:depth of the least-cost solution  m: maximum depth of the state space (may be ∞)
  • 10. Classification of Search Strategies I. Uninformed Search strategies use only the information available in the problem definition  Breadth-first search  Depth-first search  Depth-limited search  Iterative deepening search  Branch and Bound II . Informed Search (Heuristic Search)  Hill climbing (i) Simple Hill climbing (ii) SteepestAscent Hill climbing  Best First Search  A*,AO * algorithms  Problem Reduction  Constraint Satisfaction  Means & End Analysis , Simulated Annealing.
  • 11. Breadth-first search  Expand shallowest unexpanded node  Implementation:  fringe is a FIFO queue, i.e., new successors go at end
  • 12. Breadth-first search  Expand shallowest unexpanded node  Implementation:  fringe is a FIFO queue, i.e., new successors go at end
  • 13. Breadth-first search  Expand shallowest unexpanded node  Implementation:  fringe is a FIFO queue, i.e., new successors go at end
  • 14. Breadth-first search  Expand shallowest unexpanded node  Implementation:  fringe is a FIFO queue, i.e., new successors go at end
  • 15. Properties of breadth-first search  Complete? Yes (if b is finite)  Time? 1+b+b2 +b3 +… +bd + b(bd -1) = O(bd+1 )  Space? O(bd+1 ) (keeps every node in memory)  Optimal?Yes (if cost = 1 per step)  Space is the bigger problem (more than time)
  • 16. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 17. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 18. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 19. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 20. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 21. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 22. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 23. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 24. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 25. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 26. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 27. Depth-first search  Expand deepest unexpanded node  Implementation:  fringe = LIFO queue, i.e., put successors at front
  • 28. Properties of depth-first search  Complete? No: fails in infinite-depth spaces, spaces with loops  Modify to avoid repeated states along path  complete in finite spaces.  Time? O(bm ): terrible if m is much larger than d  but if solutions are dense, may be much faster than breadth-first  Space? O(bm),i.e., linear space!  Optimal? No
  • 29. Comparison b/w DFS & BFS Depth First Search Breadth First Search 1. Downward traversal in the tree. 2. If goal not found up to the leaf node back tracking occurs. 3. Preferred over BFS when search tree is known to have a plentiful no. of goal states else DFS never finds the solution. 4. Depth cut-off point leads to problem. If it is too shallow goals may be missed, if set too deep extra computation of search nodes is required. 5. Since path from initial to current node is stored , less space required. If depth cut- off = d , Space Complexity= O (d). 1. Performed by exploring all nodes at a given depth before moving to next level. 2. If goal not found , many nodes need to be expanded before a solution is found, particularly if tree is too deep. 3. Finds minimal path length solution when one exists. 4. No Cut – off problem. 5. Space complexity = O (b)d
  • 30. Depth-limited search = depth-first search with depth limit l, i.e., nodes at depth l have no successors  Recursive implementation:
  • 36. Iterative deepening search  Number of nodes generated in a depth-limited search to depth d with branching factor b: NDLS = b0 + b1 + b2 + … + bd-2 + bd-1 + bd  Number of nodes generated in an iterative deepening search to depth d with branching factor b: NIDS = (d+1)b0 + d b^1 + (d-1)b^2 + … + 3bd-2 +2bd-1 + 1bd  For b = 10, d = 5, NDLS = 1 + 10 + 100 + 1,000 + 10,000 + 100,000 = 111,111  NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456  Overhead = (123,456 - 111,111)/111,111 = 11%
  • 37. Properties of iterative deepening search  Complete? Yes  Time? (d+1)b0 + d b1 + (d-1)b2 + … + bd = O(bd )  Space? O (bd)  Optimal? Yes , if step cost = 1
  • 38. Difference b/w informed & Uninformed search Un -Informed Search Informed Search 1. Nodes in the state are searched mechanically, until the goal is reach or time limit is over / failure occurs. 2. Info about goal state may not be given 3. Blind grouping is done 4. Search efficiency is low. 5. Practical limits on storage available for blind methods. 6. Impractical to solve very large problems. 7. Best solution can be achieved. E.g : DFS , BFS , Branch & Bound , Iterative Deepening …etc. 1. More info.About initial state & operators is available . Search time is less. 2. Some info.About goal is always given. 3. Based on heuristic methods 4. Searching is fast 5. Less computation required 6. Can handle large search problems 7. Mostly a good enough solution is accepted as optimal solution. E.g: Best first search ,A* ,AO *, hill climbing…etc
  • 39. Heuristic Search  Search strategies like DFS and BFS can find out solutions for simple problems.  For complex problems also although DFS and BFS guarantee to find the solutions but these may not be the practical ones. (ForTSP time is proportional to N! or it is exponential with branch and bound).  Thus, it is better to sacrifice completeness and find out efficient solution.  Heuristic search techniques improve efficiency by sacrificing claim of completeness and find a solution which is very close to the optimal solution.  Using nearest neighbor heuristicTSP can be solved in time proportional to square of N.
