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Title: Heuristic Search


1
Heuristic Search
  • CMSC 100Tuesday, November 4, 2008Prof. Marie
    desJardins

2
Summary of Topics
  • What is heuristic search?
  • Examples of search problems
  • Search methods
  • Uninformed search
  • Informed search
  • Local search
  • Game trees

3
Building 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
4
Representing 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.

5
Real-world Search Problems
  • Route finding
  • Touring (traveling salesman)
  • Logistics
  • VLSI layout
  • Robot navigation
  • Learning

6
8-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.

7
8-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?

8
Missionaries 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??

9
Missionaries 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

10
Water 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?

11
Water 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.
12
Water Jug State Space
Empty5
Empty2
2to5
5to2
5to2part
13
Water 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
14
The 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?

15
Solution 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)

16
Evaluating 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?

17
Types 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

18
Uninformed Search
19
A 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.

21
Depth-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

22
Breadth-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!

23
Breadth-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

24
Uniform 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)

25
Uniform-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

26
Comparing 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.

27
Holy 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

28
Informed Search
29
Whats 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

30
Informed 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

31
Heuristic 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

32
Example
  • 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

33
Greedy 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

34
Greedy 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.

35
Algorithm 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.

36
Algorithm 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

37
A 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.

38
Dealing 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.

39
Local Search
40
Local 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

41
Hill Climbing on a Surface of States
  • Height Defined by Evaluation Function

42
Hill-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."

43
Hill 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)
44
Drawbacks 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.

45
Example of a Local Optimum
-4
start
goal
-4
0
-3
-4
46
Genetic 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

47
Summary 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.

48
Game Playing
49
Why 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

50
State 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

51
Chinook
  • 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).

52
Ratings of Human and Computer Chess Champions
53
(No Transcript)
54
Typical 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, ...

55
How 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

56
Evaluation 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

57
Evaluation 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

58
Game 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

59
Minimax 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

60
Minimax Algorithm
This is the move selected by minimax
Static evaluator value
61
Partial 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.
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