TEB2023: Artificial Intelligence
Chapter 3
Informed Search
Today: Course Objectives
Informed Search
Heuristics
Greedy Search
A* Search
Graph Search
Recap: Search
Recap: Search
Search problem:
States (configurations of the world)
Actions and costs
Successor function (world dynamics)
Start state and goal test
Search tree:
Nodes: represent plans for reaching states
Plans have costs (sum of action costs)
Search algorithm:
Systematically builds a search tree
Chooses an ordering of the fringe (unexplored nodes)
Optimal: finds least-cost plans
Example: Pancake Problem
Cost: Number of pancakes flipped
Example: Pancake Problem
State space graph with costs as weights
4
2 3
2
3
4
3
4 2
3 2
2
4
3
General Tree Search
Action: flip top two Action: fliptoallreach
Path four goal:
Cost: 2 Cost:
Flip 4 flip three
four,
Total cost: 7
Uninformed Search
Uniform Cost Search
Strategy: expand lowest path cost c1
…
c2
c3
The good: UCS is complete and optimal!
The bad:
Explores options in every “direction”
No information about goal location Start Goal
[Demo: contours UCS empty (L3D1)]
[Demo: contours UCS pacman small maze (L3D3)]
Video of Demo Contours UCS Empty
Video of Demo Contours UCS Pacman Small Maze
Informed Search
Search Heuristics
A heuristic is:
A function that estimates how close a state is to a goal
Designed for a particular search problem
Examples: Manhattan distance, Euclidean distance for
pathing
10
5
11.2
Example: Heuristic Function
h(x)
Example: Heuristic Function
Heuristic: the number of the largest pancake that is still out of place
3
4
h(x)
3
4
3 0
4
4 3
4
4 2
3
Greedy Search
Example: Heuristic Function
h(x)
Greedy Search
Expand the node that seems closest…
What can go wrong?
Greedy Search
b
Strategy: expand a node that you think is …
closest to a goal state
Heuristic: estimate of distance to nearest goal for
each state
A common case:
Best-first takes you straight to the (wrong) goal b
…
Worst-case: like a badly-guided DFS
[Demo: contours greedy empty (L3D1)]
[Demo: contours greedy pacman small maze (L3D4)]
Video of Demo Contours Greedy (Empty)
Video of Demo Contours Greedy (Pacman Small Maze)
A* Search
A* Search
UCS Greedy
A*
Combining UCS and Greedy
Uniform-cost orders by path cost, or backward cost g(n)
Greedy orders by goal proximity, or forward cost h(n)
8 g=0
S h=6
h=1 g=1
e a
1 h=5
1 3 2 g=2 g=9
S a d G
h=6 b d g=4 e h=1
h=6 h=5 h=2
1 h=2 h=0
1 g=3 g=6
c b g = 10
h=7 c G h=0 d
h=2
h=7 h=6
g = 12
A* Search orders by the sum: f(n) = g(n) + h(n) G h=0
Example: Teg Grenager
When should A* terminate?
Should we stop when we enqueue a goal?
h=2
2 A 2
S h=3 h=0 G
2 B 3
h=1
No: only stop when we dequeue a goal
Admissible Heuristics
Idea: Admissibility
Inadmissible (pessimistic) heuristics break Admissible (optimistic) heuristics slow down
optimality by trapping good plans on the fringe bad plans but never outweigh true costs
Admissible Heuristics
A heuristic h is admissible (optimistic) if:
where is the true cost to a nearest goal
Examples:
4
15
Coming up with admissible heuristics is most of what’s involved
in using A* in practice.
Properties of A*
Properties of A*
Uniform-Cost A*
b b
… …
UCS vs A* Contours
Uniform-cost expands equally in all
“directions”
Start Goal
A* expands mainly toward the goal,
but does hedge its bets to ensure
optimality Start Goal
[Demo: contours UCS / greedy / A* empty (L3D1)]
[Demo: contours A* pacman small maze (L3D5)]
Video of Demo Contours (Empty) -- UCS
Video of Demo Contours (Empty) -- Greedy
Video of Demo Contours (Empty) – A*
Video of Demo Contours (Pacman Small Maze) – A*
Comparison
Greedy Uniform Cost A*
A* Applications
A* Applications
Video games
Pathing / routing problems
Resource planning problems
Robot motion planning
Language analysis
Machine translation
Speech recognition
…
[Demo: UCS / A* pacman tiny maze (L3D6,L3D7)]
[Demo: guess algorithm Empty Shallow/Deep (L3D8)]
Video of Demo Pacman (Tiny Maze) – UCS / A*
Video of Demo Empty Water Shallow/Deep – Guess Algorithm
Creating Heuristics
Creating Admissible Heuristics
Most of the work in solving hard search problems optimally is in coming up
with admissible heuristics
Often, admissible heuristics are solutions to relaxed problems, where new
actions are available
366
15
Inadmissible heuristics are often useful too (loose optimality)
Example: 8 Puzzle
Start State Actions Goal State
What are the states?
How many states?
What are the actions?
How many successors from the start state?
What should the costs be?
Graph Search
Graph Search
Idea: never expand a state twice
How to implement:
Tree search + set of expanded states (“closed set”)
Expand the search tree node-by-node, but…
Before expanding a node, check to make sure its state has never been
expanded before
If not new, skip it, if new add to closed set
Important: store the closed set as a set, not a list
Can graph search wreck completeness? Why/why not?
How about optimality?
A* Graph Search Gone Wrong?
State space graph Search tree
A S (0+2)
1
1
S h=4
C
h=1 A (1+4) B (1+1)
h=2 1
2
3 C (2+1) C (3+1)
B
h=1
G (5+0) G (6+0)
G
h=0
Consistency of Heuristics
Main idea: estimated heuristic costs ≤ actual costs
A Admissibility: heuristic cost ≤ actual cost to goal
1 h(A) ≤ actual cost from A to G
h=4 C h=1 Consistency: heuristic “arc” cost ≤ actual cost for each arc
h=2
h(A) – h(C) ≤ cost(A to C)
3
Consequences of consistency:
The f value along a path never decreases
G h(A) ≤ cost(A to C) + h(C)
A* graph search is optimal
Optimality of A* Graph Search
Optimality of A* Graph Search
Sketch: consider what A* does with a
consistent heuristic:
Fact 1: In tree search, A* expands nodes in … f1
f2
increasing total f value (f-contours)
f3
Fact 2: For every state s, nodes that reach
s optimally are expanded before nodes
that reach s suboptimally
Result: A* graph search is optimal
Optimality
Tree search:
A* is optimal if heuristic is admissible
UCS is a special case (h = 0)
Graph search:
A* optimal if heuristic is consistent
UCS optimal (h = 0 is consistent)
Consistency implies admissibility
In general, most natural admissible heuristics
tend to be consistent, especially if from relaxed
problems
A*: Summary
A*: Summary
A* uses both backward costs and (estimates of) forward costs
A* is optimal with admissible / consistent heuristics
Heuristic design is key: often use relaxed problems
Tree Search Pseudo-Code
Graph Search Pseudo-Code