  • 40.  When more information than the initial state , the operators & goal state is available, size of search space can usually be constrained. If this is the case, better info. available more efficient is the search process.This is called Informed search methods.  Depend on Heuristic information  Heuristic Search improves the efficiency of search process, possibly by sacrificing the claims of completeness. “Heuristics are like tour guides. They are good to the extent that they point in generally interesting directions . Bad to the extent that they may miss points of interest to a particular individuals. E.g :A good general purpose heuristic that is useful for a variety of combinatorial explosion problems is the “Nearest Neighbor Heuristic”. This works by selecting the locally superior alternate at each step. Applying it toTraveling Salesman Problem, following algo is used:
  • 41. 1. Arbitrarily select a starting point let say A. 2.To select the next city , look at all the cities not yet visited & select the one closest to the current city…. Go to it Next. 3. Repeat step 2 until all the cities have been visited. Combinatorial Explosion TSP involves n cities with paths connecting the cities.A tour is any path which begins with some starting city , visits each of the other city exactly once & returns to the starting city.  If n cities then no. of different paths among them are (n-1) !  Time to examine single path is proportional to n . T (total) = n ( n-1) ! = n !, this is total search time required  If n = 10 then 10 ! = 3,628 ,800 paths are possible.This is very large no.. This phenomenon of growing no.of possible paths as n increases is called “ Combinatorial Explosion”
  • 42. Branch and Bound Technique  To over come the problem of combinatorial explosion Branch & BoundTechnique is used.  This begins with generating one path at a time , keeping track of shortest (BEST) path so far.This value is used as a Bound(threshold) for future paths.  As paths are constructed one city at a time , algorithm examines and compares it from current bound value.  We give up exploring any path as soon as its partial length becomes greater than shortest path(Bound value) so far….  This reduces search and increases efficiency but still leaves an exponential no. of paths.
  • 43. Heuristic Function  Heuristic function is a function that maps from problem state descriptions to measures of desirability and it is usually represented as a number.  Well designed heuristic functions can play an important role in efficiently guiding a search process towards a solution.  Called Objective function in mathematical optimization problems.  Heuristic function estimates the true merits of each node in the search space  Heuristic function f(n)=g(n) + h(n)  g(n) the cost (so far) to reach the node.  h(n) estimated cost to get from the node to the goal.  f(n) estimated total cost of path through n to goal.
  • 44. Heuristic Search Techniques  Generate andTest  Hill Climbing  Simple Hill Climbing  Steepest Hill Climbing  Best First Search  Problem ReductionTechnique  Constraint SatisfactionTechnique  Means Ends Analysis
  • 45. Generate and Test  Generate a possible solution and compare it with the acceptable solution.  Comparison will be simply in terms of yes or no i.e. whether it is a acceptable solution or not?  A systematic generate and test can be implemented as depth first search with backtracking.
  • 46. Hill Climbing  It is a variation of generate and test in which feedback from the test procedure is used to help the generator decide which direction to move in the search space.  It is used generally when good heuristic function is available for evaluating but when no other useful knowledge is available.  Simple Hill Climbing: From the current state every time select a state which is better than the current state.  Steepest Hill Climbing:At the current state, select best of the new state which can be generated only if it is better than the current state.  Hill Climbing is a local method because it decides what to do next by looking only at the immediate consequences of its choice rather than by exhaustively exploring all the consequences.
