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Ai Unit2

The document discusses various problem solving methods and search algorithms. It describes search strategies and properties of search algorithms like completeness and optimality. It then explains uninformed search algorithms including breadth-first search, depth-first search, depth-limited search, and uniform cost search. It also covers informed search and heuristic search.

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0% found this document useful (0 votes)
31 views40 pages

Ai Unit2

The document discusses various problem solving methods and search algorithms. It describes search strategies and properties of search algorithms like completeness and optimality. It then explains uninformed search algorithms including breadth-first search, depth-first search, depth-limited search, and uniform cost search. It also covers informed search and heuristic search.

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rajnikant pubg
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© © All Rights Reserved
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UNIT2

Problem Solving Methods

1.Search Strategies:

o Search: Searching is a step by step procedure to solve a search-problem in a given


search space. A search problem can have three main factors:
a. Search Space: Search space represents a set of possible solutions, which a
system may have.
b. Start State: It is a state from where agent begins the search.
c. Goal test: It is a function which observe the current state and returns whether
the goal state is achieved or not.
o Search tree: A tree representation of search problem is called Search tree. The root of
the search tree is the root node which is corresponding to the initial state.
o Actions: It gives the description of all the available actions to the agent.
o Transition model: A description of what each action do, can be represented as a
transition model.
o Path Cost: It is a function which assigns a numeric cost to each path.
o Solution: It is an action sequence which leads from the start node to the goal node.
o Optimal Solution: If a solution has the lowest cost among all solutions.

Properties of Search Algorithms:

Following are the four essential properties of search algorithms to compare the efficiency of
these algorithms:

Completeness: A search algorithm is said to be complete if it guarantees to return a solution


if at least any solution exists for any random input.

Optimality: If a solution found for an algorithm is guaranteed to be the best solution (lowest
path cost) among all other solutions, then such a solution for is said to be an optimal solution.

Time Complexity: Time complexity is a measure of time for an algorithm to complete its task.

Space Complexity: It is the maximum storage space required at any point during the search,
as the complexity of the problem.

Types of search algorithms

Based on the search problems we can classify the search algorithms into uninformed (Blind
search) search and informed search (Heuristic search) algorithms.
Uninformed/Blind Search:

The uninformed search does not contain any domain knowledge such as closeness, the location
of the goal. It operates in a brute-force way as it only includes information about how to traverse
the tree and how to identify leaf and goal nodes. Uninformed search applies a way in which
search tree is searched without any information about the search space like initial state
operators and test for the goal, so it is also called blind search.It examines each node of the tree
until it achieves the goal node.

It can be divided into five main types:

o Breadth-first search
o Uniform cost search
o Depth-first search
o Iterative deepening depth-first search
o Bidirectional Search

Informed Search

Informed search algorithms use domain knowledge. In an informed search, problem


information is available which can guide the search. Informed search strategies can find a
solution more efficiently than an uninformed search strategy. Informed search is also called a
Heuristic search.

A heuristic is a way which might not always be guaranteed for best solutions but guaranteed to
find a good solution in reasonable time.

Informed search can solve much complex problem which could not be solved in another way.

An example of informed search algorithms is a traveling salesman problem.

1. Best first Search


2. A* Search
3. AO* algorithm

Uninformed Search Algorithms

Uninformed search is a class of general-purpose search algorithms which operates in


brute force-way. Uninformed search algorithms do not have additional information
about state or search space other than how to traverse the tree, so it is also called blind
search.

Following are the various types of uninformed search algorithms:

1. Breadth-first Search
2. Depth-first Search
3. Depth-limited Search
4. Iterative deepening depth-first search
5. Uniform cost search
6. Bidirectional Search

1. Breadth-first Search:

o Breadth-first search is the most common search strategy for traversing a tree or graph.
This algorithm searches breadthwise in a tree or graph, so it is called breadth-first
search.
o BFS algorithm starts searching from the root node of the tree and expands all successor
node at the current level before moving to nodes of next level.
o The breadth-first search algorithm is an example of a general-graph search algorithm.
o Breadth-first search implemented using FIFO queue data structure.

