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Solving problems by searching

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Title: Solving problems by searching


1
Solving problems by searching
  • Chapter 3 in AIMA

2
Problem Solving
  • Rational agents need to perform sequences of
    actions in order to achieve goals.
  • Intelligent behavior can be generated by having a
    look-up table or reactive policy that tells the
    agent what to do in every circumstance, but
  • Such a table or policy is difficult to build
  • All contingencies must be anticipated
  • A more general approach is for the agent to have
    knowledge of the world and how its actions affect
    it and be able to simulate execution of actions
    in an internal model of the world in order to
    determine a sequence of actions that will
    accomplish its goals.
  • This is the general task of problem solving and
    is typically performed by searching through an
    internally modeled space of world states.

3
Problem Solving Task
  • Given
  • An initial state of the world
  • A set of possible actions or operators that can
    be performed.
  • A goal test that can be applied to a single state
    of the world to determine if it is a goal state.
  • Find
  • A solution stated as a path of states and
    operators that shows how to transform the initial
    state into one that satisfies the goal test.

4
Well-defined problems
  • A problem can be defined formally by five
    components
  • The initial state that the agent starts in
  • A description of the possible actions available
    to the agent -gt Actions(s)
  • A description of what each action does the
    transition model -gt Result(s,a)
  • Together, the initial state, actions, and
    transition model implicitly define the state
    space of the problemthe set of all states
    reachable from the initial state by any sequence
    of actions. -gt may be infinite
  • The goal test, which determines whether a given
    state is a goal state.
  • A path cost function that assigns a numeric cost
    to each path.

5
Example Romania (Route Finding Problem)
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
Initial state Arad Goal state Bucharest Path
cost Number of intermediate cities, distance
traveled, expected travel
time
6
Selecting a state space
  • Real world is absurdly complex
  • state space must be abstracted for problem
    solving
  • The process of removing detail from a
    representation is called abstraction.
  • (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

7
Measuring Performance
  • Path cost a function that assigns a cost to a
    path, typically by summing the cost of the
    individual actions in the path.
  • May want to find minimum cost solution.
  • Search cost The computational time and space
    (memory) required to find the solution.
  • Generally there is a trade-off between path cost
    and search cost and one must satisfice and find
    the best solution in the time that is available.

8
Problem-solving agents
9
Example The 8-puzzle
  • states?
  • actions?
  • goal test?
  • path cost?

10
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

11
Route Finding Problem
  • States A location (e.g., an airport) and the
    current time.
  • Initial state user's query
  • Actions Take any flight from the current
    location, in any seat class, leaving after the
    current time, leaving enough time for
    within-airport transfer if needed.
  • Transition model The state resulting from taking
    a flight will have the flight's destination as
    the current location and the flight's arrival
    time as the current time.
  • Goal test Are we at the final destination
    specified by the user?
  • Path cost monetary cost, waiting time, flight
    time, customs and immigration procedures, seat
    quality, time of day, type of airplane,
    frequent-flyer mileage awards, and so on.

12
More example problems
  • Touring problems visit every city at least once,
    starting and ending at Bucharest
  • Travelling salesperson problem (TSP) each city
    must be visited exactly once find the shortest
    tour
  • VLSI layout design positioning millions of
    components and connections on a chip to minimize
    area, minimize circuit delays, minimize stray
    capacitances, and maximize manufacturing yield
  • Robot navigation
  • Internet searching
  • Automatic assembly sequencing
  • Protein design

13
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

14
Tree search algorithms
  • The possible action sequences starting at the
    initial state form a search tree
  • Basic idea
  • offline, simulated exploration of state space by
    generating successors of already-explored states
    (a.k.a.expanding states)

15
Example Romania (Route Finding Problem)
16
Tree search example
17
Tree search example
18
Tree search example
19
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.

20
Implementation general tree search
  • Fringe (Frontier) the collection of nodes that
    have been generated but not yet been expanded
  • Each element of a fringe is a leaf node, a node
    with no successors
  • Search strategy a function that selects the next
    node to be expanded from fringe
  • We assume that the collection of nodes is
    implemented as a queue

21
Implementation general tree search
22
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 how long does it take to find
    the solution?
  • 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 8)

23
Uninformed search strategies
  • Uninformed (blind, exhaustive, brute-force)
    search strategies use only the information
    available in the problem definition and do not
    guide the search with any additional information
    about the problem.
  • Breadth-first search
  • Uniform-cost search
  • Depth-first search
  • Depth-limited search
  • Iterative deepening search

24
Breadth-first search (BFS)
  • Expand shallowest unexpanded node
  • Expands search nodes level by level, all nodes at
    level d are expanded before expanding nodes at
    level d1
  • Implemented by adding new nodes to the end of the
    queue (FIFO queue)
  • GENERAL-SEARCH(problem, ENQUEUE-AT-END)
  • Since eventually visits every node to a given
    depth, guaranteed to be complete.
  • Also optimal provided path cost is a
    nondecreasing function of the depth of the node
    (e.g. all operators of equal cost) since nodes
    explored in depth order.