  • 47. Problems with Hill Climbing  Both simple and steepest hill climbing may fail to find solution because of the following.  Local Maximum:A state that is better than all its neighbors but is not better than some other states farther away.  A Plateau: Is a flat area of the search space in which a whole set of neighboring states have the same value.  A Ridge:A special kind of local maximum.An area of the search space that is higher than surrounding areas and that itself has slope
  • 49. Example  Heuristic Function: Following heuristic functions may be used  Local:Add one point for every block that is resting on the thing it is supposed to be resting on. Subtract one point for every block that is sitting on the wrong thing.  Global: For each block that has the correct support structure, add one point for every block in the support structure. For each block that has incorrect support structure, subtract one point for every block in the existing support structure.  With local heuristic function the initial state has the value 4 and the goal state has the value 8 whereas with global heuristic the values are -28 and +28 respectively.
  • 50. Example  From the initial state only one move is possible giving a new state with value 6 (-21).  From this state three moves are possible giving three new states with values as 4(-28), 4(-16), and 4(-15).  Thus we see that we are reached to plateau with local evaluation.  With global evaluation next state to be selected (with steepest hill climbing) is that with the value as -15 which may lead to the solution.  Why we are not able to find the solution? Because of deficiency of search technique are because of poor heuristic function.
  • 51. Best-first search  At each step select most promising of the nodes generated so far.  Implementation of the best first search requires the following  Node structure containing description of the problem state, heuristic value, parent link, and the list of nodes that were generated from it.  Two lists named OPEN: containing nodes that have been generated, their heuristic value calculated but not expanded so far. Generally a priority list. CLOSED: containing nodes that have already been expanded (required in case of graph search)
  • 52. Best-first search (Differences from hill climbing)  In hill climbing at each step one node is selected and all others are rejected and never considered again.While in Best-first search one node is selected and all others are kept around so that they may be revisited again.  Best available state is selected even if it may have a value lower than the currently expanded state.
  • 53. Best-first search Algorithm 1. Start with OPEN containing the initial node. Set its f value to 0+h. Set the CLOSE list to empty 2. Repeat the following until goal node is found 1. If open is empty, then report failure. Otherwise pick the node with lowest f value. Call it bestnode. Remove it from open and place it on CLOSE. Check if bestnode is a goal node. If so exit and report a solution. Otherwise, generate the successors of bestnode but do not set bestnode to point to them. For each successor do the following 1. Set successor to point back to bestnode. 2. Find g(successor)=g(bestnode)+Cost of getting to successor from best node. 3. Check if successor is in OPEN. If so call it OLD. See whether it is cheaper to get to OLD via its current path or to successor via bestnode by comparing their g values. If OLD is cheaper, then do nothing but if the successor is cheaper, then reset OLD’s parent link to point to the bestnode. Record the new cheaper path in g(OLD) and update f(OLD) accordingly. 4. If successor is not in OPEN but in CLOSE call the node in CLOSE list as OLD and add it to the list of bestnode’s successors. Check if the new or old path is better and set the parent link and g & f values accordingly. If the better path to OLD has been found then communicate this improvement to OLD’s successors. 5. If the successor is neither in OPEN nor in the CLOSE list, then put it on the OPEN and add it to the list of bestnode’s successors. Compute the f(successor)=g(successor)+h(successor).
  • 54. Certain Observations  If g=0, Getting to solution somehow. It may be optimal/non-optimal  If g=constant (1), Solution with lowest number of steps.  If g=actual cost, Optimal solution  If h=o, search is controlled by g.  If g=0, random search.  If g=1, BFS  Since h is not absolute  Underestimated: Suboptimal solution may be generated  Overestimated:Wastage of efforts but the solution is optimal
  • 55. Effect of underestimation of h A B C D F E (3+1) (4+1) (5+1) (3+2) (3+3) B Underestimated Effect: Wastage of efforts but optimal solution can be found
  • 56. Effect of overestimation of h A B C D F E (3+1) (4+1) (5+1) (2+2) (1+3) D Overestimated Effect: Suboptimal solution can be found G (0+4)
  • 57. Problem Reduction Technique (AND-OR Graph)  AND-OR graphs are used to represent problems that can be solved by decomposing them into a set of smaller problems, all of which must then be solved.  Every node may haveAND and OR links emerging out of it.  Best-first search technique is not adequate for searching in AND-OR graph.Why?