Advantages:
o BFS will provide a solution if any solution exists.
o If there are more than one solutions for a given problem, then BFS will provide the
minimal solution which requires the least number of steps.

Disadvantages:

o It requires lots of memory since each level of the tree must be saved into memory to
expand the next level.
o BFS needs lots of time if the solution is far away from the root node.

Example:

In the below tree structure, we have shown the traversing of the tree using BFS algorithm from
the root node S to goal node K. BFS search algorithm traverse in layers, so it will follow the
path which is shown by the dotted arrow, and the traversed path will be:

1. S---> A--->B---->C--->D---->G--->H--->E---->F---->I---->K

Time Complexity: Time Complexity of BFS algorithm can be obtained by the number of
nodes traversed in BFS until the shallowest Node. Where the d= depth of shallowest solution
and b is a node at every state.

T (b) = 1+b2+b3+.......+ bd= O (bd)


Space Complexity: Space complexity of BFS algorithm is given by the Memory size of
frontier which is O(bd).

Completeness: BFS is complete, which means if the shallowest goal node is at some finite
depth, then BFS will find a solution.

Optimality: BFS is optimal if path cost is a non-decreasing function of the depth of the node.

2. Depth-first Search

o Depth-first search isa recursive algorithm for traversing a tree or graph data structure.
o It is called the depth-first search because it starts from the root node and follows each
path to its greatest depth node before moving to the next path.
o DFS uses a stack data structure for its implementation.
o The process of the DFS algorithm is similar to the BFS algorithm.

Advantage:

o DFS requires very less memory as it only needs to store a stack of the nodes on the path
from root node to the current node.
o It takes less time to reach to the goal node than BFS algorithm (if it traverses in the
right path).

Disadvantage:

o There is the possibility that many states keep re-occurring, and there is no guarantee of
finding the solution.
o DFS algorithm goes for deep down searching and sometime it may go to the infinite
loop.

Example:

In the below search tree, we have shown the flow of depth-first search, and it will follow the
order as:

Root node--->Left node ----> right node.

It will start searching from root node S, and traverse A, then B, then D and E, after traversing
E, it will backtrack the tree as E has no other successor and still goal node is not found. After
backtracking it will traverse node C and then G, and here it will terminate as it found goal node.
Completeness: DFS search algorithm is complete within finite state space as it will expand
every node within a limited search tree.

Time Complexity: Time complexity of DFS will be equivalent to the node traversed by the
algorithm. It is given by:

T(n)= 1+ n2+ n3 +.........+ nm=O(nm)

Where, m= maximum depth of any node and this can be much larger than d (Shallowest
solution depth)

Space Complexity: DFS algorithm needs to store only single path from the root node, hence
space complexity of DFS is equivalent to the size of the fringe set, which is O(bm).

Optimal: DFS search algorithm is non-optimal, as it may generate a large number of steps or
high cost to reach to the goal node.

3. Depth-Limited Search Algorithm:

A depth-limited search algorithm is similar to depth-first search with a predetermined limit.


Depth-limited search can solve the drawback of the infinite path in the Depth-first search. In
this algorithm, the node at the depth limit will treat as it has no successor nodes further.

Depth-limited search can be terminated with two Conditions of failure:

o Standard failure value: It indicates that problem does not have any solution.
o Cutoff failure value: It defines no solution for the problem within a given depth limit.

Advantages:

Depth-limited search is Memory efficient.

Disadvantages:

o Depth-limited search also has a disadvantage of incompleteness.


o It may not be optimal if the problem has more than one solution.

Example:

Completeness: DLS search algorithm is complete if the solution is above the depth-limit.

Time Complexity: Time complexity of DLS algorithm is O(bℓ).

Space Complexity: Space complexity of DLS algorithm is O(b×ℓ).

Optimal: Depth-limited search can be viewed as a special case of DFS, and it is also not
optimal even if ℓ>d.

4. Uniform-cost Search Algorithm:

Uniform-cost search is a searching algorithm used for traversing a weighted tree or graph. This
algorithm comes into play when a different cost is available for each edge. The primary goal
of the uniform-cost search is to find a path to the goal node which has the lowest cumulative
cost. Uniform-cost search expands nodes according to their path costs form the root node. It
can be used to solve any graph/tree where the optimal cost is in demand. A uniform-cost search
algorithm is implemented by the priority queue. It gives maximum priority to the lowest
cumulative cost. Uniform cost search is equivalent to BFS algorithm if the path cost of all edges
is the same.

