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Introduction To Planning

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Title: Introduction To Planning


1
Introduction To Planning State-Space Search
  • G51IAI Introduction to AI
  • Andrew Parkes
  • http//www.cs.nott.ac.uk/ajp/

2
UCS for Graph Search
  • From last lecture
  • Uniform Cost Search finds a min-cost path to a
    goal in a graph
  • Search pattern
  • Search all nodes of cost c before those of cost
    c1
  • Method
  • store the cost g of the path used to reach the
    node
  • use such costs in deciding the ordering in the
    queue

3
Uniform Cost Search (UCS)
  • Explicitly store the cost of a node with that
    node convention g is the path-cost
  • Queue Processing Always remove the smallest cost
    node first

4
Uniform Cost Search in Graph
  • fringe ? MAKE-EMPTY-QUEUE()
  • fringe ? INSERT( root_node ) // with g0
  • loop
  • if fringe is empty then return false // finished
    without goal
  • node ? REMOVE-SMALLEST-COST(fringe)
  • if node is a goal
  • print node and g
  • return true // that found a goal
  • Lg ? EXPAND(node) // Lg is set of neighbours with
    their g costs //
    NOTE do not check Lg for goals here!!
  • fringe ? INSERT-IF-NEW(Lg, fringe ) // ignore
    revisited nodes // unless is with new
    better g

5
Properties of UCS
  • Completeness
  • If there is a path to a goal then UCS will find
    it
  • If there is no path, then UCS will eventually
    report that the goal is unreachable
  • Optimality
  • UCS will report a minimum cost path (there might
    be many)
  • Systematic
  • With appropriate code to prevent re-visiting
    nodes UCS will only expand each node once

6
Complexity of UCS on a Graph
  • Suppose graph has n nodes and e edges
  • e.g. n cities, and e roads
  • Worst case (e.g. no goal is reachable)
  • nodes expanded n
  • work per node O(n) (check that not already
    visited)
  • edges visited O(e) O(n2)
  • overall O(n2)
  • So UCS is polynomial time in size of graph
  • But AI is hard because of problems for which
    time needed is exponential in the size of the
    problem
  • Paradox?

7
When is UCS exponentially hard?
  • The graph itself can be exponentially sized!
  • The size of the natural description of the
    problem might be a number S
  • but the graph itself has size exponential in S
  • the graph itself is not given directly
  • only get a set of rules to generate the graph
  • Planning is an example of this
  • First an easier example the hypercube

8
Example of Implicit Graph
  • Hypercube in n dimensions
  • nodes
  • any binary (0s and 1s) string with n digits
  • e.g. 1000101 for n7
  • edge between nodes n1 and n2 if and only if they
    differ only in one digit
  • e.g. 1000101 has an edge to 1000111 but
    not to 1000011

9
Hypercube Example Cube
  • Example n3, a cube,
  • nodes 000, 001, 010, etc for xyz coordinates
  • e.g. 001 means (x,y,z)(0,0,1)
  • edges node 000 has edges to 001,010,100

10
Example of Implicit Graph
  • Hypercube in n dimensions
  • node binary number with n digits
  • edge between nodes n1 and n2 iff they differ only
    in one digit
  • Size of description just the space to write the
    value of n
  • Number of nodes 2n
  • Number of edges 2n 3 / 2
  • The graph itself is exponentially bigger than our
    description of it.
  • On discussing polynomial or exponential in the
    size we need to be careful what we mean by the
    size
  • Similar things do happen with planning problems
    puzzles

11
Planning Puzzles
  • These are search problems in which we have some
    system and
  • the system can be in many different states
  • want to transform it from one state into another
  • by applying a sequence of actions
  • Examples
  • Towers of Hanoi
  • Tile Puzzles
  • Coursework TWO

12
Planning Problem - Towers of Hanoi
State The positions of the
ringsAction Move one ring at a timeRules
No ring can ever be on top of a smaller
ringGoal Move the tower to peg 2
13
Planning Problem - Towers of Hanoi
14
Planning Problem - Towers of Hanoi
Note it was illegal to move the green on top of
the red
15
Planning Problem - Towers of Hanoi
16
Planning Problem - Towers of Hanoi
Note finally we get to move blue to its final
place
17
Planning Problem - Towers of Hanoi
18
Planning Problem - Towers of Hanoi
19
Planning Problem - Towers of Hanoi
Note SUCCESS in 7 moves
20
Planning Problem - Towers of Hanoi
  • Analysis of the problem shows that the lower
    bound for the number of moves is
  • 2N-1
  • Since N appears as the exponent we have an
    exponential function
  • The number of reachable states is at least this
    large

21
Planning Problem Definition - 1
  • Initial State
  • The initial state of the problem, defined in some
    suitable manner
  • Operator
  • a.k.a. action, or move
  • A set of actions that moves the problem from one
    state to another