  • 58. Best-first search is not adequate for AND- OR graph Choice of which node to expand next must depend not only on the f value of that node but also on whether that node is part of the current best path from the initial node. Best node, part of best arc but not the part of best path A B C D (5) (4) (3) (9) A B C D (17) (27) (9) (38) E F I H G J (5) (3) (4) (15) (10) (10) Node to be expanded next as per best-first but it will cost 9 (38) whereas expanding thru B (E & F) will cost 6 (18) only. Best node but not the part of best arc/path
  • 59. Romania with step costs in km  hSLD=straight-line distance heuristic.  hSLD can NOT be computed from the problem description itself  In this example f(n)=h(n)  Expand node that is closest to goal = Greedy best-first search
  • 60. Greedy search example  Assume that we want to use greedy search to solve the problem of travelling fromArad to Bucharest.  The initial state=Arad Arad (366)
  • 61. Greedy search example  The first expansion step produces:  Sibiu,Timisoara and Zerind  Greedy best-first will select Sibiu. Arad Sibiu(253) Timisoara (329) Zerind(374)
  • 62. Greedy search example  If Sibiu is expanded we get:  Arad, Fagaras, Oradea and RimnicuVilcea  Greedy best-first search will select: Fagaras Arad Sibiu Arad (366) Fagaras (176) Oradea (380) Rimnicu Vilcea (193)
  • 63. Greedy search example  If Fagaras is expanded we get:  Sibiu and Bucharest  Goal reached !!  Yet not optimal (see Arad, Sibiu, RimnicuVilcea, Pitesti) Arad Sibiu Fagaras Sibiu (253) Bucharest (0)
  • 64. Greedy search, evaluation  Completeness: NO (cfr. DF-search)  Check on repeated states  Minimizing h(n) can result in false starts, e.g. Iasi to Fagaras.
  • 65. Greedy search, evaluation  Completeness: NO (cfr. DF-search)  Time complexity?  Cfr.Worst-case DF-search (with m is maximum depth of search space)  Good heuristic can give dramatic improvement.  O(bm )
  • 66. Greedy search, evaluation  Completeness: NO (cfr. DF-search)  Time complexity:  Space complexity:  Keeps all nodes in memory  O(bm )  O(bm )
  • 67. Greedy search, evaluation  Completeness: NO (cfr. DF-search)  Time complexity:  Space complexity:  Optimality? NO  Same as DF-search  O(bm )  O(bm )
  • 68. A* search  Best-known form of best-first search.  Idea: avoid expanding paths that are already expensive.  Evaluation function f(n)=g(n) + h(n)  g(n) the cost (so far) to reach the node.  h(n) estimated cost to get from the node to the goal.  f(n) estimated total cost of path through n to goal.
  • 69. A* search  A* search uses an admissible heuristic  A heuristic is admissible if it never overestimates the cost to reach the goal  Are optimistic Formally: 1. h(n) <= h*(n) where h*(n) is the true cost from n 2. h(n) >= 0 so h(G)=0 for any goal G. e.g. hSLD(n) never overestimates the actual road distance
  • 71. A* search example  Find Bucharest starting atArad  f(Arad) = c(??,Arad)+h(Arad)=0+366=366
  • 72. A* search example  Expand Arrad and determine f(n) for each node  f(Sibiu)=c(Arad,Sibiu)+h(Sibiu)=140+253=393  f(Timisoara)=c(Arad,Timisoara)+h(Timisoara)=118+329=447  f(Zerind)=c(Arad,Zerind)+h(Zerind)=75+374=449  Best choice is Sibiu
  • 73. A* search example  Expand Sibiu and determine f(n) for each node  f(Arad)=c(Sibiu,Arad)+h(Arad)=280+366=646  f(Fagaras)=c(Sibiu,Fagaras)+h(Fagaras)=239+179=415  f(Oradea)=c(Sibiu,Oradea)+h(Oradea)=291+380=671  f(RimnicuVilcea)=c(Sibiu,RimnicuVilcea)+ h(RimnicuVilcea)=220+192=413  Best choice is RimnicuVilcea
  • 74. A* search example  Expand RimnicuVilcea and determine f(n) for each node  f(Craiova)=c(RimnicuVilcea, Craiova)+h(Craiova)=360+160=526  f(Pitesti)=c(RimnicuVilcea, Pitesti)+h(Pitesti)=317+100=417  f(Sibiu)=c(RimnicuVilcea,Sibiu)+h(Sibiu)=300+253=553  Best choice is Fagaras
  • 75. A* search example  Expand Fagaras and determine f(n) for each node  f(Sibiu)=c(Fagaras, Sibiu)+h(Sibiu)=338+253=591  f(Bucharest)=c(Fagaras,Bucharest)+h(Bucharest)=450+0=450  Best choice is Pitesti !!!
