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Solving Problem by Searching

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19 views85 pages

Solving Problem by Searching

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readprogramming
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Artificial

Intelligence

Solving
problems by
searching
AIMA Chapter 3
Conten
ts

What are
Uninformed Informed
search State space Tree
search search
problems? search
What are search
problems?
•We will consider the problem of designing goal-based agents in
known, fully observable, and deterministic environments.
•Example environment:

Start

Exit
Remember: Goal-based
Agent
• The agent has the task to reach a defined goal state.
• The agent needs to move towards the goal. It can use search algorithms to
plan actions that lead to the goal.
• The performance measure is typically the cost to reach the goal.

Agent’s
Maze
location

Result of
moving

Exit
location




What are search
problems?
• We will consider the problem of designing Initial state
goal-based agents in known, fully
1
observable, deterministic environments.
• For now, we consider only a discrete
environment using an atomic state
representation (states are just labeled 1, 2, 3,
…).
• The state space is the set of all possible states
of the environment and some states are Goal
z
marked as goal states.
Phases: stat
e
1) Search/Planning: the process of looking for the sequence of actions that reaches
a goal state. Requires that the agent knows what happens when it moves!
2) Execution: Once the agent begins executing the search solution in a
deterministic, known environment, it can ignore its percepts (open-loop system).
Search problem
components
•Initial state: state description Initial state Actions: {N, E, S, W}

•Actions: set of possible actions 𝐴


Transitions
1
g i
•Transition model: a function that 4
defines the new state resulting from
performing an action in the current
state
a
•Goal state: state description
•Path cost: the sum of step costs
z Goal

Notes Discretization grid


stat
: • The state space is typically too large to be enumerated or it is continuous. e
Therefore, the problem is defined by initial state, actions and the transition
model and not the set of all possible states.
• The optimal solution is the sequence of actions (or equivalently a sequence
of states) that gives the lowest path cost for reaching the goal.
Transition function and
available actions • As𝐴𝑐𝑡𝐴𝐴𝑜𝑛 𝑔𝑜
an action schema:

Original Description 𝑑 𝐴𝐴𝑟


PRECOND: no wall in direction 𝑑𝐴𝐴𝑟

• As𝑑a𝐴𝐴𝑟
EFFECT: change the agent’s location according to

𝑓𝑓: 𝑆 × 𝐴 → 𝑆 or 𝑠 ′ =
Initial state Actions: {N, E, S, W} function:

𝑟𝑒𝑠𝑢𝑙𝑡(𝑎, 𝑠)
Transitions
𝑠 𝑎 𝑠𝑠
1 Function implemented
2 g i
3 as a table
4 a representing the state 1 S 2
5 space
as a graph. 2 N 1
2 S 3
… … …
4 E a
4 S 5
4 N 3
z … … …

Discretization grid
Goal state • Available actions in a state come from the
𝑎𝑐𝑡𝐴𝐴𝑜𝑛𝑠(4) = {𝐸, 𝑆, 𝑁}
transition function. E.g.,

Note: Known and deterministic is a property of the transition function!


Original Description

Example: Romania
Vacation
• On vacation in Romania; currently in Arad
• Flight leaves tomorrow from Bucharest

• Initial state: Arad State Space/Transition model


• Actions: Drive from Defined as a graph
one city to
another.
• Transition model
and states: If you go
from city A to city
B, you end up in
city B.
• Goal state:
Bucharest
• Path cost: Sum of
edge costs.
Distance in miles
Example: Vacuum
world
State Space

Goal states

•Initial State: Defined by agent location and dirt location.


•Actions: Left, right, suck
There are 8 possible
•Transition model: Clean a location or move. atomic states of the
•Goal state: All locations are clean. system.
Why is the number of
•Path cost: E.g., number if actions
locations 𝑛 2𝑛 ?
states for n possible
Example: Sliding-tile
puzzle
• Initial State: A given configuration.
• Actions: Move blank left, right, up, down
• Transition model: Move a tile
• Goal state: Tiles are arranged empty and 1-8 in order
• Path cost: 1 per tile move.

