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Searching Artificial Intelligence Spring 2009
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Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Dec 16, 2015

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Page 1: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Searching

Artificial Intelligence

Spring 2009

Page 2: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Problem-solving agents

Page 3: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: Romania

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

Page 4: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: Romania

Page 5: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Problem types

Deterministic, fully observable single-state problem Agent knows exactly which state it will be in; solution is a

sequence Non-observable sensorless problem (conformant

problem) Agent may have no idea where it is; solution is a sequence

Nondeterministic and/or partially observable contingency problem percepts provide new information about current state often interleave} search, execution

Unknown state space exploration problem

Page 6: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: vacuum world

Single-state, start in #5. Solution?

Page 7: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: vacuum world

Single-state, start in #5. Solution? [Right, Suck]

Sensorless, start in {1,2,3,4,5,6,7,8} e.g., Right goes to {2,4,6,8} Solution?

Page 8: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: vacuum world

Sensorless, start in {1,2,3,4,5,6,7,8} e.g., Right goes to {2,4,6,8} Solution? [Right,Suck,Left,Suck]

Contingency Nondeterministic: Suck may

dirty a clean carpet Partially observable: location, dirt at current location. Percept: [L, Clean], i.e., start in #5 or #7

Solution?

Page 9: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Single-state problem formulation

A problem is defined by four items:

1. initial state e.g., "at Arad"2. actions or successor function S(x) = set of action–state pairs

e.g., S(Arad) = {<Arad Zerind, Zerind>, … }3. goal test, can be

explicit, e.g., x = "at Bucharest" implicit, e.g., Checkmate(x)

4. 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 initial state to a goal state

Page 10: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Selecting a state space

Real world is absurdly complex state space must be abstracted for problem solving

(Abstract) state set of real states (Abstract) action complex combination of real actions

e.g., "Arad Zerind" represents a complex set of possible routes, detours, rest stops, etc.

For guaranteed realizability, any real state "in Arad“ must get to some real state "in Zerind"

(Abstract) solution = set of real paths that are solutions in the real world

Each abstract action should be "easier" than the original problem

Page 11: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Vacuum world state space graph

states? actions? goal test? path cost?

Page 12: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Vacuum world state space graph

states? integer dirt and robot location actions? Left, Right, Suck goal test? no dirt at all locations path cost? 1 per action

Page 13: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: The 8-puzzle

states? actions? goal test? path cost?

Page 14: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: The 8-puzzle

states? locations of tiles actions? move blank left, right, up, down goal test? = goal state (given) path cost? 1 per move

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

Page 15: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: robotic assembly

states?: real-valued coordinates of robot joint angles parts of the object to be assembled

actions?: continuous motions of robot joints goal test?: complete assembly path cost?: time to execute

Page 16: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Tree search algorithms

Basic idea: offline, simulated exploration of state space by

generating successors of already-explored states (a.k.a.~expanding states)

Page 17: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Tree search example

Page 18: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Tree search example

Page 19: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Tree search example

Page 20: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Implementation: general tree search

Page 21: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Implementation: states vs. nodes

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 cost g(x), depth

The Expand function creates new nodes, filling in the various fields and using the SuccessorFn of the problem to create the corresponding states.

Page 22: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

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 ∞)

Page 23: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Uninformed search strategies

Uninformed search strategies use only the information available in the problem definition

Breadth-first search Uniform-cost search Depth-first search Depth-limited search Iterative deepening search

Page 24: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Breadth-first search

Expand shallowest unexpanded node Implementation:

fringe is a FIFO queue, i.e., new successors go at end

A

Page 25: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Breadth-first search

Expand shallowest unexpanded node Implementation:

fringe is a FIFO queue, i.e., new successors go at end

A

B

C

Page 26: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Breadth-first search

Expand shallowest unexpanded node

A

B

C

D

E

Page 27: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Breadth-first search

Expand shallowest unexpanded node

A

B

C

D

E

F

G

Page 28: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

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)

Page 29: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Uniform-cost search

Expand least-cost unexpanded node Implementation:

fringe = priority queue Equivalent to breadth-first if step costs all equal

Complete? Yes, if step cost ≥ ε Time? # of nodes with g ≤ cost of optimal solution,