  • 76. A* search example  Expand Pitesti and determine f(n) for each node  f(Bucharest)=c(Pitesti,Bucharest)+h(Bucharest)=418+0=418  Best choice is Bucharest !!!  Optimal solution (only if h(n) is admissable)  Note values along optimal path !!
  • 77. Optimality of A*(standard proof)  Suppose suboptimal goal G2 in the queue.  Let n be an unexpanded node on a shortest to optimal goal G. f(G2 ) = g(G2 ) since h(G2 )=0 > g(G) since G2 is suboptimal >= f(n) since h is admissible Since f(G2) > f(n),A* will never select G2 for expansion
  • 78. BUT … graph search  Discards new paths to repeated state.  Previous proof breaks down  Solution:  Add extra bookkeeping i.e. remove more expsive of two paths.  Ensure that optimal path to any repeated state is always first followed.  Extra requirement on h(n): consistency (monotonicity)
  • 79. Consistency  A heuristic is consistent if  If h is consistent, we have i.e. f(n) is nondecreasing along any path.  h(n) c(n,a,n')  h(n')  f (n') g(n')  h(n') g(n)  c(n,a,n')  h(n') g(n)  h(n)  f (n)
  • 80. Optimality of A*(more usefull)  A* expands nodes in order of increasing f value  Contours can be drawn in state space  Uniform-cost search adds circles.  F-contours are gradually Added: 1) nodes with f(n)<C* 2) Some nodes on the goal Contour (f(n)=C*). Contour I has all Nodes with f=fi, where fi < fi+1.
  • 81. A* search, evaluation  Completeness:YES  Since bands of increasing f are added  Unless there are infinitly many nodes with f<f(G)
  • 82. A* search, evaluation  Completeness:YES  Time complexity:  Number of nodes expanded is still exponential in the length of the solution.
  • 83. A* search, evaluation  Completeness:YES  Time complexity: (exponential with path length)  Space complexity:  It keeps all generated nodes in memory  Hence space is the major problem not time
  • 84. A* search, evaluation  Completeness:YES  Time complexity: (exponential with path length)  Space complexity:(all nodes are stored)  Optimality:YES  Cannot expand fi+1 until fi is finished.  A* expands all nodes with f(n)< C*  A* expands some nodes with f(n)=C*  A* expands no nodes with f(n)>C* Also optimally efficient (not including ties)
  • 85. Memory-bounded heuristic search  Some solutions toA* space problems (maintain completeness and optimality)  Iterative-deepeningA* (IDA*)  Here cutoff information is the f-cost (g+h) instead of depth  Recursive best-first search(RBFS)  Recursive algorithm that attempts to mimic standard best-first search with linear space.  (simple) Memory-boundedA* ((S)MA*)  Drop the worst-leaf node when memory is full
  • 86. Recursive best-first search function RECURSIVE-BEST-FIRST-SEARCH(problem) return a solution or failure return RFBS(problem,MAKE-NODE(INITIAL-STATE[problem]),∞) function RFBS( problem,node,f_limit) return a solution or failure and a new f-cost limit if GOAL-TEST[problem](STATE[node]) then return node successors  EXPAND(node,problem) if successors is empty then return failure, ∞ for each s in successors do f [s]  max(g(s) + h(s), f [node]) repeat best  the lowest f-value node in successors if f [best] > f_limit then return failure, f [best] alternative  the second lowest f-value among successors result, f [best]  RBFS(problem,best, min(f_limit,alternative)) if result  failure then return result
  • 87. Recursive best-first search  Keeps track of the f-value of the best-alternative path available.  If current f-values exceeds this alternative f-value than backtrack to alternative path.  Upon backtracking change f-value to best f-value of its children.  Re-expansion of this result is thus still possible.
  • 88. Recursive best-first search, ex.  Path until RumnicuVilcea is already expanded  Above node; f-limit for every recursive call is shown on top.  Below node: f(n)  The path is followed until Pitesti which has a f-value worse than the f-limit.
  • 89. Recursive best-first search, ex.  Unwind recursion and store best f-value for current best leaf Pitesti result, f [best]  RBFS(problem,best, min(f_limit,alternative))  best is now Fagaras. Call RBFS for new best  best value is now 450
  • 90. Recursive best-first search, ex.  Unwind recursion and store best f-value for current best leaf Fagaras result, f [best]  RBFS(problem,best, min(f_limit,alternative))  best is now RimnicuViclea (again). Call RBFS for new best  Subtree is again expanded.  Best alternative subtree is now throughTimisoara.  Solution is found since because 447 > 417.