State space size


Each state describes the location of each tile (including the
empty one). ½ of the permutations are unreachable.
• 8-puzzle: 9!/2 = 181,440 states
• 15-puzzle: 16!/2 ≈ 1013 states
• 24-puzzle: 25!/2 ≈ 1025 states
Example: Robot motion
planning

•Initial State: Current arm position.


•States: Real-valued coordinates of robot joint angles.
•Actions: Continuous motions of robot joints.
•Goal state: Desired final configuration (e.g., object is grasped).
•Path cost: Time to execute, smoothness of path, etc.
Solving search
problems
Given a search
problem definition How do we find the Construct a
optimal solution search tree
• Initial state for the state
• Actions (sequence of
space graph!
• Transition model actions/states)?
• Goal state
• Path cost
Initial state
State space

Goal states
Issue: Transition model is not
a tree! It can have
redundant
Cycles
paths
Return to the same state. The search tree will create a new node!
Initial state

Non-cycle redundant paths


Multiple paths to get to the same state
Goal states
Initial state

Path 1 Path 2

Goal states
Search
•tree
Superimpose a “what if” tree of possible actions Root node =
and outcomes (states) on the state space graph. Initial state
• The Root node represents the initial stare.
• An action child node is reached by an edge a
representing an action. The corresponding state Edge = Action
is defined by the transition model.
• Trees cannot have cycles (loops) or multiple Child node Non-cycle
paths to the same state. These are called b c redundant
redundant paths. Cycles in the search space path
must be broken to prevent infinite loops.
Removing other redundant paths improves
search efficiency.
• A path through the tree corresponds to a d e e
sequence of actions (states).

… …
Cycle
• A solution is a path ending in a node
representing a goal state.
• Nodes vs. states: Each tree node b
represents a


state of the system. If redundant Solution path
path cannot be
prevented then state can be represented by f Node representing
multiple nodes. a Goal state
Differences between typical Tree
search and AI search
Typical tree search AI tree/graph search

• Assumes a given tree that fits • The search tree is too large to fit into
in memory. memory.
a. Builds parts of the tree from the
initial state using the transition
function representing the graph.
b. Memory management is very
important.

• Trees have by construction no • The search space is typically a very


cycles or redundant paths. large and complicated graph.
Memory-efficient cycle checking is
very important to avoid infinite loops
or minimize searching parts of the
search space multiple times.
• Checking redundant paths often
requires too much memory and we
accept searching the same part
multiple times.
Tree Search Algorithm
Outline
1. Initialize the frontier (set of unexplored know nodes)
using the starting state/root node.
2. While the frontier is not empty:
a) Choose next frontier node to expand according to
search strategy.
b) If the node represents a goal state, return it as the
solution.
c) Else expand the node (i.e., apply all possible actions to
the transition model) and add its children nodes
representing the newly reached states to the frontier.
Tree search
example Frontier

Transition model
Tree search
example 1. Expand Arad

Frontier

Transition model
Tree search
example
Frontier
2. Expand Sibiu

Transition model
Example of
a cycle

We could have
also
expanded
Timisoara or
Zerind!
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?
• Optimality: does it always find a least-cost solution?
• Time complexity: how long does it take?
• Space complexity: how much memory does it need?

