Solving problems by searching - Emory University...Example: Romania On holiday in Romania; currently...

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Solving problems by searching Chapter 3 Some slide credits to Hwee Tou Ng (Singapore)

Transcript of Solving problems by searching - Emory University...Example: Romania On holiday in Romania; currently...

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Solving problems by searching

Chapter 3

Some slide credits to Hwee Tou Ng (Singapore)

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Outline

Problem-solving agents Problem types Problem formulation Example problems Basic search algorithms Heuristics

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Intelligent agent solves problems by?

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Problem-solving agents

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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

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Example: Romania

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Romania: problem type?

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Romania: Problem type

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

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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>, … }1. goal test, can be

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

1. 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

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Tree search algorithms

Basic idea: offline, simulated exploration of state space by

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

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Tree search example

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Tree search example

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Tree search example

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Implementation: general tree search

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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

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Breadth-first search

Expand shallowest unexpanded node Implementation:

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

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Breadth-first search

Expand shallowest unexpanded node Implementation:

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

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Breadth-first search

Expand shallowest unexpanded node Implementation:

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

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Breadth-first search

Expand shallowest unexpanded node Implementation:

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

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Example: Romania (Q)

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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 ∞)

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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)

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Uniform-cost search

Video

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Uniform-cost search

Expand least-cost unexpanded node Implementation:

fringe = queue ordered by path cost 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)

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Comparison of Searches

So far: Breadth-first search Uniform-cost (cheapest) search New: Depth-first searchOptimal?

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Depth-first search

Expand deepest unexpanded node Implementation:

fringe = LIFO queue, i.e., put successors at front

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Why depth-first?

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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 >> d but if solutions are dense, may be much faster

than breadth-first Space? O(bm), i.e., linear space! Optimal? No

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Summary of algorithms

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Limitations

Video

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Best-first search

Idea: use an evaluation function f(n) for each nodeestimate of "desirability"

Expand most desirable unexpanded node

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

Special cases:greedy best-first searchA* search

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Romania with step costs in km

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Greedy best-first search

Evaluation function f(n) = h(n) (heuristic)= estimate of cost from n to goale.g., hSLD(n) = straight-line distance from n to BucharestGreedy best-first search expands the node that appears to be closest to goal

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Greedy best-first search example

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Greedy best-first search example

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Greedy best-first search example

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Greedy best-first search example

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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

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A* search

Idea: avoid expanding paths that are already expensiveEvaluation function f(n) = g(n) + h(n)g(n) = cost so far to reach nh(n) = estimated cost from n to goalf(n) = estimated total cost of path through n to goal

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A* search example

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A* search example

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A* search example

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A* search example

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A* search example

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A* search example

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State Spaces

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Example: vacuum world

Single-state, start in #5. Solution?

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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?

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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?

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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? [Right, if dirt then Suck]

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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

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Vacuum world state space graph

states? actions? goal test? path cost?

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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

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Modified vacuum world?

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Example: The 8-puzzle

states? actions? goal test? path cost?

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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]

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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

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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.

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Depth-limited search

= depth-first search with depth limit l,i.e., nodes at depth l have no successors

Recursive implementation:

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Iterative deepening search

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Iterative deepening search l =0

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Iterative deepening search l =1

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Iterative deepening search l =2

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Iterative deepening search l =3

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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 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%

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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

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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 optimisticExample: hSLD(n) (never overestimates the actual road distance)• Theorem: If h(n) is admissible, A* using TREE-SEARCH is optimal

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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

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Consistent heuristicsA 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

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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

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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

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Admissible heuristicsE.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) = ?

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Admissible heuristicsE.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

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Repeated states

Failure to detect repeated states can turn a linear problem into an exponential one!

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Graph search

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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