  • 91. RBFS evaluation  RBFS is a bit more efficient than IDA*  Still excessive node generation (mind changes)  LikeA*, optimal if h(n) is admissible  Space complexity is O(bd).  IDA* retains only one single number (the current f-cost limit)  Time complexity difficult to characterize  Depends on accuracy if h(n) and how often best path changes.  IDA* en RBFS suffer from too little memory.
  • 92. (simplified) memory-bounded A*  Use all available memory.  I.e. expand best leafs until available memory is full  When full, SMA* drops worst leaf node (highest f-value)  Like RFBS backup forgotten node to its parent  What if all leafs have the same f-value?  Same node could be selected for expansion and deletion.  SMA* solves this by expanding newest best leaf and deleting oldest worst leaf.  SMA* is complete if solution is reachable, optimal if optimal solution is reachable.
  • 93. Learning to search better  All previous algorithms use fixed strategies.  Agents can learn to improve their search by exploiting the meta-level state space.  Each meta-level state is a internal (computational) state of a program that is searching in the object-level state space.  InA* such a state consists of the current search tree  A meta-level learning algorithm from experiences at the meta-level.
  • 94. Heuristic functions  E.g for the 8-puzzle  Avg. solution cost is about 22 steps (branching factor +/- 3)  Exhaustive search to depth 22: 3.1 x 1010 states.  A good heuristic function can reduce the search process.
  • 95. Heuristic functions  E.g for the 8-puzzle knows two commonly used heuristics  h1 = the number of misplaced tiles  h1(s)=8  h2 = the sum of the distances of the tiles from their goal positions (manhattan distance).  h2(s)=3+1+2+2+2+3+3+2=18
  • 96. Heuristic quality  Effective branching factor b*  Is the branching factor that a uniform tree of depth d would have in order to contain N+1 nodes.  Measure is fairly constant for sufficiently hard problems.  Can thus provide a good guide to the heuristic’s overall usefulness.  A good value of b* is 1.  N 11 b*(b*)2  ... (b*)d
  • 97. Heuristic quality and dominance  1200 random problems with solution lengths from 2 to 24.  If h2(n) >= h1(n) for all n (both admissible) then h2 dominates h1 and is better for search
  • 98. Inventing admissible heuristics  Admissible heuristics can be derived from the exact solution cost of a relaxed version of the problem:  Relaxed 8-puzzle for h1 : a tile can move anywhere As a result, h1(n) gives the shortest solution  Relaxed 8-puzzle for h2 : a tile can move to any adjacent square. As a result, h2(n) gives the shortest solution. The optimal solution cost of a relaxed problem is no greater than the optimal solution cost of the real problem. ABSolver found a usefull heuristic for the rubic cube.
  • 99. Inventing admissible heuristics  Admissible heuristics can also be derived from the solution cost of a subproblem of a given problem.  This cost is a lower bound on the cost of the real problem.  Pattern databases store the exact solution to for every possible subproblem instance.  The complete heuristic is constructed using the patterns in the DB
  • 100. Inventing admissible heuristics  Another way to find an admissible heuristic is through learning from experience:  Experience = solving lots of 8-puzzles  An inductive learning algorithm can be used to predict costs for other states that arise during search.
  • 101. Local search and optimization  Previously: systematic exploration of search space.  Path to goal is solution to problem  YET, for some problems path is irrelevant.  E.g 8-queens  Different algorithms can be used  Local search
  • 102. Local search and optimization  Local search= use single current state and move to neighboring states.  Advantages:  Use very little memory  Find often reasonable solutions in large or infinite state spaces.  Are also useful for pure optimization problems.  Find best state according to some objective function.  e.g. survival of the fittest as a metaphor for optimization.