• Worst case time and space complexity are measured in terms of the size
of the state space n (= number of nodes in the search tree).
Metrics used if the state space is only implicitly defined by initial state,
actions and a transition function are:
• d: depth of the optimal solution (= number of actions needed)
• m: the number of actions in any path (may be infinite with loops)
• b: maximum branching factor of the search tree (number of successor nodes for a
parent)
State Space for Search
State
Space
• Number of different states the agent and environment
can be in.
State representation

𝑥1
• Reachable states are defined by the initial state and
𝑥2
the
transition model. Not all states may be reachable from …
the initial state.
• Search tree spans the state space. Note that a single
state can be represented by several search tree nodes if
we have redundant paths.
• State space size is an indication of problem size.
State Space Size Estimation The state consists of
variables called fluents
that represent
• Even if the used algorithm represents the state space conditions that can
using atomic states, we may know that internally they change over time.
have a factored representation that can be used to
estimate the problem size.

for factored state representation with 𝑛 fluents


• The basic rule to calculate (estimate) the state space size
(variables) is:
𝑥1 × 𝑥2 × ⋯ × 𝑥𝑛
where ⋅ is the number of possible values.
In how many ways can we
order/arrange n objects?

2 × 2 = 22 =
4 3×2×1=
6

Factorial: 𝑛! = 𝑛 × 𝑛 − 1 × ⋯ ×
2×1

#Python
import math

print
(math.factor
ial(23))
Source: Permutations/Combinations Cheat Sheets by Oleksii Trekhleb
https://itnext.io/permutations-combinations-algorithms-cheat-sheet-68c14879aba5
= 𝐶 𝑛, 𝑟 =𝑛
3 �

= 𝐶 it is the number
Binomial Coefficient:
𝑟
2

3 of ways can we choose 𝑟 out of 𝑛 objects?
Read as “n choose r” because

Special case for 𝑟 = 𝑛


2 =
2:
2
𝑛(𝑛−1)

#Python
import scipy.special

# the two give the same


results
scipy.special.binom(10, 5)
scipy.special.comb(10, 5)
Source: Permutations/Combinations Cheat Sheets by Oleksii Trekhleb
https://itnext.io/permutations-combinations-algorithms-cheat-sheet-68c14879aba5
Examples: What is the state
space size?
Dirt
• Permutation: A and B are different rooms, order
does matter!

• There are 2 options (clean/dirty)


• With repetition: Dirt can be in both rooms.

→ 22

Robot location

→2
• Can be in 1 out of 2 rooms.

Total: 2 × 2 2 = 23 = 8

r … # of rooms
n … options
Examples: What is the state
space size?
Often a rough upper limit is sufficient to determine how hard the search problem is.

Maze 8-queens problem 8-puzzle problem Tic-tac-toe


Examples: What is the state
space size?
Often a rough upper limit is sufficient to determine how hard the search problem is.

Maze 8-queens problem 8-puzzle problem Tic-tac-toe

Positions the agent All arrangements with All arrangements All possible boards.

𝑛 < 39 =
can be in. 8 queens on the of 9 elements.

𝑛≤ 19,683
board.

𝑛 < 2 ≈ 1.8 × 9!
n = Number of
64

1019
white Many boards are not
squares. Half is legal (e.g., all x’s)
9!
We can only have 8 unreachable:
𝑛= =
𝑛 ≈ 4.4 × 2
queens:
64
8 181,440
= 109
Uninformed
Search
Uninformed search
strategies
The search algorithm/agent is not provided information about how
close a state is to the goal state.

It blindly searches following a simple strategy until it finds the goal


state by chance.

Search strategies we will discuss:

Breadth-first search
Uniform-cost search
Depth-first search
Iterative deepening search
Breadth-first search
(BFS)
Expansion rule: Expand shallowest unexpanded node in the frontier
(=FIFO).

Data Structures
• Frontier data structure: holds references to the green nodes (green) and is
implemented as a FIFO queue.
• Reached data structure: holds references to all visited nodes (gray and green)
and is used to prevent visiting nodes more than once (cycle checking).
• Builds a tree with links from parent to child.
Implementation:
BFS

Expand adds the next level


below node to the search tree.

reached makes sure we do not


visit nodes twice (e.g., in a
cycle or other redundant path).
Fast lookup is important.

