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Blind Search Russell and Norvig: Chapter 3, Sections 3.4 – 3.6 CS121 – Winter 2003
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Simple Agent Algorithm Problem-Solving-Agent 1. initial-state sense/read state 2. goal select/read goal 3. successor select/read action models 4. problem (initial-state, goal, successor) 5. solution search(problem) 6. perform(solution)
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Search of State Space search tree
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Basic Search Concepts Search tree Search node Node expansion Search strategy: At each stage it determines which node to expand
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Search Nodes States 1 2 34 56 7 8 1 2 34 56 7 8 1 2 34 56 78 1 3 56 8 1 3 4 56 7 8 2 47 2 1 2 34 56 7 8 The search tree may be infinite even when the state space is finite The search tree may be infinite even when the state space is finite
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Node Data Structure STATE PARENT ACTION COST DEPTH If a state is too large, it may be preferable to only represent the initial state and (re-)generate the other states when needed If a state is too large, it may be preferable to only represent the initial state and (re-)generate the other states when needed
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Fringe Set of search nodes that have not been expanded yet Implemented as a queue FRINGE INSERT(node,FRINGE) REMOVE(FRINGE) The ordering of the nodes in FRINGE defines the search strategy
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Search Algorithm 1. If GOAL?(initial-state) then return initial-state 2. INSERT(initial-node,FRINGE) 3. Repeat: If FRINGE is empty then return failure n REMOVE(FRINGE) s STATE(n) For every state s’ in SUCCESSORS(s) Create a node n’ as a successor of n If GOAL?(s’) then return path or goal state INSERT(n’,FRINGE)
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Performance Measures Completeness Is the algorithm guaranteed to find a solution when there is one? Probabilistic completeness: If there is a solution, the probability that the algorithms finds one goes to 1 “quickly” with the running time
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Performance Measures Completeness Is the algorithm guaranteed to find a solution when there is one? Optimality Is this solution optimal? Time complexity How long does it take? Space complexity How much memory does it require?
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Important Parameters Maximum number of successors of any state branching factor b of the search tree Minimal length of a path in the state space between the initial and a goal state depth d of the shallowest goal node in the search tree
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Blind vs. Heuristic Strategies Blind (or un-informed) strategies do not exploit any of the information contained in a state Heuristic (or informed) strategies exploits such information to assess that one node is “more promising” than another
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Example: 8-puzzle 1 2 34 56 7 8 123 456 78 Goal state 123 45 678 N1 N2 STATE For a blind strategy, N1 and N2 are just two nodes (at some depth in the search tree) For a heuristic strategy counting the number of misplaced tiles, N2 is more promising than N1
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Important Remark Some problems formulated as search problems are NP-hard problems (e.g., (n 2 -1)-puzzle We cannot expect to solve such a problem in less than exponential time in the worst-case But we can nevertheless strive to solve as many instances of the problem as possible
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Blind Strategies Breadth-first Bidirectional Depth-first Depth-limited Iterative deepening Uniform-Cost Step cost = 1 Step cost = c(action) > 0
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Breadth-First Strategy New nodes are inserted at the end of FRINGE 23 45 1 67 FRINGE = (1)
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Breadth-First Strategy New nodes are inserted at the end of FRINGE FRINGE = (2, 3) 23 45 1 67
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Breadth-First Strategy New nodes are inserted at the end of FRINGE FRINGE = (3, 4, 5) 23 45 1 67
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Breadth-First Strategy New nodes are inserted at the end of FRINGE FRINGE = (4, 5, 6, 7) 23 45 1 67
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Evaluation b: branching factor d: depth of shallowest goal node Complete Optimal if step cost is 1 Number of nodes generated: 1 + b + b 2 + … + b d = (b d+1 -1)/(b-1) = O(b d ) Time and space complexity is O(b d )
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Big O Notation g(n) is in O(f(n)) if there exist two positive constants a and N such that: for all n > N, g(n) a f(n)
