Artificial Intelligence Search Instructors: David Suter and Qince Li Course Harbin Institute of Technology [Many slides adapted from those.

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Presentation transcript:

Artificial Intelligence Search Instructors: David Suter and Qince Li Course Harbin Institute of Technology [Many slides adapted from those created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley. Some others from colleagues at Adelaide University.]

Topics  Agents that Plan Ahead  Search Problems  Uninformed Search Methods  Depth-First Search  Breadth-First Search  Uniform-Cost Search

Agents that Plan

Reflex Agents  Reflex agents:  Choose action based on current percept (and maybe memory)  May have memory or a model of the world’s current state  Do not consider the future consequences of their actions  Consider how the world IS  Can a reflex agent be rational? [Demo: reflex optimal (L2D1)] [Demo: reflex optimal (L2D2)]

Video of Demo Reflex Optimal

Video of Demo Reflex Odd

Planning Agents  Planning agents:  Ask “what if”  Decisions based on (hypothesized) consequences of actions  Must have a model of how the world evolves in response to actions  Must formulate a goal (test)  Consider how the world WOULD BE  Optimal vs. complete planning  Planning vs. replanning [Demo: replanning (L2D3)] [Demo: mastermind (L2D4)]

Video of Demo Replanning

Video of Demo Mastermind

Search Problems

 A search problem consists of:  A state space  A successor function (with actions, costs)  A start state and a goal test  A solution is a sequence of actions (a plan) which transforms the start state to a goal state “N”, 1.0 “E”, 1.0

Search Problems Are Models

Example: Traveling in Romania  State space:  Cities  Successor function:  Roads: Go to adjacent city with cost = distance  Start state:  Arad  Goal test:  Is state == Bucharest?  Solution?

What’s in a State Space?  Problem: Path Finding  States: (x,y) location  Actions: NSEW  Successor: update location only  Goal test: is (x,y)=END  Problem: Eat-All-Dots  States: {(x,y), dot booleans}  Actions: NSEW  Successor: update location and possibly a dot boolean  Goal test: dots all false The world state includes every last detail of the environment A search state keeps only the details needed for planning (abstraction)

State Space Sizes?  World state:  Agent positions: 120  Food count: 30  Ghost positions: 12  Agent facing: NSEW  How many  World states? 120x(2 30 )x(12 2 )x4  States for path finding? 120  States for eat-all-dots? 120x(2 30 )

State Space Graphs and Search Trees

State Space Graphs  State space graph: A mathematical representation of a search problem  Nodes are (abstracted) world configurations  Arcs represent successors (action results)  The goal test is a set of goal nodes (maybe only one)  In a state space graph, each state occurs only once!  We can rarely build this full graph in memory (it’s too big), but it’s a useful idea

State Space Graphs  State space graph: A mathematical representation of a search problem  Nodes are (abstracted) world configurations  Arcs represent successors (action results)  The goal test is a set of goal nodes (maybe only one)  In a search graph, each state occurs only once!  We can rarely build this full graph in memory (it’s too big), but it’s a useful idea S G d b p q c e h a f r Tiny search graph for a tiny search problem

Search Trees  A search tree:  A “what if” tree of plans and their outcomes  The start state is the root node  Children correspond to successors  Nodes show states, but correspond to PLANS that achieve those states  For most problems, we can never actually build the whole tree “E”, 1.0“N”, 1.0 This is now / start Possible futures

State Space Graphs vs. Search Trees S a b d p a c e p h f r q qc G a q e p h f r q qc G a S G d b p q c e h a f r We construct both on demand – and we construct as little as possible. Each NODE in in the search tree is an entire PATH in the state space graph. Search Tree State Space Graph

Quiz: State Space Graphs vs. Search Trees S G b a Consider this 4-state graph: Important: Lots of repeated structure in the search tree! How big is its search tree (from S)?

Tree Search

Search Example: Romania

Searching with a Search Tree  Search:  Expand out potential plans (tree nodes)  Maintain a fringe of partial plans under consideration  Try to expand as few tree nodes as possible

General Tree Search  Important ideas:  Fringe  Expansion  Exploration strategy  Main question: which fringe nodes to explore?

