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IA c04 NoAnim

The document discusses various local search algorithms used in optimization problems, including hill climbing and simulated annealing. It highlights the strengths and weaknesses of these methods, such as the risk of getting stuck in local maxima and the use of probabilistic approaches to escape these traps. Additionally, it introduces evolutionary algorithms, specifically genetic algorithms, which utilize a population-based approach to find optimal solutions.

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Davide Muresan
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0% found this document useful (0 votes)
15 views20 pages

IA c04 NoAnim

The document discusses various local search algorithms used in optimization problems, including hill climbing and simulated annealing. It highlights the strengths and weaknesses of these methods, such as the risk of getting stuck in local maxima and the use of probabilistic approaches to escape these traps. Additionally, it introduces evolutionary algorithms, specifically genetic algorithms, which utilize a population-based approach to find optimal solutions.

Uploaded by

Davide Muresan
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Artificial Intelligence

Radu Răzvan Slăvescu

Technical University of Cluj-Napoca


Department of Computer Science

(some slides adapted from A. Dragan, N. Kitaev, N. Lambert, S. Levine, S. Rao, S. Russell)
Outline

Local Search and Optimization Problems


Local Search

Goal
All I need is the final state; the path to get there is irrelevant
E.g.: 8-queens problem; generating a schedule

Local Search Algorithms


Start state ⇒ neighboring states. No track of the path kept.

Con: not systematic


Pros:
I little memory used
I can often find reasonable solutions
I can solve optimization problems: find the best state
according to an objective function
Local Search

Local Search Algorithms


I find a global maximum (=highest peak): hill climbing
I find a global minimum (=lowest valley): gradient descent
Local Search

State-space landscape
Hill climbing

Description

Keep one current state.


At each step, follow the steepest ascent
Terminates when it reaches a ”peak”
Hill climbing

Example: 8-queens problem


I work with complete state formulation : every state has all
components of a solution, some of which may be
misplaced (8 queens on the board, one per column)
I initial state chosen at random
I successors of a state: by moving one queen to another
square in the same column (→ 8 × 7)
I heuristic h: number of pairs of queens on the same row or
diagonal (=0 iff solution)
Hill climbing

Description

For the state to the right h =? successor = ?


Hill climbing

Description
I LOCAL MAXIMA: a pick higher than any neighbor, but
lower than the global maximum
I PLATEAU: flat area in the state-space landscape. Either flat
local maximum or shoulder (going up impossible / possible)
I RIDGE: sequence of local maxima; difficult for hill climbing
Hill climbing
Description

Ridge rises from left to right. For each local maximum, all
actions point downhill
Hill climbing

Example: 8-queens
Steepest-ascent hill climbing: successful on 14% of instances.
On average, 4 steps if success, 3 steps if failure

To improve: go on when on plateau (allow sideway moves, but


limit the number of consecutive sideway moves to, say, 100)
Successful on 94% of instances. On average, 21 steps if
success, 64 steps if failure
Hill climbing

Improvements for Hill Climbing HC


I Stochastic HC: choose at random from uphill moves,
probability of selection can vary with the steepness of the
uphill move
I First choice HC: generate successors at random, untill one
which is better than the current state is generated
I Random restart HC: does a series of HC searches from
randomly-generated initial states, until a goal is found.
Good if there are few local maxima and plateaus
Simulated annealing

Hill Climbing v. Random Walk


HC: no downhill moves → can get stuck in a local maximum
RW: move to a random successor state, with no focus on its
value → inefficient

Simulated annealing (for gradient descent): to get a ball in the


deepest crevice in a very bumpy surface, roll it till gets to a local
minimum, then shake the surface hard enough for the ball to
jump out of a local minimum, but not from a global one
Simulated Annealing

Description

Accepting a move with a probability: p = 1 if the situation


improves; otherwise p < 1 and decreased exponentially with
∆E (the amount by which the evaluation is worsened)
Beam Search

Beam Search: keep k states in memory


Start with k random states, generate their successors and keep
the top k succesors ofthe whole list, till the goal is reached

Stochastic Beam Search


Keep k states in memory, chosen with probability proportional
to the successor’s value (→ better diversity)
Evolutionary algorithms

EA types
EA = sort of stochastic beam search: a population of individual
(states), where the fittest individual produce offspring

Types: Genetic algorithms: individual = string of symbols (e.g.,


bits); Genetic programming: individual = computer program in
form of a tree
Evolutionary algorithms

Operations
I each individual actually represents a solution
I s/he is assessed by the fitness function, which evaluaes
the solution quality
I Selection: select individuals which will become parents,
e.g., proportional with their fitness score
I Recombination: randomly select a crossover point, split
the parent strings and recombine them to get the offspring
(first part from the first parent, second from the second
parent and vice versa)
I mutation: randomly flip a bit in the string
Genetic Algorithm

8-queens problem, 4 individuals

Individual: digit c=row number for queen in column c


Fitness: number of non-attacking pairs of queens, normalized
Genetic Algorithm

8-queens problem, 4 individuals

Solutions corresponding to the first 2 individuals


That’s all, folks!

Thanks for your attention...Questions?

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