31
Implementation: Expanding the
search tree
• AI tree search creates the search tree while searching.
• The EXPAND function uses the current search tree node (i.e., current
state) and the problem description to create new nodes for all
reachable states.
• It tries all actions in the current state by checking the transition
function (RESULTS) and then returns a list of new nodes for the
frontier.
Node structure for
the search tree.
Yield can also be
Transitio implemented by
n returning a list of
function Nodes.
Properties of Breadth-first
search
• Complete?
d: depth of the optimal solution
m: max. depth of tree
Yes b: maximum branching factor

• Optimal?
Yes – if cost is the same per step (action). Otherwise: Use uniform-cost search.

• Time?
1 + 𝑏 + 𝑏2 + ⋯ + 𝑏𝑑 = 𝑂(𝑏𝑑 )
Sum of the number of nodes created in at each level in a b-ary tree of depth d:

Stored nodes: 𝑂(𝑏𝑑 )


• Space?

Note:
• The large space complexity is usually a bigger problem than time!
d: depth of the optimal solution
m: max. depth of tree
Breadth-first b: maximum branching factor

search
• Time and Space: 𝑂
𝑏𝑑
- all paths to the depth of the goal are expanded

expanded
d=2
b=2
m=4
B C Goal

D E F G

C Goal
Uniform-cost search
(= Dijkstra’s shortest path
algorithm)
• Implementation: best-first search where the frontier is a priority queue ordered by lower 𝑓𝑓(𝑛)
• Expansion rule: Expand node in the frontier with the least path cost from the initial state.

=
path cost (cost of all actions starting from the initial state).
• Breadth-first search is a special case when all step costs being equal, i.e., each action costs the
same!
• Complete? d: depth of the optimal solution
Yes, if all step cost is greater than some small positive constant ε > 0 m: max. depth of tree
b: maximum branching factor
• Optimal?
Yes – nodes expanded in increasing order of path cost

• Time?
Number of nodes with path cost ≤ cost of optimal solution (C*) is O(b1+C*/ ε).
This can be greater than O(bd): the search can explore long paths consisting of small steps before exploring
shorter paths consisting of larger steps

• Space?
O(b1+C*/ ε)

See Dijkstra's algorithm on Wikipedia


Implementation: Best-First Search
Strategy

The order for expanding the


frontier is determined by
f(n) = path cost from the
initial state to node n.

This check is the difference


to BFS! It visits a node again
See BFS for function EXPAND. if it can be reached by a
better (cheaper) path.
36
Depth-
first
search
• Expansion rule:
(DFS)
Expand deepest
unexpanded
node in the
frontier (last
added).
• Frontier:
stack
(LIFO)
• No reached data
structure!
Cycle checking
checks only the
current path.
Redundant
paths
can not be
identified and
lead to replicated
work.
Implementation:
DFS
• DFS could be implemented like BFS/Best-first search and just taking the last

• However, to reduce the space complexity to 𝑂(𝑏𝑚), the reached data


element from the frontier (LIFO).

structure needs to be removed! Options:


• Recursive implementation (cycle checking is a problem leading to infinite loops)
• Iterative implementation: Build tree and abandoned branches are removed from memory.

DFS uses 𝑃 = ∞
Cycle checking is only done against the current path. This is similar to Backtracking search.

If we only keep the current path from


the root to the current node in
memory, then we can only check
against that path to prevent cycles, but
we cannot prevent other redundant
paths. We also need to make sure the
frontier does not contain the same
state more then once!

See BFS for function EXPAND.


Properties of depth-first
search
• Complete?
• Only in finite search spaces. Cycles can be avoided by checking for repeated states
along the path.
• Incomplete in infinite search spaces (e.g., with cycles).

• Optimal? d: depth of the optimal solution


No – returns the first solution it finds. m: max. depth of tree
b: maximum branching factor

Could be the time to reach a solution at maximum depth m in the last path: 𝑂 𝑏𝑚
• Time?
Terrible if 𝑚 ≫ 𝑑, but if there are many shallow solutions, it can be much faster
than BFS.