O(bceiling(C*/ ε)) where C* is the cost of the optimal solution Space? # of nodes with g ≤ cost of optimal solution,

O(bceiling(C*/ ε)) Optimal? Yes – nodes expanded in increasing order of

g(n)

Page 30: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search Expand deepest unexpanded node Implementation:

fringe = Stack, i.e., put successors at front

A

push A;

Page 31: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node Implementation:

fringe = StackB

Cpop A;

push C;

push B;

A

Page 32: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node Implementation:

fringe = STACKD

E

C

pop B;

push E;

push D;

B

C

Page 33: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

H

I

E

Cpop D;

push I;

push H;

D

E

C

Page 34: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

I

E

Cpop H;

HIEC

Page 35: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

E

C

pop I;

IEC

Page 36: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

J

K

Cpop E;

push K;

push J

EC

Page 37: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

K

C

pop J;

J

K

C

Page 38: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

C

pop K;

K

C

Page 39: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

F

G

pop C;

push G;

push F;

C

Page 40: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

L

M

Gpop F;

push M;

push L;

F

G

Page 41: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-first search

Expand deepest unexpanded node

M

G

pop L;

L

M

G

Page 42: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

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

Page 43: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Depth-limited search

= depth-first search with depth limit l,

i.e., nodes at depth l have no successors

Recursive implementation:

Page 44: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Iterative deepening search

Page 45: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Iterative deepening search l =0

Page 46: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Iterative deepening search l =1

Page 47: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Iterative deepening search l =2

Page 48: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Iterative deepening search l =3

Page 49: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

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%

Page 50: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

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

Page 51: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Summary of algorithms

Page 52: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Repeated states Failure to detect repeated states can turn

a linear problem into an exponential one!

Page 53: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Graph search

Page 54: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Summary

Problem formulation usually requires abstracting away real-world details to define a state space that can feasibly be explored

Variety of uninformed search strategies

Iterative deepening search uses only linear space and not much more time than other uninformed algorithms

Page 55: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Informed search algorithms

Artificial Intelligence

Page 56: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Review: Tree search

An abstract problem is modeled as a (finite or infinite) decision tree.

Weak methods do not use any knowledge of the problem General applicableUsually die from combinatorial explosion

when exposed to “real life”

Page 57: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Best-first search

Idea: use an evaluation function f(n) for each node estimate of "desirability" Expand most desirable unexpanded node

Implementation:Order the nodes in fringe in decreasing order of desirability

Special cases: greedy best-first search A* search

Page 58: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Romania with step costs in km

Page 59: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Greedy best-first search

Evaluation function f(n) = h(n) (heuristic)= estimate of cost from n to goal

e.g., hSLD(n) = straight-line distance from n to Bucharest

Greedy best-first search expands the node that appears to be closest to goal

Page 60: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Greedy best-first search example

Page 61: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Greedy best-first search example

Page 62: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Greedy best-first search example

Page 63: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Greedy best-first search example

Page 64: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Properties of greedy best-first search Complete? No – can get stuck in loops,

e.g., Iasi Neamt Iasi Neamt … Time? O(bm), but a good heuristic can give

dramatic improvement Space? O(bm) -- keeps all nodes in

memory Optimal? No

Page 65: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

A* search

Idea: avoid expanding paths that are already expensive

Evaluation function f(n) = g(n) + h(n)g(n) = cost so far to reach nh(n) = estimated cost from n to goal

f(n) = estimated total cost of path through n to goal

Page 66: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

A* search example

Page 67: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

A* search example

Page 68: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

A* search example

Page 69: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

A* search example

Page 70: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

A* search example

Page 71: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

A* search example

Page 72: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Admissible heuristics

A heuristic h(n) 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.

