1 Chapter 3 Solving Problems by Searching. 2 Outline Problem-solving agentsProblem-solving agents Problem typesProblem types Problem formulationProblem.

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Presentation transcript:

1 Chapter 3 Solving Problems by Searching

2 Outline Problem-solving agentsProblem-solving agents Problem typesProblem types Problem formulationProblem formulation Example problemsExample problems Basic search algorithmsBasic search algorithms

3 8-puzzle problem –state description 3-by-3 array: each cell contains one of 1-8 or blank symbol –two state transition descriptions 8  4 moves: one of 1-8 numbers moves up, down, right, or left 4 moves: one black symbol moves up, down, right, or left –The number of nodes in the state-space graph: 9! ( = 362,880 )

4 8-queens problem Place 8-queens in the position such that no queen can attack the others

5 Implicit State-Space Graphs Basic components to an implicit representation of a state-space graph 1. Description of start node 2. Actions: Functions of state transformation 3. Goal condition: true-false valued function Classes of search processClasses of search process 1.Uninformed search: no problem specific information 2.Heuristic search: existence of problem-specific information

6 3. Breadth-First Search Procedure 1. Apply all possible operators (successor function) to the start node. 2. Apply all possible operators to all the direct successors of the start node. 3. Apply all possible operators to their successors till goal node found.  Expanding : applying successor function to a node

8 Breadth-First Search AdvantageAdvantage –Finds the path of minimal length to the goal. DisadvantageDisadvantage –Requires the generation and storage of a tree whose size is exponential the the depth of the shallowest goal node Uniform-costUniform-cost search [Dijkstra 1959] –Expansion by equal cost rather than equal depth

9 Problem-solving agents

10 Example: Travel in Romania

11 Example: Travel in Romania On holiday in Romania; currently in Arad. Flight leaves tomorrow from Bucharest Formulate goal:Formulate goal: be in Bucharest Formulate problem:Formulate problem: –states: various cities –actions: drive between cities Find solution:Find solution: –sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest

12 Problem types Deterministic, fully observable  single-state problem –Agent knows exactly which state it will be in; solution is a sequence Non-observable  sensorless problem (conformant problem) –Agent may have no idea where it is; solution is a sequence Nondeterministic and/or partially observable  contingency problem –percepts provide new information about current state –often interleave, search, execution Unknown state space  exploration problem

13 Single-state problem formulation A problem is defined by four items: 1.initial state e.g 1.initial state e.g., "at Arad“ 2.actions or 2.actions or successor function S(x) = set of action–state pairs –e.g., S(Arad) = {, … } 3.goal test 3.goal test, can be –explicit –explicit, e.g., x = "at Bucharest" –implicit –implicit, e.g., Checkmate(x) 4.path cost 4.path cost (additive) –e.g., sum of distances, number of actions executed, etc. –c(x,a,y) is the step cost, assumed to be ≥ 0 A solution is a sequence of actions leading from the initial state to a goal stateA solution is a sequence of actions leading from the initial state to a goal state

14 Selecting a state space Real world is very complex generally  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(Abstract) solution = –set of real paths that are solutions in the real world Each abstract action should be "easier" than the original problem

15 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

16 Tree search algorithms Basic idea: –offline, simulated exploration of state space by generating successors of already-explored states (a.k.a.~expanding states)

17 Tree search example

18 Tree search example

19 Tree search example

20 Implementation: general tree search

21 Implementation: states vs. nodes A state is a (representation of) a physical configuration A node is a data structure constituting part of a search tree includes state, parent node, action, path cost g(x), depth The Expand function creates new nodes, filling in the various fields and using the SuccessorFn of the problem to create the corresponding states.

