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Searching for Solutions

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Title: Searching for Solutions


1
Searching for Solutions
  • Artificial Intelligence
  • CMSC 25000
  • January 15, 2008

2
Agenda
  • Search Motivation
  • Problem-solving agents
  • Rigorous problem definitions
  • Blind exhaustive search
  • Breadth-first search
  • Uniform search
  • Depth-first search
  • Iterative deepening search
  • Search analysis
  • Computational cost, limitations

3
Problem-Solving Agents
  • Goal-based agents
  • Identify goal, sequence of actions that satisfy
  • Goal set of satisfying world states
  • Precise specification of what to achieve
  • Problem formulation
  • Identify states and actions to consider in
    achieving goal
  • Given a set of actions, consider sequence of
    actions leading to a state with some value
  • Search Process of looking for sequence
  • Problem -gt action sequence solution

4
Agent Environment Specification
  • Dimensions
  • Fully observable vs partially observable Fully
  • Deterministic vs stochastic Deterministic
  • Static vs dynamic Static
  • Discrete vs continuous Discrete
  • Issues?

5
Closer to Reality
  • Sensorless agents (conformant problems)
  • Replace state with belief state
  • Multiple physical states, successorssets of
    successors
  • Partial observability (contigency problems)
  • Solution is tree, branch chosen based on percepts

6
Example vacuum world
  • Single-state, start in 5. Solution?

7
Example vacuum world
  • Single-state, start in 5. Solution? Right,
    Vacuum
  • Sensorless, start in 1,2,3,4,5,6,7,8 e.g.,
    Right goes to 2,4,6,8 Solution?

8
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,Vacuum,Left,Vacuum
  • Contingency
  • Nondeterministic Vacuum may dirty a clean
    carpet
  • Partially observable location, dirt at current
    location.
  • Percept L, Clean, i.e., start in 5 or
    7Solution?

9
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,Vacuum,Left,Vacuum
  • Contingency
  • Nondeterministic Vacuum 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 Vacuum

10
Formal Problem Definitions
  • Key components
  • Initial state
  • E.g. First location
  • Available actions
  • Successor function reachable states
  • Goal test
  • Conditions for goal satisfaction
  • Path cost
  • Cost of sequence from initial state to reachable
    state
  • Solution Path from initial state to goal
  • Optimal if lowest cost

11
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

12
Why Search?
  • Not just city route search
  • Many AI problems can be posed as search
  • Planning
  • Vertices World states Edges Actions
  • Game-playing
  • Vertices Board configurations Edges Moves
  • Speech Recognition
  • Vertices Phonemes Edges Phone transitions

13
Vacuum world state space graph
  • states?
  • actions?
  • goal test?
  • path cost?

14
Vacuum world state space graph
  • states? integer dirt and robot location
  • actions? Left, Right, Vacuum
  • goal test? no dirt at all locations
  • path cost? 1 per action

15
Example The 8-puzzle
  • states?
  • actions?
  • goal test?
  • path cost?

16
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

17
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

18
Basic Search Algorithm
  • Form a 1-element queue of 0 costroot node
  • Until first path in queue ends at goal or no
    paths
  • Remove 1st path from queue extend path one step
  • Reject all paths with loops
  • Add new paths to queue
  • If goal foundgtsuccess else, failure

Paths to extend Order of paths added Position
new paths added
19
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20
Basic Search Problem
  • Vertices Cities Edges Steps to next, distance
  • Find route from S(tart) to G(oal)

4
4
3
5
5
4
3
2
4
21
Formal Statement
  • Initial State in(S)
  • Successor function
  • Go to all neighboring nodes
  • Goal state in(G)
  • Path cost
  • Sum of edge costs

22
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23
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24
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25
Blind Search
  • Need SOME route from S to G
  • Assume no information known
  • Depth-first search, breadth-first search,
    uniform-cost search, iterative deepening search
  • Convert search problem to search tree
  • RootZero length path at Start
  • NodePath label by terminal node
  • Child one-step extension of parent path

26
Search Tree
27
Breadth-first Search
  • Explore all paths to a given depth

28
Breadth-first Search Algorithm
  • Form a 1-element queue of 0 costroot node
  • Until first path in queue ends at goal or no
    paths
  • Remove 1st path from queue extend path one step
  • Reject all paths with loops
  • Add new paths to BACK of queue
  • If goal foundgtsuccess else, failure

29
Analyzing Search Algorithms
  • Criteria
  • Completeness Finds a solution if one exists
  • Optimal Find the best (least cost) solution
  • Time complexity Order of growth of running time
  • Space complexity Order of growth of space needs
  • BFS
  • Complete yes Optimal only if steps cost
  • Time complexity O(bd1) Space O(bd1)

