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AI Lecture 3

Apr 03, 2018

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    Lecture 3 Problem-Solving(Search) Agents

    Dr. Muhammad Adnan Hashmi

    11 June 2013

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    Problem-solving agents

    Problem types

    Problem formulation

    Example problems Basic search algorithms

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    Suppose an agent can execute several actionsimmediately in a given state

    It doesnt know the utility of these actions

    Then, for each action, it can execute a sequenceof actions until it reaches the goal

    The immediate action which has the bestsequence (according to the performancemeasure) is then the solution

    Finding this sequence of actions is called search,

    and the agent which does this is called theproblem-solver.

    NB: Its possible that some sequence might fail,e.g., getting stuck in an infinite loop, or unableto find the goal at all.

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    You can begin to visualize the concept of a

    graph Searching along different paths of the graph

    until you reach the solution

    The nodes can be considered congruous to the

    states The whole graph can be the state space

    The links can be congruous to the actions

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    On holiday in Romania; currently in Arad.

    Flight leaves tomorrow from Bucharest

    Formulate goal: Be in Bucharest

    Formulate problem:

    States: various cities

    Actions: drive between cities

    Find solution:

    Sequence of cities, e.g., Arad, Sibiu, Fagaras,Bucharest.

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    Static: The configuration of the graph (the city map)is unlikely to change during search

    Observable: The agent knows the state (node)

    completely, e.g., which city I am in currently

    Discrete: Discrete number of cities and routesbetween them

    Deterministic: Transiting from one city (node) onone route, can lead to only one possible city

    Single-Agent: We assume only one agent searchesat one time, but multiple agents can also be used.

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    A problem is defined by five items:

    1. An Initial state, e.g., In Arad

    2. Possible actions available, ACTIONS(s) returns the set ofactions that can be executed in s.

    3. A successor functionS(x) = the set of all possible{ActionState} pairs from some state, e.g., Succ(Arad) ={, }

    4. Goal test, can be explicit, e.g.,x= "In Bucharest implicit, e.g., Checkmate(x)

    5. Path cost (additive) e.g., sum of distances, number of actions executed, etc. c(x,a,y) is the step cost, assumed to be 0

    A solution is a sequence of actions leading from the initialstate to a goal state.

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    States? Actions? Goal test? Path cost?

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    States?dirt and robot location

    Actions?Left, Right, Pick

    Goal test?no dirt at all locations

    Path cost?1 per action

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    States?

    Actions?

    Goal test?

    Path cost?

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    States? locations of tiles Actions?move blank left, right, up, down Goal test?= goal state (given) Path cost? 1 per move

    [Note: optimal solution ofn-Puzzle family is NP-hard]

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    States?: real-valued coordinates of robotjoint angles, parts of the object to beassembled, current assembly

    Actions?: continuous motions of robotjoints

    Goal test?: complete assembly

    Path cost?: time to execute

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    Basic idea:

    Offline (not dynamic), simulated exploration ofstate space by generating successors of already-explored states (a.k.a. expanding the states)

    The expansion strategy defines the differentsearch algorithms.

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    Fringe: The collection of nodes that have beengenerated but not yet expanded

    Each element of the fringe is a leaf node, with(currently) no successors in the tree

    The search strategy defines which element to

    choose from the fringe

    1 June 2013 19fringe fringe

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    The fringe is implemented as a queue

    MAKE_QUEUE(element,): makes a queue withthe given elements

    EMPTY?(queue): checks whether queue is empty FIRST(queue): returns 1st element of queue

    REMOVE_FIRST(queue): returns FIRST(queue)and removes it from queue

    INSERT(element, queue): add elementto queue INSERT_ALL(elements,queue): adds the set

    elements to queue and return the resulting queue

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    A state is a representation of a physical

    configuration A node is a data structure constituting part of a

    search tree includes state, parent node, action,path costg(x), depth

    The Expand function creates new nodes, filling in

    the various fields and using the SuccessorFn ofthe problem to create the corresponding states.

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    A search strategy is defined by picking the orderof node expansion

    Strategies are evaluated along the followingdimensions: Completeness: Does it always find a solution if one

    exists? Time complexity: Number of nodes generated

    Space complexity: Maximum number of nodes inmemory

    Optimality: Does it always find a least-cost solution?

    Time and space complexity are measured interms of b: maximum no. of successors of any node

    d: depth of the shallowest goal node

    m: maximum length of any path in the state space.

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