𝑂 𝑏𝑚
• Space?
 linear in max. tree depth (only if no reached data structure is used!)
d: depth of the optimal solution
m: max. depth of tree
Depth-first b: maximum branching factor

search
•Time: 𝑂(𝑏𝑚) – worst case is expanding all paths.
• Space: 𝑂(𝑏𝑚) - if it only stores the frontier nodes and the current
path.

A
b=2 d=2

B C Goal
m=4

D E

H Goal DFS finds this goal first  Not optimal!

Note: The order in which we add new nodes to the frontier can change what goal we find!
Iterative deepening
search (IDS)
Can we
a) get DFS’s good memory footprint,
b) avoid infinite cycles, and
c) preserve BFS’s optimality guaranty?

Use depth-restricted DFS and gradually increase the depth.

1. Check if the root node is the goal.


2. Do a DFS searching for a path of length 1
3. If goal not found, do a DFS searching for a path of length 2
4. If goal not found, do a DFS searching for a path of length 3 5.

Iterative

deepeni
ng
search
(IDS)
Implementation:
IDS

See BFS for function EXPAND.


Properties of iterative
deepening search
• Complete? d: depth of the optimal solution
Yes m: max. depth of tree
b: maximum branching factor

• Optimal?
Yes, if step cost = 1

• Time?
𝑑 𝑏1 + (𝑑 − 1)𝑏2 + … + 1𝑏𝑑
Consists of rebuilding trees up to d times

= 𝑂(𝑏 𝑑 )
 Slower than BFS, but the same complexity!

• Space?
O(bd)  linear space. Even less than DFS since m<=d. Cycles need to be handled by the
depth-limited DFS implementation.

Note: IDS produces the same result as BFS but trades better space complexity for
worse run time.
This makes IDS/DFS into the
workhorse of AI.
Informed
Informed
search
• AI search problems are typically very large. We would like to improve
efficiency by expanding as few nodes as possible.

• The agent can use additional information in the form of “hints” about how
promising different states/nodes are to lead to the goal. These hints are
derived from
• information the agent has (e.g., a map) or
• percepts coming from a sensor.

• The agent uses a heuristic function ℎ(𝑛) to rank nodes in the frontier
and select the most promising state in the frontier for expansion using a
best- first search strategy.

• Algorithms:
• Greedy best-first search
• A* search
Heuristic
Heuristic function ℎ(𝑛) estimates the cost of reaching a node
function
representing the goal state from the current node 𝑛.

• Examples:
Euclidean distance Manhattan distance
Start state Start state

Goal state Goal state


Heuristic for the Romania
problem
Drive from Arad to Bucharest using a table with straight-line distances.

h(n)
Greedy best-first search
example
Expansion rule: Expand the
node that has the lowest value
of the heuristic function h(n) h(n)=
Greedy best-first search
example
Greedy best-first search
example
Greedy best-first search
example

Total:
140 + 99 + 211 = 450 miles
Properties of greedy best-first
search
•Complete?
Yes – Best-first search if complete in finite spaces.

•Optimal?
No

Total:
140 + 99 + 211 = 450 miles

Alternative through Rimnicu Vilcea:


140 + 80 + 97 + 101 = 418 miles
Implementation of greedy best-
first search

Best-First Expand the frontier

𝑓𝑓𝑛 = ℎ(𝑛)
using
Search
Implementation of greedy best-
first search
Heuristic ℎ(𝑛) so we expand the node with the lowest estimated
cost

The order for expanding the


frontier is determined by
f(n)

This check is the different to


BFS! It visits a node again if it
See BFS for function EXPAND. can be reached by a better
(cheaper) path.
55
Properties of greedy best-first
search
•Complete?
Yes – Best-first search if complete in finite spaces.

•Optimal?
No d: depth of the optimal solution
m: max. depth of tree
b: maximum branching factor
•Time?

