For Friday Finish reading chapter 4 Homework: –Lisp handout 4.

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Presentation transcript:

For Friday Finish reading chapter 4 Homework: –Lisp handout 4

Solving Problems Getting from the current state of the world to the state we want the world to be in. May or may not matter how we get there.

Problem Formulation Initial state Goal state Operators that change the state of the world Path cost – for when it matters how we get there

Toy Problems 8-puzzle N-queens Peg puzzle Farmer, wolf, goat and cabbage Missionaries and cannibals

More Realistic Problems Route finding Traveling Salesman Problem VLSI layout Robot navigation Web searching

Searching Concepts A state can be expanded by generating all states that can be reached by applying a legal operator to the state State space can also be defined by a successor function that returns all states produced by applying a single legal operator A search tree is generated by generating search nodes by successively expanding states starting from the initial state as the root

Search Node Contents May include –Corresponding state –Parent node –Operator applied to reach this node –Length of path from root to node (depth) –Path cost of path from initial state to node

General Search Function function General-Search(problem, strategy) returns a solution, or failure initialize the search tree using the initial state of problem loop do if there are no candidates for expansion then return failure choose a leaf node for expansion according to strategy if the node contains a goal state then return the corresponding solution else expand the node and add the resulting nodes to the search tree end loop end

Implementing Search Algorithms Maintain a list of unexpanded search nodes By using different strategies for ordering the list of search nodes, we implement different searching strategies Eg. breadth-first search is implemented using a queue and depth-first using a stack (as we’ll see soon)

Search Function Revisited function General-Search(problem, Queuing-Fn) returns a solution, or failure nodes <- MakeQueue(Make-Node(Initial-State(problem))) loop do if nodes is empty then return failure node <- Remove-Front(nodes) if Goal-Test(problem) applied to State(node) succeeds then return the corresponding solution else nodes <- Queuing-Fn(nodes, Expand(node, Operators(problem))) end loop end

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?

Bi-directional Search What advantages are there to bi-directional search? What do we have to have to use bi- directional search?

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? Experiment Effective branching factor

Inventing Heuristics Relax the problem Learn weights for features of the problem