22
Planning Problem Definition - 1
  • Neighbourhood (Successor Function)
  • The set of all possible states reachable from a
    given state with one move
  • State Space
  • The set of all legal states

23
Planning Problem Definition - 2
  • Goal Test
  • A test applied to a state which returns if we
    have reached a state that solves the problem
  • Path Cost
  • How much it costs to take a particular path

24
Planning Problem Definition - 2
  • Plan
  • A sequence of actions applied to a state to
    transform it into another state
  • Takes us from the initial state to the goal state
  • Optimal Plan
  • A mincost plan, i.e. a plan with minimal path cost

25
Problem Definition Tile Puzzle Example
Initial State
Goal State
26
Problem Definition - Example
  • States
  • A description of each of the eight tiles in each
    location that it can occupy. It is also useful to
    include the blank
  • Operators
  • The blank moves left, right, up or down

27
Problem Definition - Example
  • Goal Test
  • The current state matches a certain state (e.g.
    one of the ones shown on previous slide)
  • Path Cost
  • Each move of the blank costs 1

28
Planning Graphs 1
  • How does the tile puzzle relate to previous
    lectures on searching a graph?
  • Regard each puzzle state as a node of a graph
  • Actions, move blank, correspond to legal moves
    between the states.
  • actions generate edges between the nodes

29
Planning Graphs 2
  • Actions, move blank, correspond to legal moves
    between the states.
  • actions generate edges between the nodes
  • Finding a plan ...
  • find a legal sequence of actions from initial to
    final state
  • ... becomes find a path to a goal
  • find a path from initial to final node
  • Find an optimal plan, becomes
  • find a mincost path through the planning graph

30
Tile Puzzle - History
  • Why is the puzzle so popular?
  • Invented by Sam Loyd in 1870s
  • On the 4x4 version, the 15-puzzle, he offered a
    prize of 1000 prize to transform a particular
    initial state to a particular final state
  • Trick Question
  • The problem was unsolvable
  • The state space splits into two disconnected
    pieces
  • The planning graph is not connected
  • Only half the potential states are reachable from
    any state
  • The reachable state space is 9!/2 181440

31
Planning Representations 1
  • Paradox? Consider the 24-puzzle.
  • In very little space we managed to describe a
    planning problem for which the graph has 25!
    nodes and about 425! edges
  • This takes far too much space to write down
    explicitly
  • Instead
  • we are describing the state logically
  • val(2,2) 9 means the 9 tile is at coords
    (2,2)
  • these are function of time
  • That is we can describe the state sequence by
    means of val(x,y,t)

32
Planning Representations 2
  • Actions are described by rules for changing the
    state
  • move blank from (1,1) at time t to (1,2) at time
    t1 becomes
  • if val(1,1,t) B then permit
  • val(1,2,t1) B
  • val(1,1,t1 ) val(1,2,t)
  • And nothing else changed
  • Note that such a move applies independently of
    the values for the other squares and so describes
    many edges in the graph

33
Planning Representations 3
  • In general representing the effects of change in
    the real-world is very hard
  • E.g. Ramification problem
  • e.g. if I drive to derby some things will
    automatically change, but not others
  • cell phone tower
  • but not cell phone number
  • in real-world then this can be hard to represent
  • Puzzles and simple planning domains do not have
    this problem

34
Planning Representations 4
  • The standard way in AI to formally express a
    planning problem is using the STRIPS notation
  • STRIPS contains
  • fluents the logical quantities that describe
    the state and change as a function of time
  • Actions are described using
  • preconditions circumstances in which the action
    applies
  • add delete rules for the changes to the
    fluents

35
Planning Representations 5
  • The standard way in AI to formally express a
    planning problem is using the STRIPS notation
  • A lot of work has gone into solving planning
    problems expressed in STRIPS notation
  • There are general purpose solvers that take any
    problem expressed in STRIPS
  • STRIPS forms an important part of AI history and
    current usage
  • You do not need to know how to use STRIPS for
    this course just how to do actions by hand
  • But (clue!), a part of the history of STRIPS is
    relevant to coursework TWO

36
Why are planning/puzzles hard?
  • The associated graph is exponential in the
    number of tiles
  • We can still use the same blind search methods
  • BFS, UCS
  • On realistic size problems blind search will use
    far too much memory and time
  • Need to improve the search methods
  • planning problems, and puzzles such as tile
    puzzle, have driven a lot of progress in search
    methods
  • improved methods are heuristic and use
    information about the likely location of goals

37
Summary
  • Planning problems
  • States
  • Operators (a.k.a. actions, successor, etc)
  • Can be thought of as defining implicitly a graph
  • node state
  • edge action
  • But the graphs are much bigger than maps, mazes,
    etc
  • These drive the need for better search methods
  • Next Lecture Informed search methods

38
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