Best case: O(bm) – If ℎ(𝑛) is 100%


Worst case: O(bm)  like DFS

accurate

•Space?
Same as time complexity.
How can we fix the optimality
problem with greedy best-first
search?

ℎ = 1 is always better than ℎ =


2. Greedy best-first will go this
way and never reconsider!
A*
𝑔(𝑛) =
n’

search 2 n
`

• Idea: Take the cost of the path to 𝑛 called 𝑔(𝑛) into account to
avoid expanding paths that are already very expensive.
• The evaluation function 𝑓𝑓(𝑛) is the estimated total cost of the
path through node 𝑛 to the goal:
𝑓𝑓(𝑛) = 𝑔(𝑛) + ℎ(𝑛)
𝑔(𝑛): cost so far to reach n (path cost)
ℎ(𝑛): estimated cost from n to goal (heuristic)

• The agent in the example above will stop at n with 𝑓𝑓(𝑛) = 3 and chose
the path up with a better 𝑓𝑓(𝑛𝑛) = 2

Note: For greedy best-first search we just used 𝑓𝑓(𝑛) = ℎ(𝑛).


A* search
example
𝑓𝑓 𝑛 = 𝑔(𝑛) +
ℎ(𝑛) =
Expansion rule:
Expand the node with
the smallest f(n)

ℎ(𝑛
)
A* search
example 𝑓𝑓 𝑛 =
𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛
)
A* search
example 𝑓𝑓 𝑛 =
𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛
)
A* search
example 𝑓𝑓 𝑛 =
𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛
)
A* search
example 𝑓𝑓 𝑛 =
𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛
)
A* search
example 𝑓𝑓 𝑛 =
𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛
)
BFS vs. A*
search
BFS

A*

Source: Wikipedia
Implementation of A*
Search

Best-First Expand the frontier

𝑓𝑓 𝑛 = 𝑔
using
Search 𝑛 + ℎ(𝑛)
Implementation of A*
Path cost to 𝑛 + heuristic from 𝑛 to goal = estimate of the total
Search
𝑔 𝑛 + ℎ(𝑛)
cost

The order for expanding the

𝑓𝑓(𝑛)
frontier is determined by

This check is different to


BFS! It visits a node again if it
See BFS for function EXPAND. can be reached by a better
(cheaper) redundant
path.
67
Optimality: Admissible
heuristics
Definition: A heuristic ℎ is admissible if for every node 𝑛,
ℎ 𝑛 ≤ ℎ∗(𝑛), where ℎ∗(𝑛) is the true cost to reach the
goal state from 𝑛.
I.e., an admissible heuristic is a lower bound and never
overestimates the true cost to reach the goal.

Example: straight line distance never overestimates the actual


road distance.

Theorem: If ℎ is admissible, A* is optimal.


Proof of Optimality 𝑓𝑓(𝑛) = 𝑔(𝑛) + ℎ(𝑛)

For goal states: 𝑓𝑓(𝑛∗) = 𝑔(𝑛) + 0


of A*

Any unexplored node 𝑛 has:


n* (goal)
𝐶∗ = 𝑓𝑓(𝑛∗) = 𝑔(𝑛∗) n
𝑓𝑓 𝑛 ≥ 𝑓𝑓(𝑛∗)
+ 0

n’ (other goal)
𝑔 𝑛′

𝑓𝑓 𝑛

⟺ 𝑔 𝑛′

≥ 𝐶∗
Guarantees
of A*
A* is optimally efficient

a. No other tree-based search algorithm that uses the same heuristic can
expand fewer nodes and still be guaranteed to find the optimal solution.

b. Any algorithm that does not expand all nodes with 𝑓𝑓(𝑛) < 𝐶 ∗ (the
lowest cost of going to a goal node) cannot be optimal. It risks missing the
optimal solution.
Properties of
A*
•Complete?
Yes

•Optimal?
Yes

Number of nodes for which 𝑓𝑓(𝑛) ≤ 𝐶∗


•Time?