Advantages:

o Uniform cost search is optimal because at every state the path with the least cost is
chosen.

Disadvantages:

o It does not care about the number of steps involve in searching and only concerned
about path cost. Due to which this algorithm may be stuck in an infinite loop.

Example:

Completeness:

Uniform-cost search is complete, such as if there is a solution, UCS will find it.

Time Complexity:

Let C* is Cost of the optimal solution, and ε is each step to get closer to the goal node. Then
the number of steps is = C*/ε+1. Here we have taken +1, as we start from state 0 and end to
C*/ε.
Hence, the worst-case time complexity of Uniform-cost search isO(b1 + [C*/ε])/.

Space Complexity:

The same logic is for space complexity so, the worst-case space complexity of Uniform-cost
search is O(b1 + [C*/ε]).

Optimal:

Uniform-cost search is always optimal as it only selects a path with the lowest path cost.

5. Iterative deepeningdepth-first Search:

The iterative deepening algorithm is a combination of DFS and BFS algorithms. This search
algorithm finds out the best depth limit and does it by gradually increasing the limit until a goal
is found.

This algorithm performs depth-first search up to a certain "depth limit", and it keeps increasing
the depth limit after each iteration until the goal node is found.

This Search algorithm combines the benefits of Breadth-first search's fast search and depth-
first search's memory efficiency.

The iterative search algorithm is useful uninformed search when search space is large, and
depth of goal node is unknown.

Advantages:

o Itcombines the benefits of BFS and DFS search algorithm in terms of fast search and
memory efficiency.

Disadvantages:

o The main drawback of IDDFS is that it repeats all the work of the previous phase.

Example:

Following tree structure is showing the iterative deepening depth-first search. IDDFS algorithm
performs various iterations until it does not find the goal node. The iteration performed by the
algorithm is given as:
1'stIteration----->A
2'ndIteration---->A, B, C
3'rdIteration------>A, B, D, E, C, F, G
4'thIteration------>A, B, D, H, I, E, C, F, K, G
In the fourth iteration, the algorithm will find the goal node.

Completeness:

This algorithm is complete is ifthe branching factor is finite.

Time Complexity:

Let's suppose b is the branching factor and depth is d then the worst-case time complexity
is O(bd).

Space Complexity:

The space complexity of IDDFS will be O(bd).

Optimal:

IDDFS algorithm is optimal if path cost is a non- decreasing function of the depth of the node.

6. Bidirectional Search Algorithm:

Bidirectional search algorithm runs two simultaneous searches, one form initial state called as
forward-search and other from goal node called as backward-search, to find the goal node.
Bidirectional search replaces one single search graph with two small subgraphs in which one
starts the search from an initial vertex and other starts from goal vertex. The search stops when
these two graphs intersect each other.

Bidirectional search can use search techniques such as BFS, DFS, DLS, etc.

Advantages:

o Bidirectional search is fast.


o Bidirectional search requires less memory

Disadvantages:

o Implementation of the bidirectional search tree is difficult.


o In bidirectional search, one should know the goal state in advance.

Example:

In the below search tree, bidirectional search algorithm is applied. This algorithm divides one
graph/tree into two sub-graphs. It starts traversing from node 1 in the forward direction and
starts from goal node 16 in the backward direction.

The algorithm terminates at node 9 where two searches meet.

Completeness: Bidirectional Search is complete if we use BFS in both searches.


Time Complexity: Time complexity of bidirectional search using BFS is O(bd).

Space Complexity: Space complexity of bidirectional search is O(bd).

Optimal: Bidirectional search is Optimal.

Informed Search/heuristic Search

The informed search algorithm is more useful for large search space. Informed search
algorithm uses the idea of heuristic, so it is also called Heuristic search.