  • 103. Local search and optimization
  • 104. Hill-climbing search  “is a loop that continuously moves in the direction of increasing value”  It terminates when a peak is reached.  Hill climbing does not look ahead of the immediate neighbors of the current state.  Hill-climbing chooses randomly among the set of best successors, if there is more than one.  Hill-climbing a.k.a. greedy local search
  • 105. Hill-climbing search function HILL-CLIMBING( problem) return a state that is a local maximum input: problem, a problem local variables: current, a node. neighbor, a node. current  MAKE-NODE(INITIAL-STATE[problem]) loop do neighbor  a highest valued successor of current ifVALUE [neighbor] ≤ VALUE[current] then return STATE[current] current  neighbor
  • 106. Hill-climbing example  8-queens problem (complete-state formulation).  Successor function: move a single queen to another square in the same column.  Heuristic function h(n): the number of pairs of queens that are attacking each other (directly or indirectly).
  • 107. Hill-climbing example a) shows a state of h=17 and the h-value for each possible successor. b)A local minimum in the 8-queens state space (h=1). a) b)
  • 108. Drawbacks  Ridge = sequence of local maxima difficult for greedy algorithms to navigate  Plateaux = an area of the state space where the evaluation function is flat.  Gets stuck 86% of the time.
  • 109. Hill-climbing variations  Stochastic hill-climbing  Random selection among the uphill moves.  The selection probability can vary with the steepness of the uphill move.  First-choice hill-climbing  cfr. stochastic hill climbing by generating successors randomly until a better one is found.  Random-restart hill-climbing  Tries to avoid getting stuck in local maxima.
  • 110. Simulated annealing  Escape local maxima by allowing “bad” moves.  Idea: but gradually decrease their size and frequency.  Origin; metallurgical annealing  Bouncing ball analogy:  Shaking hard (= high temperature).  Shaking less (= lower the temperature).  IfT decreases slowly enough, best state is reached.  Applied forVLSI layout, airline scheduling, etc.
  • 111. Simulated annealing function SIMULATED-ANNEALING( problem,schedule) return a solution state input: problem, a problem schedule, a mapping from time to temperature local variables: current, a node. next, a node. T, a “temperature” controlling the probability of downward steps current  MAKE-NODE(INITIAL-STATE[problem]) for t  1 to ∞ do T  schedule[t] if T = 0 then return current next  a randomly selected successor of current ∆E  VALUE[next] -VALUE[current] if ∆E > 0 then current  next else current  next only with probability e∆E /T
  • 112. Local beam search  Keep track of k states instead of one  Initially: k random states  Next: determine all successors of k states  If any of successors is goal  finished  Else select k best from successors and repeat.  Major difference with random-restart search  Information is shared among k search threads.  Can suffer from lack of diversity.  Stochastic variant: choose k successors at proportionally to state success.
  • 113. Genetic algorithms  Variant of local beam search with sexual recombination.
  • 114. Genetic algorithms  Variant of local beam search with sexual recombination.
  • 115. Genetic algorithm function GENETIC_ALGORITHM( population,FITNESS-FN) return an individual input: population, a set of individuals FITNESS-FN, a function which determines the quality of the individual repeat new_population  empty set loop for i from 1 to SIZE(population) do x  RANDOM_SELECTION(population, FITNESS_FN) y  RANDOM_SELECTION(population, FITNESS_FN) child  REPRODUCE(x,y) if (small random probability) then child  MUTATE(child ) add child to new_population population  new_population until some individual is fit enough or enough time has elapsed return the best individual
  • 116. Exploration problems  Until now all algorithms were offline.  Offline= solution is determined before executing it.  Online = interleaving computation and action  Online search is necessary for dynamic and semi-dynamic environments  It is impossible to take into account all possible contingencies.  Used for exploration problems:  Unknown states and actions.  e.g. any robot in a new environment, a newborn baby,…
  • 117. Online search problems  Agent knowledge:  ACTION(s): list of allowed actions in state s  C(s,a,s’): step-cost function (!After s’ is determined)  GOAL-TEST(s)  An agent can recognize previous states.  Actions are deterministic.  Access to admissible heuristic h(s) e.g. manhattan distance
  • 118. Online search problems  Objective: reach goal with minimal cost  Cost = total cost of travelled path  Competitive ratio=comparison of cost with cost of the solution path if search space is known.  Can be infinite in case of the agent accidentally reaches dead ends
  • 119. The adversary argument  Assume an adversary who can construct the state space while the agent explores it  Visited states S and A. What next?  Fails in one of the state spaces  No algorithm can avoid dead ends in all state spaces.