25
Properties of breadth-first search
  • Assume there are an average of b successors to
    each node, called the branching factor.
  • Complete? Yes (if b is finite)
  • Time? 1bb2b3 bd b(bd-1) O(bd1)
  • Space? O(bd1) (keeps every node in memory)
  • Optimal? Yes (if cost 1 per step)
  • Space is the bigger problem (more than time)

26
Uniform-cost search
  • Expand least-cost unexpanded node
  • Like breadth-?rst except always expand node of
    least cost instead of least depth (i.e. sort new
    queue by path cost).
  • Equivalent to breadth-first if step costs all
    equal
  • Do not recognize goal until it is the least cost
    node on the queue and removed for goal testing.
  • Guarantees optimality as long as path cost never
    decreases as a path increases (non-negative
    operator costs).

27
Uniform-cost search
  • Implementation
  • fringe queue ordered by path cost
  • Complete? Yes, if step cost e
  • Time? of nodes with g cost of optimal
    solution, O(bceiling(C/ e)) where C is the cost
    of the optimal solution
  • Space? of nodes with g cost of optimal
    solution, O(bceiling(C/ e))
  • Optimal? Yes nodes expanded in increasing order
    of g(n)

28
Depth-first search (DFS)
  • Expand deepest unexpanded node
  • Always expand node at deepest level of the tree,
    i.e. one of the most recently generated nodes.
    When hit a dead-end, backtrack to last choice.
  • Implementation LIFO queue, i.e., put new nodes
    to front of the queue

29
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
  • Not guaranteed optimal since can find deeper
    solution before shallower ones explored.

30
Depth-limited search (DLS)
  • depth-first search with depth limit l,
  • i.e., nodes at depth l have no successors
  • Recursive implementation

Problem if lltd is chosen
31
Iterative deepening search
32
Iterative deepening search l 0
33
Iterative deepening search l 1
34
Iterative deepening search l 2
35
Iterative deepening search l 3
36
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 (d1)b0 d b1 (d-1)b2 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

37
Properties of iterative deepening search
  • Complete? Yes
  • Time? (d1)b0 d b1 (d-1)b2 bd O(bd)
  • Space? O(bd)
  • Optimal? Yes, if step cost 1

38
Summary of algorithms
39
Repeated states
  • Failure to detect repeated states can turn a
    linear problem into an exponential one!

40
Repeated states
  • Three methods for reducing repeated work in order
    of effectiveness and computational overhead
  • Do not follow self-loops (remove successors back
    to the same state).
  • Do no create paths with cycles (remove successors
    already on the path back to the root). O(d)
    overhead.
  • Do not generate any state that was already
    generated. Requires storing all generated states
    (O(b) space) and searching them (usually using a
    hash-table for efficiency).

41
Informed (Heuristic) Search
42
Heuristic Search
  • Heuristic or informed search exploits additional
    knowledge about the problem that helps direct
    search to more promising paths.
  • A heuristic function, h(n), provides an estimate
    of the cost of the path from a given node to the
    closest goal state.
  • Must be zero if node represents a goal state.
  • Example Straight-line distance from current
    location to the goal location in a road
    navigation problem.
  • Many search problems are NP-complete so in the
    worst case still have exponential time
    complexity however a good heuristic can
  • Find a solution for an average problem
    efficiently.
  • Find a reasonably good but not optimal solution
    efficiently.

43
Best-first search
  • Idea use an evaluation function f(n) for each
    node
  • estimate of "desirability"
  • Expand most desirable unexpanded node
  • Order the nodes in decreasing order of
    desirability
  • Special cases
  • greedy best-first search
  • A search

44
Romania with step costs in km
45
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

46
Greedy best-first search example
47
Greedy best-first search example
48
Greedy best-first search example
49
Greedy best-first search example
50
  • Does not ?nd shortest path to goal (through
    Rimnicu) since it is only focused on the cost
    remaining rather than the total cost.