Heuristics function: Heuristic is a function which is used in Informed Search, and it finds the
most promising path. It takes the current state of the agent as its input and produces the
estimation of how close agent is from the goal. The heuristic method, however, might not
always give the best solution, but it guaranteed to find a good solution in reasonable time.
Heuristic function estimates how close a state is to the goal. It is represented by h(n), and it
calculates the cost of an optimal path between the pair of states. The value of the heuristic
function is always positive.

Admissibility of the heuristic function is given as:

1. h(n) <= h*(n)

Here h(n) is heuristic cost, and h*(n) is the estimated cost. Hence heuristic cost should be
less than or equal to the estimated cost.

Pure Heuristic Search:

Pure heuristic search is the simplest form of heuristic search algorithms. It expands nodes based
on their heuristic value h(n). It maintains two lists, OPEN and CLOSED list. In the CLOSED
list, it places those nodes which have already expanded and in the OPEN list, it places nodes
which have yet not been expanded.

On each iteration, each node n with the lowest heuristic value is expanded and generates all its
successors and n is placed to the closed list. The algorithm continues unit a goal state is found.

In the informed search we will discuss two main algorithms which are given below:

o Best First Search Algorithm(Greedy search)


o A* Search Algorithm

1.) Best-first Search Algorithm (Greedy Search):

Greedy best-first search algorithm always selects the path which appears best at that moment.
It is the combination of depth-first search and breadth-first search algorithms. It uses the
heuristic function and search. Best-first search allows us to take the advantages of both
algorithms. With the help of best-first search, at each step, we can choose the most promising
node. In the best first search algorithm, we expand the node which is closest to the goal node
and the closest cost is estimated by heuristic function, i.e.

1. f(n)= g(n).

Were, h(n)= estimated cost from node n to the goal.

The greedy best first algorithm is implemented by the priority queue.

Best first search algorithm:


o Step 1: Place the starting node into the OPEN list.
o Step 2: If the OPEN list is empty, Stop and return failure.
o Step 3: Remove the node n, from the OPEN list which has the lowest value of h(n), and
places it in the CLOSED list.
o Step 4: Expand the node n, and generate the successors of node n.
o Step 5: Check each successor of node n, and find whether any node is a goal node or
not. If any successor node is goal node, then return success and terminate the search,
else proceed to Step 6.
o Step 6: For each successor node, algorithm checks for evaluation function f(n), and
then check if the node has been in either OPEN or CLOSED list. If the node has not
been in both list, then add it to the OPEN list.
o Step 7: Return to Step 2.

Advantages:
o Best first search can switch between BFS and DFS by gaining the advantages of both
the algorithms.
o This algorithm is more efficient than BFS and DFS algorithms.

Disadvantages:
o It can behave as an unguided depth-first search in the worst case scenario.
o It can get stuck in a loop as DFS.
o This algorithm is not optimal.

Example:

Consider the below search problem, and we will traverse it using greedy best-first search. At
each iteration, each node is expanded using evaluation function f(n)=h(n) , which is given in
the below table.
In this search example, we are using two lists which are OPEN and CLOSED Lists. Following
are the iteration for traversing the above example.

Expand the nodes of S and put in the CLOSED list


Initialization: Open [A, B], Closed [S]

Iteration 1: Open [A], Closed [S, B]

Iteration 2: Open [E, F, A], Closed [S, B]


: Open [E, A], Closed [S, B, F]

Iteration 3: Open [I, G, E, A], Closed [S, B, F]


: Open [I, E, A], Closed [S, B, F, G]

Hence the final solution path will be: S----> B----->F----> G

Time Complexity: The worst case time complexity of Greedy best first search is O(bm).

Space Complexity: The worst case space complexity of Greedy best first search is O(bm).
Where, m is the maximum depth of the search space.

Complete: Greedy best-first search is also incomplete, even if the given state space is finite.

Optimal: Greedy best first search algorithm is not optimal.

2.) A* Search Algorithm:

A* search is the most commonly known form of best-first search. It uses heuristic function
h(n), and cost to reach the node n from the start state g(n). It has combined features of UCS
and greedy best-first search, by which it solve the problem efficiently. A* search algorithm
finds the shortest path through the search space using the heuristic function. This search
algorithm expands less search tree and provides optimal result faster. A* algorithm is similar
to UCS except that it uses g(n)+h(n) instead of g(n).