22 Search strategies A search strategy is defined by picking the order of node expansion Strategies are evaluated along the following dimensions: –completeness: does it always find a solution if one exists? –time complexity: number of nodes generated –space complexity: maximum number of nodes in memory –optimality: does it always find a least-cost solution? Time and space complexity are measured in terms of –b: maximum branching factor of the search tree –d: depth of the least-cost solution –m: maximum depth of the state space (may be ∞)

23 Uninformed search strategies Uninformed search strategies use only the information available in the problem definition Breadth-first search Uniform-cost search Depth-first search Depth-limited search Iterative deepening search

24 Breadth-first search Expand shallowest unexpanded node Implementation: –fringe is a FIFO queue, i.e., new successors go at end

25 Breadth-first search Expand shallowest unexpanded node Implementation: –fringe is a FIFO queue, i.e., new successors go at end

26 Breadth-first search Expand shallowest unexpanded node Implementation: –fringe is a FIFO queue, i.e., new successors go at end

27 Breadth-first search Expand shallowest unexpanded node Implementation: –fringe is a FIFO queue, i.e., new successors go at end

28 Properties of breadth-first search Complete? Yes (if b is finite) Time? 1+b+b 2 +b 3 +… +b d + b(b d -1) = O(b d+1 ) Space? O(b d+1 ) (keeps every node in memory) Optimal? Yes (if cost = 1 per step) Space is the bigger problem (more than time)

29 Uniform-cost search Implementation:Expand least-cost unexpanded node Implementation: –fringe = queue ordered by path cost Equivalent to breadth-first if step costs all equal Complete? Yes, if step cost ≥ ε Time? # of nodes with g ≤ cost of optimal solution, O(b ceiling(C*/ ε) ) where C * is the cost of the optimal solution Space? # of nodes with g ≤ cost of optimal solution, O(b ceiling(C*/ ε) ) Optimal? Yes – nodes expanded in increasing order of g(n)

30 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

31 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

32 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

33 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

34 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

35 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

36 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

37 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

38 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

39 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

40 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

41 Depth-first search Expand deepest unexpanded node Implementation: –fringe = LIFO queue, i.e., put successors at front

42 Properties of depth-first search Complete? No: fails in infinite-depth spaces, spaces with loops –Modify to avoid repeated states along path  complete in finite spaces Time? O(b m ): terrible if m is much larger than d – but if solutions are dense, may be much faster than breadth-first Space? O(bm), i.e., linear space! Optimal? No

43 Depth-limited search = depth-first search with depth limit l, Recursive implementation:i.e., nodes at depth l have no successors Recursive implementation:

44 Iterative deepening search

45 5. Iterative Deepening Advantage –Linear memory requirements of depth-first search –Guarantee for goal node of minimal depth Procedure –Successive depth-first searches are conducted – each with depth bounds increasing by 1

46 Iterative deepening search Number of nodes generated in a depth-limited search to depth d with branching factor b: N DLS = b 0 + b 1 + b 2 + … + b d-2 + b d-1 + b d Number of nodes generated in an iterative deepening search to depth d with branching factor b: N IDS = (d+1)b 0 + d b^ 1 + (d-1)b^ 2 + … + 3b d-2 +2b d-1 + 1b d For b = 10, d = 5, –N DLS = , , ,000 = 111,111 –N IDS = , , ,000 = 123,456 Overhead = (123, ,111)/111,111 = 11%

47 Iterative deepening search Complete? Yes Time? (d+1)b 0 + d b 1 + (d-1)b 2 + … + b d = O(b d ) Space? O(bd) Optimal? Yes, if step cost = 1

48 Summary of algorithms

49 Problem: Repeated states Failure to detect repeated states can turn a linear problem into an exponential one!

50 Graph search

51 Summary Problem formulation usually requires abstracting away real-world details to define a state space that can feasibly be exploredProblem formulation usually requires abstracting away real-world details to define a state space that can feasibly be explored Variety of uninformed search strategiesVariety of uninformed search strategies Iterative deepening search uses only linear space and not much more time than other uninformed algorithmsIterative deepening search uses only linear space and not much more time than other uninformed algorithms