Title: Heuristic Search
1Heuristic Search
- CMSC 100Tuesday, November 4, 2008Prof. Marie
desJardins
2Summary of Topics
- What is heuristic search?
- Examples of search problems
- Search methods
- Uninformed search
- Informed search
- Local search
- Game trees
3Building Goal-Based Intelligent Agents
- To build a goal-based agent we need to answer the
following questions - What is the goal to be achieved?
- What are the actions?
- What relevant information is necessary to encode
in order to describe the state of the world,
describe the available transitions, and solve the
problem?
Initial state
Goal state
Actions
4Representing States
- What information is necessary to encode about the
world to sufficiently describe all relevant
aspects to solving the goal? - That is, what knowledge needs to be represented
in a state description to adequately describe the
current state or situation of the world? - The size of a problem is usually described in
terms of the number of states that are possible. - Tic-Tac-Toe has about 39 states.
- Checkers has about 1040 states.
- Rubiks Cube has about 1019 states.
- Chess has about 10120 states in a typical game.
5Real-world Search Problems
- Route finding
- Touring (traveling salesman)
- Logistics
- VLSI layout
- Robot navigation
- Learning
68-Puzzle
- Given an initial configuration of 8 numbered
tiles on a 3 x 3 board, move the tiles into a
desired goal configuration of the tiles.
78-Puzzle Encoding
- State 3 x 3 array configuration of the tiles on
the board. - 4 Operators Move Blank Square Left, Right, Up or
Down. - This is a more efficient encoding of the
operators than one in which each of four possible
moves for each of the 8 distinct tiles is used. - Initial State A particular configuration of the
board. - Goal A particular configuration of the board.
- What does the state space look like?
8Missionaries and Cannibals
- There are 3 missionaries, 3 cannibals, and 1 boat
that can carry up to two people on one side of a
river. - Goal Move all the missionaries and cannibals
across the river. - Constraint Missionaries can never be outnumbered
by cannibals on either side of river otherwise,
the missionaries are killed. - State Configuration of missionaries and
cannibals and boat on each side of river. - Operators Move boat containing some set of
occupants across the river (in either direction)
to the other side. - Whats the solution??
9Missionaries and Cannibals Solution
- Near side
Far side - 0 Initial setup MMMCCC B
- - 1 Two cannibals cross over MMMC
B CC - 2 One comes back MMMCC B
C - 3 Two cannibals go over again MMM
B CCC - 4 One comes back MMMC B
CC - 5 Two missionaries cross MC
B MMCC - 6 A missionary cannibal return MMCC B
MC - 7 Two missionaries cross again CC
B MMMC - 8 A cannibal returns CCC B
MMM - 9 Two cannibals cross C
B MMMCC - 10 One returns CC B
MMMC - 11 And brings over the third -
B MMMCCC
10Water Jug Problem
- Given a full 5-gallon jug and an empty 2-gallon
jug, the goal is to fill the 2-gallon jug with
exactly one gallon of water. - Possible actions
- Empty the 5-gallon jug (pour contents down the
drain) - Empty the 2-gallon jug
- Pour the contents of the 2-gallon jug into the
5-gallon jug (only if there is enough room) - Fill the 2-gallon jug from the 5-gallon jug
- Case 1 at least 2 gallons in the 5-gallon jug
- Case 2 less than 2 gallons in the 5-gallon jug
- What are the states?
- What are the state transitions?
- What does the state space look like?
11Water Jug Problem
- Given a full 5-gallon jug and an empty 2-gallon
jug, the goal is to fill the 2-gallon jug with
exactly one gallon of water. - State (x,y), where x is the of gallons of
water in the 5-gallon jug and y is the of
gallons in the 2-gallon jug - Initial State (5,0)
- Goal State (,1), where means any amount
Operator table
Name Cond. Transition Effect
Empty5 (x,y)?(0,y) Empty 5-gal. jug
Empty2 (x,y)?(x,0) Empty 2-gal. jug
2to5 x 3 (x,2)?(x2,0) Pour 2-gal. into 5-gal.
5to2 x 2 (x,0)?(x-2,2) Pour 5-gal. into 2-gal.
5to2part y lt 2 (1,y)?(0,y1) Pour partial 5-gal. into 2-gal.
