Search in Artificial Intelligence - PowerPoint PPT Presentation

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Search in Artificial Intelligence

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Title: Logistics: Author: Dan Weld Last modified by: alon Created Date: 4/2/1998 6:12:54 AM Document presentation format: On-screen Show Company: UW – PowerPoint PPT presentation

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Title: Search in Artificial Intelligence


1
Search in Artificial Intelligence
  • Find the next move in chess, checkers.
  • Scheduling finding a good class schedule.
  • Theorem proving given a set of axioms and
    inference rules, find a proof of a theorem.
  • Planning find a sequence of actions to achieve a
    goal for a robot.
  • Natural language understanding find the best
    parse of a sentence.

2
Dimensions of Search Problems
  • In its general form find a desired object among
    a set of objects.
  • Sometimes, you dont even know if the object
    exists or not.
  • In other cases, the goal is to find the best
    object.
  • Blind vs. informed search.

3
Specifying a search problem?
  • What are states (nodes in graph)?
  • What are the operators (arcs between nodes)?
  • Initial state?
  • Goal test
  • Metric (e.g., distance to goal)

1 2 3
7 2 3
4 5 6
4 1 6
E.g., Eight Puzzle
7 8
8 5
4
Search
  • Types of Search
  • Blind
  • Heuristic optimization
  • Adversary Search
  • Analysis
  • Completeness
  • Time complexity
  • Space Complexity
  • Guaranteed to find best solution?
  • Guaranteed to find the closest solution?

5
Search Strategies
  • Blind Search
  • Generate test
  • Depth first search
  • Breadth first search
  • Iterative deepening search
  • Iterative broadening search
  • Heuristic search
  • Optimizing search

6
Depth First Search
  • Maintain stack of nodes to visit
  • Evaluation
  • Complete?
  • Time Complexity?
  • Space Complexity?

Not for infinite spaces
a
O(bd)
b
e
O(d)
g
h
c
d
f
7
Breadth First Search
  • Maintain queue of nodes to visit
  • Evaluation
  • Complete?
  • Time Complexity?
  • Space Complexity?

Yes
a
O(bd)
b
c
O(bd)
g
h
d
e
f
8
Iterative Deepening Search
  • DFS with limit incrementally grow limit
  • Evaluation
  • Complete?
  • Time Complexity?
  • Space Complexity?

Yes
a
b
e
O(bd)
c
d
f
i
O(d)
L
g
h
j
k
9
Search Strategies
?
  • Blind Search
  • Heuristic Search
  • Best-first
  • Beam
  • Hill climbing
  • Simulated annealing
  • Optimizing Search

10
Heuristic Search
  • A heuristic (metric) is
  • Function from a state to a real number
  • Low number means state is close to goal
  • High number means state is far from the goal

Designing a good heuristic is very
important! (And hard) More on this in a bit...
11
Best First Search
  • Idea
  • Breadth first but use priority queue instead of a
    queue
  • Evaluation
  • Complete?
  • Time Complexity?
  • Space Complexity?

a
b
e
No
c
d
f
i
O(bd)
L
g
h
j
k
O(bd)
12
Beam Search
  • Idea
  • Best first but only keep N best items on priority
    queue
  • Evaluation
  • Complete?
  • Time Complexity?
  • Space Complexity?

a
b
e
No
c
d
f
i
O(bd)
L
g
h
j
k
O(b N)
13
Hill Climbing
  • Idea
  • Always choose best child no backtracking
  • Evaluation
  • Complete?
  • Time Complexity?
  • Space Complexity?

a
b
e
No - suffers from plateau, local maxima, ridges
c
d
f
i
O(bd) but only in pathological cases
L
g
h
j
k
O(b)
14
Simulated Annealing
  • Objective avoid local minima
  • Technique
  • For the most part use hill climbing
  • Occasionally take non-optimal step
  • Reduce probability(non-optimal) over time
  • Comparison to Hill Climbing
  • Completeness?
  • Speed?
  • Space Complexity?

temp
15
Search Strategies
?
  • Blind Search
  • Heuristic Search
  • Optimizing Search
  • A
  • IDA
  • SMA

?
Objective is to find the very best solution.
16
A Search

Underestimates cost of any solution which can
reached from node
  • Idea
  • Best first search with admissible heuristic
  • Plus keep checking until all possibilities look
    worse
  • Evaluation
  • Finds optimal solution?
  • Time Complexity?
  • Space Complexity?

Yes
O(bd)
O(bd)
17
Admissible Heuristics
  • f(x) g(x) h(x)
  • g cost so far
  • h underestimate of remaining costs

e
12
8
d
a
f
10
8
For eight puzzle?
14
20
b
15
c
18
Importance of Heuristics
  • h1 number of tiles in wrong place
  • h2 sum of distances of tiles from correct loc

D IDS A(h1) A(h2) 2 10
6 6 4 112 13 12 6
680 20 18 8 6384 39 25 10
47127 93 39 12 364404 227
73 14 3473941 539 113 18
3056 363 24 39135 1641
19
Iterative Deepening A
  • Like iterative deepening depth first, but...
  • Depth bound modified to be an f-cost limit
  • Contour lines bounding search

e
d
a
f
b
c
20
SMA
  • Problem is f-cost bound increases slowly
  • Must do iterative search again and again
  • Storing little state between each iteration
  • Just one number next highest contour level
  • SMA
  • Uses all available memory to store state
  • Duplicates minimal work
  • Optimal in a number of nice ways

21
Adversary Search
  • Game playing want to make the move for which the
    opponent cannot respond well.

a
b
e
max
c
d
f
i
min
L
g
h
j
k
max
-1
min
c
c
c
c
1
f
f
f
f
-1
1
1
max
g
h
h
g
g
h
1
-1
-1
-1
22
Alpha-beta Pruning

a
max
b
e
min
c
d
f
i
max
L
g
h
j
k
min
c
c
c
c
f
f
f
f
max
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