An admissible heuristic never overestimates the cost to reach the goal, i.e., it is optimistic

Example: hSLD(n) (never overestimates the actual road distance)

Theorem: If h(n) is admissible, A* using TREE-SEARCH is optimal

Page 73: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Optimality of A* (proof)

Suppose some suboptimal goal G2 has been generated and is in the fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G.

f(G2) = g(G2) since h(G2) = 0

g(G2) > g(G) since G2 is suboptimal f(G) = g(G) since h(G) = 0 f(G2) > f(G) from above

Page 74: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Optimality of A* (proof) Suppose some suboptimal goal G2 has been generated and is in the

fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G.

f(G2) > f(G) from above

h(n) ≤ h^*(n) since h is admissible g(n) + h(n) ≤ g(n) + h*(n) f(n) ≤ f(G)

Hence f(G2) > f(n), and A* will never select G2 for expansion

Page 75: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Consistent heuristics A heuristic is consistent if for every node n, every successor n' of n generated by any action a,

h(n) ≤ c(n,a,n') + h(n')

If h is consistent, we havef(n') = g(n') + h(n')

= g(n) + c(n,a,n') + h(n') ≥ g(n) + h(n) = f(n) i.e., f(n) is non-decreasing along any path. Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is optimal

Page 76: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Optimality of A*

A* expands nodes in order of increasing f value Gradually adds "f-contours" of nodes Contour i has all nodes with f=fi, where fi < fi+1

Page 77: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Properties of A*

Complete? Yes (unless there are infinitely many nodes with f ≤ f(G) )

Time? Exponential Space? Keeps all nodes in memory Optimal? Yes

Page 78: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Admissible heuristics

E.g., for the 8-puzzle: h1(n) = number of misplaced tiles h2(n) = total Manhattan distance(i.e., no. of squares from desired location of each tile)

h1(S) = ? h2(S) = ?

Page 79: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Admissible heuristics

E.g., for the 8-puzzle: h1(n) = number of misplaced tiles h2(n) = total Manhattan distance(i.e., no. of squares from desired location of each tile)

h1(S) = ? 8 h2(S) = ? 3+1+2+2+2+3+3+2 = 18

Page 80: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Dominance

If h2(n) ≥ h1(n) for all n (both admissible)

then h2 dominates h1 h2 is better for search Typical search costs (average number of nodes expanded): d=12 IDS = 3,644,035 nodes

A*(h1) = 227 nodes A*(h2) = 73 nodes

d=24 IDS = too many nodesA*(h1) = 39,135 nodes A*(h2) = 1,641 nodes

Page 81: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

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

If the rules of the 8-puzzle are relaxed so that a tile can move anywhere, then h1(n) gives the shortest solution

If the rules are relaxed so that a tile can move to any adjacent square, then h2(n) gives the shortest solution

Page 82: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Local search algorithms

In many optimization problems, the path to the goal is irrelevant; the goal state itself is the solution State space = set of "complete" configurations Find configuration satisfying constraints, e.g., n-

queens In such cases, we can use local search

algorithms keep a single "current" state, tries to improve it

Page 83: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Example: n-queens

Put n queens on an n × n board with no two queens on the same row, column, or diagonal

Page 84: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Hill-climbing search

"Like climbing Everest in thick fog with amnesia"

Page 85: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Hill-climbing search Problem: depending on initial state, can

get stuck in local maxima

Page 86: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Hill-climbing search: 8-queens problem

h = number of pairs of queens that are attacking each other, either directly or indirectly

h = 17 for the above state

Page 87: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Hill-climbing search: 8-queens problem

A local minimum with h = 1

Page 88: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Simulated annealing search Idea: escape local maxima by allowing some

"bad" moves but gradually decrease their frequency

Page 89: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Properties of simulated annealing search One can prove: If T decreases slowly enough,

then simulated annealing search will find a global optimum with probability approaching 1

Widely used in VLSI layout, airline scheduling, etc

Page 90: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Local beam search

Keep track of k states rather than just one Start with k randomly generated states At each iteration, all the successors of all k states are

generated If any one is a goal state, stop; else select the k best

successors from the complete list and repeat.

Page 91: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Genetic algorithms

A successor state is generated by combining two parent states

Start with k randomly generated states (population) A state is represented as a string over a finite alphabet

(often a string of 0s and 1s) Evaluation function (fitness function). Higher values for

better states. Produce the next generation of states by selection,

crossover, and mutation

Page 92: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Genetic algorithms

Fitness function: number of non-attacking pairs of queens (min = 0, max = 8 × 7/2 = 28)

24/(24+23+20+11) = 31% 23/(24+23+20+11) = 29% etc

Page 93: Searching Artificial Intelligence Spring 2009. Problem-solving agents.

Genetic algorithms