In A* search algorithm, we use search heuristic as well as the cost to reach the node. Hence we
can combine both costs as following, and this sum is called as a fitness number.

At each point in the search space, only those node is expanded which have the lowest value of
f(n), and the algorithm terminates when the goal node is found.

Algorithm of A* search:

Step1: Place the starting node in the OPEN list.

Step 2: Check if the OPEN list is empty or not, if the list is empty then return failure and stops.
Step 3: Select the node from the OPEN list which has the smallest value of evaluation function
(g+h), if node n is goal node then return success and stop, otherwise

Step 4: Expand node n and generate all of its successors, and put n into the closed list. For each
successor n', check whether n' is already in the OPEN or CLOSED list, if not then compute
evaluation function for n' and place into Open list.

Step 5: Else if node n' is already in OPEN and CLOSED, then it should be attached to the back
pointer which reflects the lowest g(n') value.

Step 6: Return to Step 2.

Advantages:
o A* search algorithm is the best algorithm than other search algorithms.
o A* search algorithm is optimal and complete.
o This algorithm can solve very complex problems.

Disadvantages:
o It does not always produce the shortest path as it mostly based on heuristics and
approximation.
o A* search algorithm has some complexity issues.
o The main drawback of A* is memory requirement as it keeps all generated nodes in the
memory, so it is not practical for various large-scale problems.

Example:
In this example, we will traverse the given graph using the A* algorithm. The heuristic value
of all states is given in the below table so we will calculate the f(n) of each state using the
formula f(n)= g(n) + h(n), where g(n) is the cost to reach any node from start state.
Here we will use OPEN and CLOSED list.
Solution:

Initialization: {(S, 5)}

Iteration1: {(S--> A, 4), (S-->G, 10)}

Iteration2: {(S--> A-->C, 4), (S--> A-->B, 7), (S-->G, 10)}


Iteration3: {(S--> A-->C--->G, 6), (S--> A-->C--->D, 11), (S--> A-->B, 7), (S-->G, 10)}

Iteration 4 will give the final result, as S--->A--->C--->G it provides the optimal path with
cost 6.

Points to remember:

o A* algorithm returns the path which occurred first, and it does not search for all
remaining paths.
o The efficiency of A* algorithm depends on the quality of heuristic.
o A* algorithm expands all nodes which satisfy the condition f(n)<="" li="">

Complete: A* algorithm is complete as long as:

o Branching factor is finite.


o Cost at every action is fixed.

Optimal: A* search algorithm is optimal if it follows below two conditions:

o Admissible: the first condition requires for optimality is that h(n) should be an
admissible heuristic for A* tree search. An admissible heuristic is optimistic in nature.
o Consistency: Second required condition is consistency for only A* graph-search.

If the heuristic function is admissible, then A* tree search will always find the least cost path.

Time Complexity: The time complexity of A* search algorithm depends on heuristic function,
and the number of nodes expanded is exponential to the depth of solution d. So the time
complexity is O(b^d), where b is the branching factor.

Space Complexity: The space complexity of A* search algorithm is O(b^d)

HILL CLIMBING SEARCHING ALGORITHM ( LOCAL SEARCH AND


OPTIMIZATION ALGORITHM)

o Hill climbing algorithm is a local search algorithm which continuously moves in the
direction of increasing elevation/value to find the peak of the mountain or best solution
to the problem. It terminates when it reaches a peak value where no neighbor has a
higher value.
o Hill climbing algorithm is a technique which is used for optimizing the mathematical
problems. One of the widely discussed examples of Hill climbing algorithm is
Traveling-salesman Problem in which we need to minimize the distance traveled by the
salesman.
o It is also called greedy local search as it only looks to its good immediate neighbor state
and not beyond that.
o A node of hill climbing algorithm has two components which are state and value.
o Hill Climbing is mostly used when a good heuristic is available.
o In this algorithm, we don't need to maintain and handle the search tree or graph as it
only keeps a single current state.