(exponential)

•Space?
Same as time complexity.
Designing heuristic
functions
ℎ1(𝑛) = number of misplaced tiles
Heuristics for the 8-puzzle

ℎ2(𝑛) = total Manhattan distance (number of squares from


desired location of each tile)

ℎ1(𝑠𝑡𝑎𝑟𝑡) = 8
ℎ2(𝑠𝑡𝑎𝑟𝑡) = 3
+1+2+2+2+3+3+2 =
18
Are ℎ1 and ℎ2 1 needs to move 3
positions
admissible?
Heuristics from relaxed
problems
• A problem with fewer restrictions on the actions is called a relaxed
problem.
• The cost of an optimal solution to a relaxed problem is an admissible
heuristic for the original problem. I.e., the true cost is never smaller.

anywhere, then ℎ1(𝑛) gives the shortest solution.


•ℎ1: If the rules of the 8-puzzle are relaxed so that a tile can move

then ℎ2(𝑛) gives the shortest solution.


•ℎ2: If the rules are relaxed so that a tile can move to any adjacent square,

ℎ1(𝑠𝑡𝑎𝑟𝑡) =

ℎ2(𝑠𝑡𝑎𝑟𝑡)
=
Heuristics from relaxed
problems
What relaxations are used in these two cases?
Euclidean distance Manhattan distance
Start state Start state

Goal state Goal state


Heuristics from
subproblems
•Let ℎ3(𝑛) be the cost of getting a subset of tiles
(say, 1,2,3,4) into their correct positions. The final order of
the * tiles does not matter.
•Small subproblems are often easy to solve.
•Can precompute and save the exact solution cost for every
or many possible subproblem instances – pattern database.

*
* * *
* * * *
Dominance: What heuristic is

Definition: If ℎ1 and ℎ2 are both admissible


better?
heuristics and ℎ2(𝑛) ≥ ℎ1(𝑛) for all 𝑛, then
ℎ2 dominates ℎ1

Is ℎ1 or ℎ2 better for A* search?

𝑓𝑓(𝑛) < 𝐶 ∗  ℎ(𝑛) < 𝐶 ∗ – 𝑔(𝑛)


•A* search expands every node with

•ℎ2 is never smaller than ℎ1. A* search with ℎ2 will


expand less nodes and is therefore better.
Dominan
ce
nodes expanded for different solution depths 𝑑):
•Typical search costs for the 8-puzzle (average number of

•𝑑 = 12 IDS = 3,644,035 nodes


A*(ℎ1) = 227
nodes A*(ℎ2) = 73
nodes

•𝑑 = 24 IDS ≈
54,000,000,000 nodes
A*(ℎ1) = 39,135
nodes A*(ℎ2) = 1,641
nodes
Combining
heuristics

heuristics ℎ1, ℎ2, … , ℎ𝑚, but none of


•Suppose we have a collection of admissible

them dominates the others.


•Combining them is easy:
ℎ(𝑛) = max{ℎ1(𝑛), ℎ2(𝑛), … ,
ℎ𝑚(𝑛)}

is closest to the real cost to the goal ℎ∗(𝑛).


•That is, always pick for each node the heuristic that
Satisficing Search: Weighted
A* search
• Often it is sufficient to find a “good enough” solution if it can be found very
quickly or with way less computational resources. I.e., expanding fewer
nodes.