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Time and Memory Requirements d#NodesTimeMemory 2111.01 msec11 Kbytes 411,1111 msec1 Mbyte 6~10 6 1 sec100 Mb 8~10 8 100 sec10 Gbytes 10~10 10 2.8 hours1 Tbyte 12~10 12 11.6 days100 Tbytes 14~10 14 3.2 years10,000 Tb Assumptions: b = 10; 1,000,000 nodes/sec; 100bytes/node
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Time and Memory Requirements d#NodesTimeMemory 2111.01 msec11 Kbytes 411,1111 msec1 Mbyte 6~10 6 1 sec100 Mb 8~10 8 100 sec10 Gbytes 10~10 10 2.8 hours1 Tbyte 12~10 12 11.6 days100 Tbytes 14~10 14 3.2 years10,000 Tb Assumptions: b = 10; 1,000,000 nodes/sec; 100bytes/node
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Bidirectional Strategy 2 fringe queues: FRINGE1 and FRINGE2 Time and space complexity = O(b d/2 ) << O(b d )
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45 FRINGE = (1)
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45 FRINGE = (2, 3)
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45 FRINGE = (4, 5, 3)
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Depth-First Strategy New nodes are inserted at the front of FRINGE 1 23 45
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Evaluation b: branching factor d: depth of shallowest goal node m: maximal depth of a leaf node Complete only for finite search tree Not optimal Number of nodes generated: 1 + b + b 2 + … + b m = O(b m ) Time complexity is O(b m ) Space complexity is O(bm) or O(m)
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Depth-Limited Strategy Depth-first with depth cutoff k (maximal depth below which nodes are not expanded) Three possible outcomes: Solution Failure (no solution) Cutoff (no solution within cutoff)
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Iterative Deepening Strategy Repeat for k = 0, 1, 2, …: Perform depth-first with depth cutoff k Complete Optimal if step cost =1 Time complexity is: (d+1)(1) + db + (d-1)b 2 + … + (1) b d = O(b d ) Space complexity is: O(bd) or O(d)
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Calculation db + (d-1)b 2 + … + (1) b d = b d + 2b d-1 + 3b d-2 +… + db = b d (1 + 2b -1 + 3b -2 + … + db -d ) b d ( i=1,…, ib (1-i) ) = b d ( b/(b-1) ) 2
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Comparison of Strategies Breadth-first is complete and optimal, but has high space complexity Depth-first is space efficient, but neither complete nor optimal Iterative deepening is asymptotically optimal
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Repeated States 8-queens No assembly planning Few 123 45 678 8-puzzle and robot navigation Many search tree is finitesearch tree is infinite
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Avoiding Repeated States Requires comparing state descriptions Breadth-first strategy: Keep track of all generated states If the state of a new node already exists, then discard the node
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Avoiding Repeated States Depth-first strategy: Solution 1: Keep track of all states associated with nodes in current path If the state of a new node already exists, then discard the node Avoids loops Solution 2: Keep track of all states generated so far If the state of a new node has already been generated, then discard the node Space complexity of breadth-first
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Detecting Identical States Use explicit representation of state space Use hash-code or similar representation
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Revisiting Complexity Assume a state space of finite size s Let r be the maximal number of states that can be attained in one step from any state In the worst-case r = s-1 Assume breadth-first search with no repeated states Time complexity is O(rs). In the worst case it is O(s 2 )
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Example s = n x x n y r = 4 or 8 Time complexity is O(s)
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Uniform-Cost Strategy Each step has some cost > 0. The cost of the path to each fringe node N is g(N) = costs of all steps. The goal is to generate a solution path of minimal cost. The queue FRINGE is sorted in increasing cost. S 0 1 A 5 B 15 C SG A B C 5 1 10 5 5 G 11 G 10
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Modified Search Algorithm 1. INSERT(initial-node,FRINGE) 2. Repeat: If FRINGE is empty then return failure n REMOVE(FRINGE) s STATE(n) If GOAL?(s) then return path or goal state For every state s’ in SUCCESSORS(s) Create a node n’ as a successor of n INSERT(n’,FRINGE)
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Exercises Adapt uniform-cost search to avoid repeated states while still finding the optimal solution Uniform-cost looks like breadth-first (it is exactly breadth first if the step cost is constant). Adapt iterative deepening in a similar way to handle variable step costs
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Summary Search tree state space Search strategies: breadth-first, depth- first, and variants Evaluation of strategies: completeness, optimality, time and space complexity Avoiding repeated states Optimal search with variable step costs
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