Features of Hill Climbing:

Following are some main features of Hill Climbing Algorithm:

o Generate and Test variant: Hill Climbing is the variant of Generate and Test method.
The Generate and Test method produce feedback which helps to decide which direction
to move in the search space.
o Greedy approach: Hill-climbing algorithm search moves in the direction which
optimizes the cost.
o No backtracking: It does not backtrack the search space, as it does not remember the
previous states.

Types of Hill Climbing Algorithm:

o Simple hill Climbing:


o Steepest-Ascent hill-climbing:
o Stochastic hill Climbing:

1. Simple Hill Climbing:

Simple hill climbing is the simplest way to implement a hill climbing algorithm. It only
evaluates the neighbor node state at a time and selects the first one which optimizes
current cost and set it as a current state. It only checks it's one successor state, and if it finds
better than the current state, then move else be in the same state. This algorithm has the
following features:

o Less time consuming


o Less optimal solution and the solution is not guaranteed

Algorithm for Simple Hill Climbing:


o Step 1: Evaluate the initial state, if it is goal state then return success and Stop.
o Step 2: Loop Until a solution is found or there is no new operator left to apply.
o Step 3: Select and apply an operator to the current state.
o Step 4: Check new state:
a. If it is goal state, then return success and quit.
b. Else if it is better than the current state then assign new state as a current state.
c. Else if not better than the current state, then return to step2.
o Step 5: Exit.

2. Steepest-Ascent hill climbing:

The steepest-Ascent algorithm is a variation of simple hill climbing algorithm. This algorithm
examines all the neighboring nodes of the current state and selects one neighbor node which is
closest to the goal state. This algorithm consumes more time as it searches for multiple
neighbors

Algorithm for Steepest-Ascent hill climbing:


o Step 1: Evaluate the initial state, if it is goal state then return success and stop, else
make current state as initial state.
o Step 2: Loop until a solution is found or the current state does not change.
a. Let SUCC be a state such that any successor of the current state will be better
than it.
b. For each operator that applies to the current state:
a. Apply the new operator and generate a new state.
b. Evaluate the new state.
c. If it is goal state, then return it and quit, else compare it to the SUCC.
d. If it is better than SUCC, then set new state as SUCC.
e. If the SUCC is better than the current state, then set current state to
SUCC.
o Step 5: Exit.

3. Stochastic hill climbing:

Stochastic hill climbing does not examine for all its neighbor before moving. Rather, this search
algorithm selects one neighbor node at random and decides whether to choose it as a current
state or examine another state.

Example of Simple Hill climbing


In Hill-Climbing technique, starting at the base of a hill, we walk upwards until we reach the
top of the hill. In other words, we start with initial state and we keep improving the solution
until its optimal.
It’s a variation of a generate-and-test algorithm which discards all states which do not look
promising or seem unlikely to lead us to the goal state. To take such decisions, it uses
heuristics (an evaluation function) which indicates how close the current state is to the goal
state.
In simple words, Hill-Climbing = generate-and-test + heuristics
Let’s look at the Simple Hill climbing algorithm:

1. Define the current state as an initial state


2. Loop until the goal state is achieved or no more operators can be applied on the
current state:
1. Apply an operation to current state and get a new state
2. Compare the new state with the goal
3. Quit if the goal state is achieved
4. Evaluate new state with heuristic function and compare it with the current
state
5. If the newer state is closer to the goal compared to current state, update the
current state

As we can see, it reaches the goal state with iterative improvements. In Hill-Climbing
algorithm, finding goal is equivalent to reaching the top of the hill.
Hill Climbing Algorithm can be categorized as an informed search. So we can implement any
node-based search or problems like the n-queens problem using it. To understand the concept
easily, we will take up a very simple example.
Let’s look at the image below:

Key point while solving any hill-climbing problem is to choose an appropriate heuristic
function.
Let’s define such function h:
h(x) = +1 for all the blocks in the support structure if the block is correctly positioned
otherwise -1 for all the blocks in the support structure.
Here, we will call any block correctly positioned if it has the same support structure as the
goal state. As per the hill climbing procedure discussed earlier let’s look at all the iterations
and their heuristics to reach the target state:

Back tracking search


Backtracking

In this topic, we will learn about the backtracking, which is a very important skill set to solve
recursive solutions. Recursive functions are those that calls itself more than once. Consider an
example of Palindrome:

Initially, the function isPalindrome(S, 0, 8) is called once with the parameters isPalindrome(S,
1, 7). The recursive call isPalindrome(S, 1, 7) is called once with the parameters
isPalindrome(S, 2, 6).