Depth-First Search

S a b d p a c e p h f r q qc G a q e p h f r q qc G a S G d b p q c e h a f r q p h f d b a c e r Strategy: expand a deepest node first Implementation: Fringe is a LIFO stack

Search Algorithm Properties

 Complete: Guaranteed to find a solution if one exists?  Optimal: Guaranteed to find the least cost path?  Time complexity?  Space complexity?  Cartoon of search tree:  b is the branching factor  m is the maximum depth  solutions at various depths  Number of nodes in entire tree?  1 + b + b 2 + …. b m = O(b m ) … b 1 node b nodes b 2 nodes b m nodes m tiers

Depth-First Search (DFS) Properties … b 1 node b nodes b 2 nodes b m nodes m tiers  What nodes DFS expand?  Some left prefix of the tree.  Could process the whole tree!  If m is finite, takes time O(b m )  How much space does the fringe take?  Only has siblings on path to root, so O(bm)  Is it complete?  m could be infinite, so only if we prevent cycles (more later)  Is it optimal?  No, it finds the “leftmost” solution, regardless of depth or cost

Breadth-First Search

S a b d p a c e p h f r q qc G a q e p h f r q qc G a S G d b p q c e h a f r Search Tiers Strategy: expand a shallowest node first Implementation: Fringe is a FIFO queue

Breadth-First Search (BFS) Properties  What nodes does BFS expand?  Processes all nodes above shallowest solution  Let depth of shallowest solution be s  Search takes time O(b s )  How much space does the fringe take?  Has roughly the last tier, so O(b s )  Is it complete?  s must be finite if a solution exists, so yes!  Is it optimal?  Only if costs are all 1 (more on costs later) … b 1 node b nodes b 2 nodes b m nodes s tiers b s nodes

Quiz: DFS vs BFS

 When will BFS outperform DFS?  When will DFS outperform BFS? [Demo: dfs/bfs maze water (L2D6)]

Video of Demo Maze Water DFS/BFS (part 1)

Video of Demo Maze Water DFS/BFS (part 2)

Iterative Deepening … b  Idea: get DFS’s space advantage with BFS’s time / shallow-solution advantages  Run a DFS with depth limit 1. If no solution…  Run a DFS with depth limit 2. If no solution…  Run a DFS with depth limit 3. …..  Isn’t that wastefully redundant?  Generally most work happens in the lowest level searched, so not so bad!

Cost-Sensitive Search BFS finds the shortest path in terms of number of actions. It does not find the least-cost path. We will now cover a similar algorithm which does find the least-cost path. START GOAL d b p q c e h a f r

Uniform Cost Search

S a b d p a c e p h f r q qc G a q e p h f r q qc G a Strategy: expand a cheapest node first: Fringe is a priority queue (priority: cumulative cost) S G d b p q c e h a f r Cost contours 2

… Uniform Cost Search (UCS) Properties  What nodes does UCS expand?  Processes all nodes with cost less than cheapest solution!  If that solution costs C* and arcs cost at least , then the “effective depth” is roughly C*/   Takes time O(b C*/  ) (exponential in effective depth)  How much space does the fringe take?  Has roughly the last tier, so O(b C*/  )  Is it complete?  Assuming best solution has a finite cost and minimum arc cost is positive, yes!  Is it optimal?  Yes! (Proof via A*) b C*/  “tiers” c  3 c  2 c  1

Uniform Cost Issues  Remember: UCS explores increasing cost contours  The good: UCS is complete and optimal!  The bad:  Explores options in every “direction”  No information about goal location  We’ll fix that soon! Start Goal … c  3 c  2 c  1 [Demo: empty grid UCS (L2D5)] [Demo: maze with deep/shallow water DFS/BFS/UCS (L2D7)]

Video of Demo Empty UCS

Video of Demo Maze with Deep/Shallow Water --- DFS, BFS, or UCS? (part 1)

Video of Demo Maze with Deep/Shallow Water --- DFS, BFS, or UCS? (part 2)

Video of Demo Maze with Deep/Shallow Water --- DFS, BFS, or UCS? (part 3)

The One Queue  All these search algorithms are the same except for fringe strategies  Conceptually, all fringes are priority queues (i.e. collections of nodes with attached priorities)  Practically, for DFS and BFS, you can avoid the log(n) overhead from an actual priority queue, by using stacks and queues  Can even code one implementation that takes a variable queuing object

Search and Models  Search operates over models of the world  The agent doesn’t actually try all the plans out in the real world!  Planning is all “in simulation”  Your search is only as good as your models…

Search Gone Wrong?

Some Hints for P1  Graph search is almost always better than tree search (when not?)  Implement your closed list as a dict or set!  Nodes are conceptually paths, but better to represent with a state, cost, last action, and reference to the parent node