• We could use inadmissible heuristics in A* search (e.g., by multiplying ℎ(𝑛)


with a factor W) that sometimes overestimate the optimal cost to the goal
slightly.
1. It potentially reduces the number of expanded nodes significantly.
2. This will break the algorithm’s optimality guaranty!

f 𝑛 = 𝑔 𝑛 + W × ℎ(𝑛)

𝑔 𝑛 +W× (𝟏
𝟏<W <
ℎ 𝑛 ∞)
Weighted A* search:

presented algorithms are 𝑔 𝑛 +cases:


𝑛 (W = 1)

A* search:
The special

𝑔𝑛 (W = 0)
ℎ𝑛 W =∞
Uniform cost search/BFS:
Greedy best-first search:
Example of weighted A*
search

𝑓𝑓 𝑛 = # actions to 𝑓𝑓 𝑛 = 𝑔(𝑛) + 𝑓𝑓(𝑛) = 𝑔(𝑛) + 5


Breadth-first Search (BFS) Exact A* Search Weighted A* Search

reach n ℎ𝐸𝑢𝑐𝑙 (𝑛) ℎ𝐸𝑢𝑐𝑙 (𝑛)

Source and Animation: Wikipedia


Memory-bounded
search
•The memory usage of A* (search tree and frontier) can still be
exorbitant.
•How can we make A* more memory-efficient while maintaining
completeness and optimality?
• Iterative deepening A* search.
• Recursive best-first search, SMA*: Forget some subtrees but remember
the best f-value in these subtrees and regenerate them later if necessary.

•Problems: memory-bounded strategies can be complicated to


implement and suffer from “memory thrashing” (regenerating
forgotten nodes like IDS).
Implementation as Best-first
Search
• All discussed search strategies can be implemented using Best-first search.

evaluation function 𝑓(𝑛).


• Best-first search expands always the node with the minimum value of an

Search Strategy Evaluation function 𝑓(𝑛)


BFS (Breadth-first search) 𝑔(𝑛) (=uniform path cost)
Uniform-cost Search 𝑔(𝑛) (=path cost)
DFS/IDS (see note below) −𝑔(𝑛)
Greedy Best-first Search ℎ(𝑛)
(weighted) A* Search 𝑔 𝑛 + W × ℎ(𝑛)

• Note: DFS/IDS is typically implemented differently to achieve the lower


space complexity.
Summary: Uninformed search strategies
Time Space
Algorithm Complete? Optimal? complexit complexit
y y
BFS (Breadth- Yes If all step 𝑂(𝑏𝑑) 𝑂(𝑏𝑑)
first search) costs are equal

Uniform- Yes Yes Number of node s with 𝑔 𝑛 ≤ 𝐶 ∗


cost
Search

𝑂(𝑏𝑚) 𝑂(𝑏𝑚)
In finite spaces
DFS (cycle checking) No

𝑂(𝑏𝑑) 𝑂(𝑏𝑑)
If all step
IDS Yes
costs are equal

b: maximum branching factor of the search


tree d: depth of the optimal solution
m: maximum length of any path in the state
space C*: cost of optimal solution
Summary: All search strategies
Time Space
Algorithm Complete? Optimal? complexit complexit
y y
BFS (Breadth- Yes If all step 𝑂(𝑏𝑑) 𝑂(𝑏𝑑)
first search) costs are equal

Number of nodes with 𝑔(𝑛) ≤ 𝐶 ∗


Uniform-
cost Yes Yes
Search

DFS In finite spaces No 𝑂(𝑏𝑚) 𝑂(𝑏𝑚)


(cycles checking)

𝑂(𝑏𝑑) 𝑂(𝑏𝑑)
If all step
IDS Yes
costs are equal

st case: 𝑂(𝑏𝑚)
t case: 𝑂(𝑏𝑑)
Greedy best- In finite spaces Depends on
first Search No Wor heuristic
(cycles checking)
Bes

Number of nodes with


A* Search
Conclusi
on
• Tree search can be used for planning actions for goal-based agents in
known, fully observable and deterministic environments.

• Issues are:
• The large search space typically does not fit into memory. We use a
description using a compact transition model.
• The search tree is built on the fly, and we have to deal with cycles and
redundant paths.

• IDS is a memory efficient methods used in AI often for uninformed


search.
• Informed search uses heuristics based on knowledge or percepts to
improve search (i.e., A* to expand fewer nodes).

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