30
Uniform-cost Search
  • BFS
  • Extends path with fewest steps
  • UCS
  • Extends path with least cost
  • Analysis
  • Complete? Yes Optimal? Yes
  • Time O(b(C/e)) Space O(b(C/e))

31
Uniform-cost Search Algorithm
  • Form a 1-element queue of 0 costroot node
  • Until first path in queue ends at goal or no
    paths
  • Remove 1st path from queue extend path one step
  • Reject all paths with loops
  • Add new paths to queue
  • Sort paths in order of increasing length
  • If goal foundgtsuccess else, failure

32
Depth-first Search
  • Pick a child of each node visited, go forward
  • Ignore alternatives until exhaust path w/o goal

33
Depth-first Search Algorithm
  • Form a 1-element queue of 0 costroot node
  • Until first path in queue ends at goal or no
    paths
  • Remove 1st path from queue extend path one step
  • Reject all paths with loops
  • Add new paths to FRONT of queue
  • If goal foundgtsuccess else, failure

34
Search Issues
  • Breadth-first search
  • Good if many (effectively) infinite paths, bltlt
  • Bad if many end at same short depth, bgtgt
  • Uniform-cost search
  • Tries paths with many short steps first
  • Identical to BFS if all steps same cost
  • Depth-first search
  • Good if most partialgtcomplete, not too long
  • Bad if many (effectively) infinite paths

35
Iterative Deepening
  • Problem
  • DFS good space behavior
  • Could go down blind path, or sub-optimal
  • Solution
  • Search at progressively greater depths
  • 1,2,3,4,5..

36
Progressive Deepening
  • Question Arent we wasting a lot of work?
  • E.g. cost of intermediate depths
  • Answer (surprisingly) No!
  • Most nodes at fringe
  • Fringe (depth d) Cost bd
  • Preceding depths b0 b1b(d-1)
  • (bd - 1)/(b -1)
  • Ratio of last ply cost/all preceding b - 1
  • For large branching factors, prior work small
    relative to maximum depth

37
Heuristic Search
  • A little knowledge is a powerful thing
  • Order choices to explore better options first
  • More knowledge gt less search
  • Better search alg?? Better search space
  • Measure of remaining cost to goal-heuristic
  • E.g. actual distance gt straight-line distance

A
B
C
10.4
6.7
4.0
11.0
S
G
3.0
8.9
6.9
D
E
F
38
Hill-climbing Search
  • Select child to expand that is closest to goal

S
8.9
A
D
10.4
6.9
E
10.4
A
B
F
3.0
6.7
G
39
Hill-climbing Search Algorithm
  • Form a 1-element queue of 0 costroot node
  • Until first path in queue ends at goal or no
    paths
  • Remove 1st path from queue extend path one step
  • Reject all paths with loops
  • Sort new paths by estimated distance to goal
  • Add new paths to FRONT of queue
  • If goal foundgtsuccess else, failure

40
Beam Search
  • Breadth-first search of fixed width - top w
  • Guarantees limited branching factor, E.g. w2

41
Beam Search Algorithm
  • Form a 1-element queue of 0 costroot node
  • Until first path in queue ends at goal or no
    paths
  • Extend all paths one step
  • Reject all paths with loops
  • Sort all paths in queue by estimated distance to
    goal
  • Put top w in queue
  • If goal foundgtsuccess else, failure

42
Best-first Search
  • Expand best open node ANYWHERE in tree
  • Form a 1-element queue of 0 costroot node
  • Until first path in queue ends at goal or no
    paths
  • Remove 1st path from queue extend path one step
  • Reject all paths with loops
  • Put in queue
  • Sort all paths by estimated distance to goal
  • If goal foundgtsuccess else, failure

43
Heuristic Search Issues
  • Parameter-oriented hill climbing
  • Make one step adjustments to all parameters
  • E.g. tuning brightness, contrast, r, g, b on TV
  • Test effect on performance measure
  • Problems
  • Foothill problem aka local maximum
  • All one-step changes - worse!, but not global max
  • Plateau problem one-step changes, no FOM
  • Ridge problem all one-steps down, but not even
    local max
  • Solution (local max) Randomize!!

44
Summary
  • Blind search
  • Find some path to goal
  • Depth-first, Breadth-first
  • Iterative Deepening
  • Analyzing search algorithms
  • Completeness, Optimality, Time, Space
  • Next time
  • A little knowledge is a useful thing...

45
Search Costs
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