51
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 (Since
    must maintain a queue of all unexpanded states)
  • Optimal? No
  • However, a good heuristic will avoid this
    worst-case behavior for most problems.

52
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 n
  • h(n) estimated cost from n to goal
  • f(n) estimated total cost of path through n to
    goal

53
A search example
54
A search example
55
A search example
56
A search example
57
A search example
58
A search example
59
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

60
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) gt g(G) since G2 is suboptimal
  • f(G) g(G) since h(G) 0
  • f(G2) gt f(G) from above

61
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) gt 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) gt f(n), and A will never select G2
    for expansion

62
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 have
  • f(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

63
Properties of A
  • Complete? Yes (unless there are infinitely many
    nodes with f f(G) )
  • A is complete as long as
  • Branching factor is always ?nite
  • Every operator adds cost at least d gt 0
  • Time? Exponential
  • Space? Keeps all nodes in memory
  • Optimal? Yes
  • Time and space complexity still O(bm) in the
    worst case since must maintain and sort complete
    queue of unexplored options.
  • However, with a good heuristic can ?nd optimal
    solutions for many problems in reasonable time.

64
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) ?

65
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) ? 31222332 18

66
Dominance
  • If h2(n) h1(n) for all n (both admissible) then
    h2 dominates h1
  • h2 is better for search Since A expands all
    nodes whose f value is less than that of an
    optimal solution, it is always better to use a
    heuristic with a higher value as long as it does
    not over-estimate.
  • Typical search costs (average number of nodes
    expanded)
  • d12 IDS 3,644,035 nodes A(h1) 227 nodes
    A(h2) 73 nodes
  • d24 IDS too many nodes A(h1) 39,135 nodes
    A(h2) 1,641 nodes

67
Experimental Results on 8-puzzle problems
  • A heuristic should also be easy to compute,
    otherwise the overhead of computing the heuristic
    could outweigh the time saved by reducing search
    (e.g. using full breadth-?rst search to estimate
    distance wouldnt help).

68
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

69
Inventing Heuristics
  • Many good heuristics can be invented by
    considering relaxed versions of the problem
    (abstractions).
  • For 8-puzzle
  • A tile can move from square A to B if A is
    adjacent to B and B is blank
  • (a) A tile can move from square A to B if A is
    adjacent to B.
  • (b) A tile can move from square A to B if B is
    blank.
  • (c) A tile can move from square A to B.
  • If there are a number of features that indicate a
    promising or unpromising state, a weighted sum of
    these features can be useful. Learning methods
    can be used to set weights.

70
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, try to improve it

71
Example n-queens
  • Put n queens on an n n board with no two queens
    on the same row, column, or diagonal

72
Extra slides
73
Example vacuum world
  • Single-state, start in 5. Solution?

74
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?

75
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
    7Solution?

76
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
    7Solution? Right, if dirt then Suck

77
Vacuum world state space graph
  • states?
  • actions?
  • goal test?
  • path cost?

78
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

79
Breadth-first search
  • Expand shallowest unexpanded node
  • Implementation
  • fringe is a FIFO queue, i.e., new successors go
    at end

80
Breadth-first search
  • Expand shallowest unexpanded node
  • Implementation
  • fringe is a FIFO queue, i.e., new successors go
    at end

81
Breadth-first search
  • Expand shallowest unexpanded node
  • Implementation
  • fringe is a FIFO queue, i.e., new successors go
    at end

82
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

83
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

84
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

85
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

86
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

87
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

88
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

89
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

90
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

91
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

92
Depth-first search
  • Expand deepest unexpanded node
  • Implementation
  • fringe LIFO queue, i.e., put successors at
    front

93
Graph search
94
Hill-climbing search
  • "Like climbing Everest in thick fog with amnesia"

95
Hill-climbing search
  • Problem depending on initial state, can get
    stuck in local maxima

96
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

97
Hill-climbing search 8-queens problem
  • A local minimum with h 1

98
Simulated annealing search
  • Idea escape local maxima by allowing some "bad"
    moves but gradually decrease their frequency

99
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

100
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.

101
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

102
Genetic algorithms
  • Fitness function number of non-attacking pairs
    of queens (min 0, max 8 7/2 28)
  • 24/(24232011) 31
  • 23/(24232011) 29 etc

103
Genetic algorithms
104
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

105
Optimality of A
  • A expands nodes in order of increasing f value
  • Gradually adds "f-contours" of nodes
  • Contour i has all nodes with ffi, where fi lt
    fi1
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