12Water Jug State Space
Empty5
Empty2
2to5
5to2
5to2part
13Water Jug Solution
5, 2
5, 1
5, 0
4, 2
4, 1
4, 0
3, 2
3, 1
3, 0
2, 2
2, 1
2, 0
1, 2
1, 1
1, 0
0, 2
0, 1
0, 0
14The 8-Queens Problem
- Place eight queens on a chessboard such that no
queen attacks any other - What are the states and operators?
- What does the state space look like?
15Solution Cost
- A solution is a sequence of operators that is
associated with a path in a state space from a
start node to a goal node. - The cost of a solution is the sum of the arc
costs on the solution path. - If all arcs have the same (unit) cost, then the
solution cost is just the length of the solution
(number of steps / state transitions)
16Evaluating search strategies
- Completeness
- Guarantees finding a solution whenever one exists
- Time complexity
- How long (worst or average case) does it take to
find a solution? Usually measured in terms of the
number of nodes expanded - Space complexity
- How much space is used by the algorithm? Usually
measured in terms of the maximum size of the
nodes list during the search - Optimality/Admissibility
- If a solution is found, is it guaranteed to be an
optimal one? That is, is it the one with minimum
cost?
17Types of Search Methods
- Uninformed search strategies
- Also known as blind search, uninformed search
strategies use no information about the likely
direction of the goal node(s) - Variations on generate and test or trial and
error approach - Uninformed search methods breadth-first,
depth-first, uniform-cost - Informed search strategies
- Also known as heuristic search, informed search
strategies use information about the domain to
(try to) (usually) head in the general direction
of the goal node(s) - Informed search methods greedy search, A, A
- Local search strategies
- Pick a starting solution (that might not be very
good) and incrementally try to improve it - Local search methods hill-climbing, genetic
algorithms - Game trees
- Search strategies for situations where you have
an opponent who gets to make some of the moves - Try to pick moves that will let you win most of
the time by looking ahead to see what your
opponent might do
18Uninformed Search
19A Simple Search Space
20 Depth-First (DFS)
- Enqueue nodes on nodes in LIFO (last-in,
first-out) order. That is, nodes used as a stack
data structure to order nodes. - May not terminate without a depth bound, i.e.,
cutting off search below a fixed depth D (
depth-limited search) - Not complete (with or without cycle detection,
and with or without a cutoff depth) - Exponential time, O(bd), but only linear space,
O(bd) - Can find long solutions quickly if lucky (and
short solutions slowly if unlucky!) - When search hits a dead end, can only back up one
level at a time, even if the problem occurs
because of a bad operator choice near the top of
the tree.
21Depth-First Search Solution
- Expanded node Nodes list
- S0
- S0 A3 B1 C8
- A3 D6 E10 G18 B1 C8
- D6 E10 G18 B1 C8
- E10 G18 B1 C8
- G18 B1 C8
- Solution path found is S A G, cost 18
- Number of nodes expanded (including goal
node) 5
22Breadth-First
- Enqueue nodes on nodes in FIFO (first-in,
first-out) order. - Complete
- Optimal (i.e., admissible) if all operators have
the same cost. Otherwise, not optimal but finds
solution with shortest path length. - Exponential time and space complexity, O(bd),
where d is the depth of the solution and b is the
branching factor (i.e., number of children) at
each node. - Will take a long time to find solutions with a
large number of steps because it must look at all
shorter length possibilities first. - A complete search tree of depth d where each
non-leaf node has b children, has a total of 1
b b2 ... bd (b(d1) - 1)/(b-1) nodes - For a complete search tree of depth 12, where
every node at depths 0, ..., 11 has 10 children
and every node at depth 12 has 0 children, there
are 1 10 100 1000 ... 1012 (1013 -
1)/9 O(1012) nodes in the complete search tree.
If BFS expands 1000 nodes/sec and each node uses
100 bytes of storage, then BFS will take 35 years
to run in the worst case, and it will use 111
terabytes of memory!