Backtracking is one of the techniques that can be used to solve the problem. We can write the
algorithm using this strategy. It uses the Brute force search to solve the problem, and the brute
force search says that for the given problem, we try to make all the possible solutions and pick
out the best solution from all the desired solutions. This rule is also followed in dynamic
programming, but dynamic programming is used for solving optimization problems. In
contrast, backtracking is not used in solving optimization problems. Backtracking is used when
we have multiple solutions, and we require all those solutions.

Backtracking name itself suggests that we are going back and coming forward; if it satisfies
the condition, then return success, else we go back again. It is used to solve a problem in which
a sequence of objects is chosen from a specified set so that the sequence satisfies some criteria.

When to use a Backtracking algorithm?

When we have multiple choices, then we make the decisions from the available choices. In the
following cases, we need to use the backtracking algorithm:

o A piece of sufficient information is not available to make the best choice, so we use the
backtracking strategy to try out all the possible solutions.
o Each decision leads to a new set of choices. Then again, we backtrack to make new
decisions. In this case, we need to use the backtracking strategy.

How does Backtracking work?

Backtracking is a systematic method of trying out various sequences of decisions until you find
out that works. Let's understand through an example.

We start with a start node. First, we move to node A. Since it is not a feasible solution so we
move to the next node, i.e., B. B is also not a feasible solution, and it is a dead-end so we
backtrack from node B to node A.
Suppose another path exists from node A to node C. So, we move from node A to node C. It is
also a dead-end, so again backtrack from node C to node A. We move from node A to the
starting node.

Now we will check any other path exists from the starting node. So, we move from start node
to the node D. Since it is not a feasible solution so we move from node D to node E. The node
E is also not a feasible solution. It is a dead end so we backtrack from node E to node D.
Suppose another path exists from node D to node F. So, we move from node D to node F. Since
it is not a feasible solution and it's a dead-end, we check for another path from node F.

Suppose there is another path exists from the node F to node G so move from node F to node
G. The node G is a success node.
The terms related to the backtracking are:

o Live node: The nodes that can be further generated are known as live nodes.
o E node: The nodes whose children are being generated and become a success node.
o Success node: The node is said to be a success node if it provides a feasible solution.
o Dead node: The node which cannot be further generated and also does not provide a
feasible solution is known as a dead node.

Many problems can be solved by backtracking strategy, and that problems satisfy complex set
of constraints, and these constraints are of two types:

o Implicit constraint: It is a rule in which how each element in a tuple is related.


o Explicit constraint: The rules that restrict each element to be chosen from the given
set.

Applications of Backtracking
o N-queen problem
o Sum of subset problem
o Graph coloring
o Hamiliton cycle

Difference between the Backtracking and Recursion

Recursion is a technique that calls the same function again and again until you reach the base
case. Backtracking is an algorithm that finds all the possible solutions and selects the desired
solution from the given set of solutions.

Game playing
Min Max algorithm

Mini-Max Algorithm in Artificial Intelligence


o Mini-max algorithm is a recursive or backtracking algorithm which is used in decision-
making and game theory. It provides an optimal move for the player assuming that
opponent is also playing optimally.
o Mini-Max algorithm uses recursion to search through the game-tree.
o Min-Max algorithm is mostly used for game playing in AI. Such as Chess, Checkers,
tic-tac-toe, go, and various tow-players game. This Algorithm computes the minimax
decision for the current state.
o In this algorithm two players play the game, one is called MAX and other is called
MIN.
o Both the players fight it as the opponent player gets the minimum benefit while they
get the maximum benefit.
o Both Players of the game are opponent of each other, where MAX will select the
maximized value and MIN will select the minimized value.
o The minimax algorithm performs a depth-first search algorithm for the exploration of
the complete game tree.
o The minimax algorithm proceeds all the way down to the terminal node of the tree, then
backtrack the tree as the recursion.

