For Monday Read chapter 4 exercise 1 No homework.

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For Monday Read chapter 4 exercise 1 No homework

Program 1

Late Passes You have 2 for the semester. Only good for programs. Allow you to hand in up to 5 days late IF you have a late pass left. Each good for +.05 on final grade if unused. Must indicate that you are using a late pass in Blackboard when you submit. Only way to turn in late work in this course.

Properties of Search Strategies Completeness Time Complexity Space Complexity Optimality

Two Types of Search Uninformed Search –Also called blind, exhaustive or brute-force –Make use of no information about the problem –May be quite inefficient Informed Search –Also called heuristic or intelligent –Uses information about the problem to guide the search –Usually guesses the distance to a goal state –Not always possible

Breadth-First Search List ordering is a queue All nodes at a particular depth are expanded before any below them How does BFS perform? –Completeness –Optimality

Complexity of BFS Branching Factor For branching factor b and solution at depth d in the tree (i.e. the path-length of the solution is d) –Time required is: 1 + b + b 2 + b 3 + … b d –Space required is at least b d May be highly impractical Note that ALL of the uninformed search strategies require exponential time

Uniform Cost Search Similar to breadth first, but takes path cost into account

Depth First Search How does depth first search operate? How would we implement it? Performance: –Completeness –Optimality –Space Complexity –Time Complexity

Comparing DFS and BFS When might we prefer DFS? When might we prefer BFS?

Improving on DFS Depth-limited Search Iterative Deepening –Wasted work??? –What kinds of problems lend themselves to iterative deepening?

Repeated States Problem? How can we avoid them? –Do not follow loop to parent state (or me) –Do not create path with cycles (check all the way to root) –Do not generate any state that has already been generated. -- How feasible is this??

Informed Search So far we’ve looked at search methods that require no knowledge of the problem However, these can be very inefficient Now we’re going to look at searching methods that take advantage of the knowledge we have a problem to reach a solution more efficiently

Best First Search At each step, expand the most promising node Requires some estimate of what is the “most promising node” We need some kind of evaluation function Order the nodes based on the evaluation function

Greedy Search A heuristic function, h(n), provides an estimate of the distance of the current state to the closest goal state. The function must be 0 for all goal states Example: –Straight line distance to goal location from current location for route finding problem

Heuristics Don’t Solve It All NP-complete problems still have a worst- case exponential time complexity Good heuristic function can: –Find a solution for an average problem efficiently –Find a reasonably good (but not optimal) solution efficiently

Beam Search Variation on greedy search Limit the queue to the best n nodes (n is the beam width) Expand all of those nodes Select the best n of the remaining nodes And so on May not produce a solution

Focus on Total Path Cost Uniform cost search uses g(n) --the path cost so far Greedy search uses h(n) --the estimated path cost to the goal What we’d like to use instead is f(n) = g(n) + h(n) to estimate the total path cost

Admissible Heuristic An admissible heuristic is one that never overestimates the cost to reach the goal. It is always less than or equal to the actual cost. If we have such a heuristic, we can prove that best first search using f(n) is both complete and optimal. A* Search

8-Puzzle Heuristic Functions Number of tiles out of place Manhattan Distance Which is better? Effective branching factor

Inventing Heuristics Relax the problem Cost of solving a subproblem Learn weights for features of the problem