23Breadth-First Search Solution
- Expanded node Nodes list
- S0
- S0 A3 B1 C8
- A3 B1 C8 D6 E10 G18
- B1 C8 D6 E10 G18 G21
- C8 D6 E10 G18 G21 G13
- D6 E10 G18 G21 G13
- E10 G18 G21 G13
- G18 G21 G13
- Solution path found is S A G , cost 18
- Number of nodes expanded (including goal
node) 7
24Uniform Cost Search
- Enqueue nodes by path cost. That is, let priority
cost of the path from the start node to the
current node n. Sort nodes by increasing value of
cost (try low-cost nodes first) - Called Dijkstras Algorithm in the algorithms
literature similar to Branch and Bound
Algorithm from operations research - Complete
- Optimal/Admissible
- Exponential time and space complexity, O(bd)
25Uniform-Cost Search Solution
- Expanded node Nodes list
- S0
- S0 B1 A3 C8
- B1 A3 C8 G21
- A3 D6 C8 E10 G18 G21
- D6 C8 E10 G18 G21
- C8 E10 G13 G18 G21
- E10 G13 G18 G21
- G13 G18 G21
- Solution path found is S C G, cost 13
- Number of nodes expanded (including goal
node) 7
26Comparing Performance
- Depth-First Search
- Expanded nodes S A D E G
- Solution found S A G (cost 18)
- Breadth-First Search
- Expanded nodes S A B C D E G
- Solution found S A G (cost 18)
- Uniform-Cost Search
- Expanded nodes S A D B C E G
- Solution found S B G (cost 13)
- This is the only uninformed search method that
worries about costs.
27Holy Grail Search
- Expanded node Nodes list
- S0
- S0 C8 A3 B1
- C8 G13 A3 B1
- G13 A3 B1
- Solution path found is S C G, cost 13
(optimal) - Number of nodes expanded (including goal
node) 3 (as few as possible!) - If only we knew where we were headed
28Informed Search
29Whats a Heuristic?
- Webster's Revised Unabridged Dictionary (1913)
(web1913) - Heuristic \Heuris"tic\, a. Gr. ? to discover.
Serving to discover or find out. - The Free On-line Dictionary of Computing
(15Feb98) - heuristic 1. ltprogramminggt A rule of thumb,
simplification or educated guess that reduces or
limits the search for solutions in domains that
are difficult and poorly understood. Unlike
algorithms, heuristics do not guarantee feasible
solutions and are often used with no theoretical
guarantee. 2. ltalgorithmgt approximation
algorithm. - From WordNet (r) 1.6
- heuristic adj 1 (computer science) relating to
or using a heuristic rule 2 of or relating to a
general formulation that serves to guide
investigation ant algorithmic n a
commonsense rule (or set of rules) intended to
increase the probability of solving some problem
syn heuristic rule, heuristic program
30Informed Search Use What You Know!
- Add domain-specific information to select the
best path along which to continue searching - Define a heuristic function, h(n), that estimates
the goodness of a node n. - Most often, h(n) estimated cost (or distance)
of minimal cost path from n to a goal state. - The heuristic function is an estimate, based on
domain-specific information that is computable
from the current state description, of how close
we are to a goal
31Heuristic Functions
- All domain knowledge used in the search is
encoded in the heuristic function h. - Heuristic search is an example of a weak method
because of the limited way that domain-specific
information is used to solve the problem. - Examples
- Missionaries and Cannibals Number of people on
starting river bank - 8-puzzle Number of tiles out of place
- 8-puzzle Sum of distances each tile is from its
goal position - In general
- h(n) ? 0 for all nodes n
- h(n) 0 implies that n is a goal node
- h(n) infinity implies that n is a dead end from
which a goal cannot be reached
32Example
- n g(n) h(n) f(n) h(n)
- S 0 8 8 13
- A 3 8 11 15
- B 1 4 5 20
- C 8 3 11 5
- D 6 ? ? ?
- E 10 ? ? ?
- G 13 0 13 0
- g(n) is the (lowest observed) cost from the start
node to n - H(n) is the estimated cost from n to the goal
node - F(n) is the heuristic value (f(n) g(n) h(n),
estimated total cost from start to goal through
n) - h(n) is the (hypothetical) perfect heuristic
- Since h(n) ? h(n) for all n, h is admissible
- Optimal path S C G with cost 13
33Greedy Search
- Use as an evaluation function f(n) h(n),
sorting nodes by increasing values of f - Selects node to expand believed to be closest
(hence greedy) to a goal node (i.e., select
node with smallest f value) - Not complete
- Not admissible, as in the example. Assuming all
arc costs are 1, then greedy search will find
goal g, which has a solution cost of 5, while the
optimal solution is the path to goal g2 with cost
3
34Greedy Search
- f(n) h(n)
- node expanded nodes list
- S8
- S C3 B4 A8
- C G0 B4 A8
- G B4 A8
- Solution path found is S C G, 3 nodes expanded.
