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CS 170 Artificial Intelligence

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The history of the choices considered forms a tree. ... The Monkeys & Bananas. The Missionaries & Cannibals. Wolf, Goat and Cabbage. The Towers of Hanoi ... – PowerPoint PPT presentation

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Title: CS 170 Artificial Intelligence


1
CS 170 Artificial Intelligence
  • Prof. Rao Vemuri
  • Search 1
  • Problem Solving by Searching

2
Searching
  • Search is needed when a solution requires a
    sequence of choices
  • The history of the choices considered forms a
    tree.
  • Each node represents a choice.
  • Each path represents a set of choices that build
    on each other.
  • Note Search tree nodes may be different from
    problem nodes.

3
Example Problems
  • The Monkeys Bananas
  • The Missionaries Cannibals
  • Wolf, Goat and Cabbage
  • The Towers of Hanoi
  • Route Finding
  • Water Jugs Problem
  • Time Table Problem
  • The 8-Puzzle
  • The 8 Queens Problem
  • Tic-Tac-Toe Game
  • Checkers
  • Chess
  • Bridge

4
Canonical Problem Formulation
  • State What the world is doing at this time?
  • State Space A collection of possible states
  • Initial State Where the search starts
  • Goal State Where the search ends
  • Path A sequence of operators leading from one
    state to another
  • Path Cost Sum of the costs of operators along
    the path

5
Example1 Route Finding
  • Find Route From Here to There
  • State Current location on a map
  • Initial State Starting City, say City A
  • Goal State Destination City, say City Z
  • Operators Move along a road to another city
  • Path Costs Sum of lengths from here to there
  • Solution Path from here to there
  • Issues
  • What is the Cost of Finding the Route?
  • What is the Cost of Traversing the Route?

6
Example2 Timetable
  • Find Lecture Timetable by Incrementally Modifying
    a Draft to Eliminate Conflicts
  • State A version of a time table
  • Initial state A draft version of a timetable
  • Goal State A timetable with no conflicts
  • Operators exchange a pair of assigned time slots
  • Costs Time taken to make the exchange and verify
    conflicts
  • Solution A timetable with no time conflicts
    (Here the path is irrelevant)

7
Search Trees Terminology
  • Search is equivalent to building a search tree
  • Node, Branch, Path, Root node, Leaf node
  • Parent, Ancestor Child, Descendent
  • Expanding Determining the children
  • Open Node is open until expanded, then it
    becomes closed
  • Nodes are data structures Nodes have parents,
    children, depth (d), etc.
  • Fringe is a collection of nodes waiting to be
    expanded
  • A Queue is one way to organize the fringe.

8
Search Trees Terminology
  • Branching Factor b of a Node The number of
    children of a node.
  • Branching Factor of a Tree If every node has the
    same branching factor, then it has a branching
    factor b.
  • The total number of paths in a tree of depth d
    with a branching factor b is bd.
  • Number of paths explode exponentially with d.
  • State Where am I now? What choices do I have?
  • Strategy The choice of which state to expand
    next.

9
Search Space
  • Three kinds of nodes in search space
  • Visited nodes seen, processed, and expanded
  • May be remembered
  • Fringe nodes seen but not processed or expanded.
    Waiting to be expanded
  • Must be remembered
  • Unvisited nodes not seen yet (implicit)

10
Basic Search Algorithm
  • Repeat
  • Take some nodes off the fringe
  • Expand them (find their neighbors)
  • Add neighbors to the fringe
  • Until solution is found

11
General Search Algorithm
  • Repeat
  • Initialize parameters of search.
  • Repeat
  • Take some nodes off the fringe
  • Decide whether to stop (1)
  • Expand them (find their neighbors)
  • Add neighbors to the fringe
  • Evaluate neighbors
  • Add to fringe and reorder fringe
  • Prune fringe
  • Decide whether to stop (2)
  • Until done
  • Until done

12
Expanding Nodes
  • (constructing neighbors)
  • Lots of flexibility
  • add step onto end of plan.
  • add step onto beginning of plan
  • add step into middle of plan
  • Even more flexibility
  • combine parts of two poor solutions to make a new
    candidate
  • e. g. timetables.
  • (Genetic Algorithms)

13
Adding to the Fringe
  • (Queue discipline of Fringe)
  • LIFO Depth First''
  • FIFO Breadth first''
  • BIFO Best/priority First''
  • What counts as best?
  • Heuristics to guide the search
  • Constructing good heuristics are an important
    part of many AI systems.

14
Managing the Fringe
  • Queue Discipline of fringe
  • LIFO, Depth First
  • FIFO, Breadth First
  • BIFO, Best/Priority First
  • Keeping the entire fringe is too expensive
  • Keep just the best node (Hill Climbing'')
  • Keep just the best nodes (Beam Search'')
  • Keep a random subset of the fringe
  • Prune all but first duplicate
  • Prune all but best duplicate (Dynamic
    Programming'')
  • Prune whenever partial solution is already worse
    than the best solution found so far. (Branch
    and Bound'')
  • What is best?
  • Heuristics (The heart of AI)

15
Radical Pruning
  • Keeping the entire fringe is too expensive
  • Keep just the best node (Hill Climbing'')
  • Keep just the best nodes (Beam Search'')
  • Keep a random subset of the fringe.

16
Three Varieties of Search
  • Blind Search
  • Depth-first search
  • Breadth first search
  • Random search
  • Heuristic Search
  • Hill climbing DFS Quality measurements
  • Beam search, expands severalpartial paths and
    purges the rest
  • Best-first search, Expands the best partial path
  • Optimal Search
  • Branch and Bound, Expands least cost partial path
  • Branch and Bound augmented by under-estimates
  • A - BB plus under estimates plus dynamic
    programming
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