  • 120. Online search agents  The agent maintains a map of the environment.  Updated based on percept input.  This map is used to decide next action. Note difference with e.g.A* An online version can only expand the node it is physically in (local order)
  • 121. Online DF-search function ONLINE_DFS-AGENT(s’) return an action input: s’, a percept identifying current state static: result, a table indexed by action and state, initially empty unexplored, a table that lists for each visited state, the action not yet tried unbacktracked, a table that lists for each visited state, the backtrack not yet tried s,a, the previous state and action, initially null if GOAL-TEST(s’) then return stop if s’ is a new state then unexplored[s’]  ACTIONS(s’) if s is not null then do result[a,s]  s’ add s to the front of unbackedtracked[s’] if unexplored[s’] is empty then if unbacktracked[s’] is empty then return stop else a  an action b such that result[b, s’]=POP(unbacktracked[s’]) else a  POP(unexplored[s’]) s  s’ return a
  • 122. Online DF-search, example  Assume maze problem on 3x3 grid.  s’ = (1,1) is initial state  Result, unexplored (UX), unbacktracked (UB), … are empty  S,a are also empty
  • 123. Online DF-search, example  GOAL-TEST((,1,1))?  S not = G thus false  (1,1) a new state?  True  ACTION((1,1)) -> UX[(1,1)]  {RIGHT,UP}  s is null?  True (initially)  UX[(1,1)] empty?  False  POP(UX[(1,1)])->a  A=UP  s = (1,1)  Return a S’=(1,1)
  • 124. Online DF-search, example  GOAL-TEST((2,1))?  S not = G thus false  (2,1) a new state?  True  ACTION((2,1)) -> UX[(2,1)]  {DOWN}  s is null?  false (s=(1,1))  result[UP,(1,1)] <- (2,1)  UB[(2,1)]={(1,1)}  UX[(2,1)] empty?  False  A=DOWN, s=(2,1) return A S S’=(2,1)
  • 125. Online DF-search, example  GOAL-TEST((1,1))?  S not = G thus false  (1,1) a new state?  false  s is null?  false (s=(2,1))  result[DOWN,(2,1)] <- (1,1)  UB[(1,1)]={(2,1)}  UX[(1,1)] empty?  False  A=RIGHT, s=(1,1) return A S S’=(1,1)
  • 126. Online DF-search, example  GOAL-TEST((1,2))?  S not = G thus false  (1,2) a new state?  True, UX[(1,2)]={RIGHT,UP,LEFT}  s is null?  false (s=(1,1))  result[RIGHT,(1,1)] <- (1,2)  UB[(1,2)]={(1,1)}  UX[(1,2)] empty?  False  A=LEFT, s=(1,2) returnA S S’=(1,2)
  • 127. Online DF-search, example  GOAL-TEST((1,1))?  S not = G thus false  (1,1) a new state?  false  s is null?  false (s=(1,2))  result[LEFT,(1,2)] <- (1,1)  UB[(1,1)]={(1,2),(2,1)}  UX[(1,1)] empty?  True  UB[(1,1)] empty? False  A= b for b in result[b,(1,1)]=(1,2)  B=RIGHT  A=RIGHT, s=(1,1) … S S’=(1,1)
  • 128. Online DF-search  Worst case each node is visited twice.  An agent can go on a long walk even when it is close to the solution.  An online iterative deepening approach solves this problem.  Online DF-search works only when actions are reversible.
  • 129. Online local search  Hill-climbing is already online  One state is stored.  Bad performancd due to local maxima  Random restarts impossible.  Solution: Random walk introduces exploration (can produce exponentially many steps)
  • 130. Online local search  Solution 2:Add memory to hill climber  Store current best estimate H(s) of cost to reach goal  H(s) is initially the heuristic estimate h(s)  Afterward updated with experience (see below)  Learning real-time A* (LRTA*)
  • 131. Learning real-time A* function LRTA*-COST(s,a,s’,H) return an cost estimate if s’is undefined the return h(s) else return c(s,a,s’) + H[s’] function LRTA*-AGENT(s’) return an action input: s’, a percept identifying current state static: result, a table indexed by action and state, initially empty H, a table of cost estimates indexed by state, initially empty s,a, the previous state and action, initially null if GOAL-TEST(s’) then return stop if s’ is a new state (not in H) then H[s’]  h(s’) unless s is null result[a,s]  s’ H[s]  MIN LRTA*-COST(s,b,result[b,s],H) b  ACTIONS(s) a  an action b in ACTIONS(s’) that minimizes LRTA*-COST(s’,b,result[b,s’],H) s  s’ return a