- See how fast the search is!! But it is not always
optimal.
35Algorithm A
- Use as an evaluation function
- f(n) g(n) h(n)
- g(n) minimal-cost path from the start state to
state n. - The g(n) term adds a breadth-first component to
the evaluation function. - Ranks nodes on search frontier by estimated cost
of solution from start node through the given
node to goal. - Not complete if h(n) can equal infinity.
- Not admissible.
36Algorithm A
- Algorithm A with constraint that h(n) ? h(n)
- h(n) true cost of the minimal cost path from n
to a goal. - h is admissible when h(n) ? h(n) holds.
- Using an admissible heuristic guarantees that the
first solution found will be an optimal one. - A is complete whenever the branching factor is
finite, and every operator has a fixed positive
cost - A is admissible
37A Search
- f(n) g(n) h(n)
- node exp. nodes list
- S8
- S B5 A11 C11
- B A11 C11 G21
- A C11 G18 G21 D? E?
- C G13 G18 G21 D? E?
- G G18 G21 D? E?
- Solution path found is S B G, 5 nodes expanded..
- Still pretty fast. And optimal, too.
38Dealing with Hard Problems
- For large problems, A often requires too much
space. - Two variations conserve memory IDA and SMA
- IDA -- iterative deepening A -- uses successive
iteration with growing limits on f - A but dont consider any node n where f(n) gt10
- A but dont consider any node n where f(n) gt20
- A but dont consider any node n where f(n) gt30,
... - SMA -- Simplified Memory-Bounded A
- uses a queue of restricted size to limit memory
use.
39Local Search
40Local Search
- Another approach to search involves starting with
an initial guess at a solution and gradually
improving it until it is a legal solution or the
best that can be found. - Also known as incremental improvement search
- Some examples
- Hill climbing
- Genetic algorithms
41Hill Climbing on a Surface of States
- Height Defined by Evaluation Function
42Hill-Climbing Search
- If there exists a successor s for the current
state n such that - h(s) lt h(n)
- h(s) ? h(t) for all the successors t of n,
- then move from n to s. Otherwise, halt at n.
- Looks one step ahead to determine if any
successor is better than the current state if
there is, move to the best successor. - Similar to Greedy search in that it uses h, but
does not allow backtracking or jumping to an
alternative path since it doesnt remember
where it has been. - Not complete since the search will terminate at
"local minima," "plateaus," and "ridges."
43Hill Climbing Example
start
h 0
goal
h -4
-2
-5
-5
h -3
h -1
-4
-3
h -2
h -3
-4
f(n) -(number of tiles out of place)
44Drawbacks of Hill Climbing
- Problems
- Local Maxima peaks that arent the highest point
in the space - Plateaus the space has a broad flat region that
gives the search algorithm no direction (random
walk) - Ridges flat like a plateau, but with dropoffs to
the sides steps to the North, East, South and
West may go down, but a step to the NW may go up. - Remedies
- Random restart
- Problem reformulation
- Some problem spaces are great for hill climbing
and others are terrible.
45Example of a Local Optimum
-4
start
goal
-4
0
-3
-4
46Genetic Algorithms
- Start with k random states (the initial
population) - New states are generated by mutating a single
state or reproducing (combining) two parent
states (selected according to their fitness) - Encoding used for the genome of an individual
strongly affects the behavior of the search - Genetic algorithms / genetic programming are a
large and active area of research
47Summary Informed Search
- Best-first search is general search where the
minimum-cost nodes (according to some measure)
are expanded first. - Greedy search uses minimal estimated cost h(n) to
the goal state as measure. This reduces the
search time, but the algorithm is neither
complete nor optimal. - A search combines uniform-cost search and greedy
search f(n) g(n) h(n). A handles state
repetitions and h(n) never overestimates. - A is complete and optimal, but space complexity
is high. - The time complexity depends on the quality of the
heuristic function. - Hill-climbing algorithms keep only a single state
in memory, but can get stuck on local optima. - Genetic algorithms can search a large space by
modeling biological evolution.
48Game Playing
49Why Study Games?
- Clear criteria for success
- Offer an opportunity to study problems involving
hostile, adversarial, competing agents. - Historical reasons
- Fun
- Interesting, hard problems which require minimal
initial structure - Games often define very large search spaces
- chess 35100 nodes in search tree, 1040 legal
states
50State of the Art
- How good are computer game players?
- Chess
- Deep Blue beat Gary Kasparov in 1997
- Garry Kasparav vs. Deep Junior (Feb 2003) tie!
- Kasparov vs. X3D Fritz (November 2003) tie!
http//www.cnn.com/2003/TECH/fun.games/11/19/kaspa
rov.chess.ap/ - Checkers Chinook (an AI program with a very
large endgame database) is the world champion
(checkers is solved!) - Go Computer players are decent, at best
- Bridge Expert-level computer players exist
(but no world champions yet!) - Good places to learn more
- http//www.cs.ualberta.ca/games/
- http//www.cs.unimass.nl/icga
51Chinook
- Chinook is the World Man-Machine Checkers
Champion, developed by researchers at the
University of Alberta. - It earned this title by competing in human
tournaments, winning the right to play for the
(human) world championship, and eventually
defeating the best players in the world. - Visit http//www.cs.ualberta.ca/chinook/ to
play a version of Chinook over the Internet. - The developers claim to have fully analyzed the
game of checkers, and can provably always win if
they play black - One Jump Ahead Challenging Human Supremacy in
Checkers Jonathan Schaeffer, University of
Alberta (496 pages, Springer. 34.95, 1998).
52Ratings of Human and Computer Chess Champions
53(No Transcript)
54Typical Game Setting
- 2-person game
- Players alternate moves
- Zero-sum one players loss is the others gain
- Perfect information both players have access to
complete information about the state of the game.
No information is hidden from either player. - No chance (e.g., using dice) involved
- Examples Tic-Tac-Toe, Checkers, Chess, Go, Nim,
Othello - Not Bridge, Solitaire, Backgammon, ...
55How to Play a Game
- A way to play such a game is to
- Consider all the legal moves you can make
- Compute the new position resulting from each move
- Evaluate each resulting position and determine
which is best - Make that move
- Wait for your opponent to move and repeat
- Key problems are
- Representing the board
- Generating all legal next boards
- Evaluating a position
56Evaluation Function
- Evaluation function or static evaluator is used
to evaluate the goodness of a game position. - Contrast with heuristic search where the
evaluation function was a non-negative estimate
of the cost from the start node to a goal and
passing through the given node - The zero-sum assumption allows us to use a single
evaluation function to describe the goodness of a
board with respect to both players. - f(n) gtgt 0 position n good for me and bad for
you - f(n) ltlt 0 position n bad for me and good for
you - f(n) near 0 position n is a neutral position
- f(n) infinity win for me
- f(n) -infinity win for you
57Evaluation Function Examples
- Example of an evaluation function for
Tic-Tac-Toe - f(n) of 3-lengths open for me - of
3-lengths open for you - where a 3-length is a complete row, column, or
diagonal - Alan Turings function for chess
- f(n) w(n)/b(n) where w(n) sum of the point
value of whites pieces and b(n) sum of blacks - Most evaluation functions are specified as a
weighted sum of position features - f(n) w1feat1(n) w2feat2(n) ...
wnfeatk(n) - Example features for chess are piece count,
piece placement, squares controlled, etc. - Deep Blue had over 8000 features in its
evaluation function
58Game Trees
- Problem spaces for typical games are
represented as trees - Root node represents the current board
configuration player must decide
the best
single move to make next - Static evaluator function rates a board
position. f(board) real number with fgt0
white (me), flt0 for black (you) - Arcs represent the possible legal moves for a
player - If it is my turn to move, then the root is
labeled a "MAX" node otherwise it is labeled a
"MIN" node, indicating my opponent's turn. - Each level of the tree has nodes that are all MAX
or all MIN nodes at level i are of the opposite
kind from those at level i1
59Minimax Procedure
- Create start node as a MAX node with current
board configuration - Expand nodes down to some depth (a.k.a. ply) of
lookahead in the game - Apply the evaluation function at each of the leaf
nodes - Back up values for each of the non-leaf nodes
until a value is computed for the root node - At MIN nodes, the backed-up value is the minimum
of the values associated with its children. - At MAX nodes, the backed-up value is the maximum
of the values associated with its children. - Pick the operator associated with the child node
whose backed-up value determined the value at the
root
60Minimax Algorithm
This is the move selected by minimax
Static evaluator value
61Partial Game Tree for Tic-Tac-Toe
- f(n) 1 if the position is a win for X.
- f(n) -1 if the position is a win for O.
- f(n) 0 if the position is a draw.