Working of Min-Max Algorithm:

o The working of the minimax algorithm can be easily described using an example.
Below we have taken an example of game-tree which is representing the two-player
game.
o In this example, there are two players one is called Maximizer and other is called
Minimizer.
o Maximizer will try to get the Maximum possible score, and Minimizer will try to get
the minimum possible score.
o This algorithm applies DFS, so in this game-tree, we have to go all the way through the
leaves to reach the terminal nodes.
o At the terminal node, the terminal values are given so we will compare those value and
backtrack the tree until the initial state occurs. Following are the main steps involved
in solving the two-player game tree:

Step-1: In the first step, the algorithm generates the entire game-tree and apply the utility
function to get the utility values for the terminal states. In the below tree diagram, let's take A
is the initial state of the tree. Suppose maximizer takes first turn which has worst-case initial
value =- infinity, and minimizer will take next turn which has worst-case initial value =
+infinity.
Step 2: Now, first we find the utilities value for the Maximizer, its initial value is -∞, so we
will compare each value in terminal state with initial value of Maximizer and determines the
higher nodes values. It will find the maximum among the all.

o For node D max(-1,- -∞) => max(-1,4)= 4


o For Node E max(2, -∞) => max(2, 6)= 6
o For Node F max(-3, -∞) => max(-3,-5) = -3
o For node G max(0, -∞) = max(0, 7) = 7
Step 3: In the next step, it's a turn for minimizer, so it will compare all nodes value with +∞,
and will find the 3rd layer node values.

o For node B= min(4,6) = 4


o For node C= min (-3, 7) = -3
Step 4: Now it's a turn for Maximizer, and it will again choose the maximum of all nodes value
and find the maximum value for the root node. In this game tree, there are only 4 layers, hence
we reach immediately to the root node, but in real games, there will be more than 4 layers.

o For node A max(4, -3)= 4


That was the complete workflow of the minimax two player game.

Properties of Mini-Max algorithm:

o Complete- Min-Max algorithm is Complete. It will definitely find a solution (if exist),
in the finite search tree.
o Optimal- Min-Max algorithm is optimal if both opponents are playing optimally.
o Time complexity- As it performs DFS for the game-tree, so the time complexity of
Min-Max algorithm is O(bm), where b is branching factor of the game-tree, and m is
the maximum depth of the tree.
o Space Complexity- Space complexity of Mini-max algorithm is also similar to DFS
which is O(bm).

Limitation of the minimax Algorithm:

The main drawback of the minimax algorithm is that it gets really slow for complex games
such as Chess, go, etc. This type of games has a huge branching factor, and the player has lots
of choices to decide. This limitation of the minimax algorithm can be improved from alpha-
beta pruning which we have discussed in the next topic.
Alpha-Beta Pruning test algorithm

Alpha-Beta Pruning
o Alpha-beta pruning is a modified version of the minimax algorithm. It is an
optimization technique for the minimax algorithm.
o As we have seen in the minimax search algorithm that the number of game states it has
to examine are exponential in depth of the tree. Since we cannot eliminate the exponent,
but we can cut it to half. Hence there is a technique by which without checking each
node of the game tree we can compute the correct minimax decision, and this technique
is called pruning. This involves two threshold parameter Alpha and beta for future
expansion, so it is called alpha-beta pruning. It is also called as Alpha-Beta
Algorithm.
o Alpha-beta pruning can be applied at any depth of a tree, and sometimes it not only
prune the tree leaves but also entire sub-tree.
o The two-parameter can be defined as:
a. Alpha: The best (highest-value) choice we have found so far at any point along
the path of Maximizer. The initial value of alpha is -∞.
b. Beta: The best (lowest-value) choice we have found so far at any point along
the path of Minimizer. The initial value of beta is +∞.
o The Alpha-beta pruning to a standard minimax algorithm returns the same move as the
standard algorithm does, but it removes all the nodes which are not really affecting the
final decision but making algorithm slow. Hence by pruning these nodes, it makes the
algorithm fast.

Condition for Alpha-beta pruning:

The main condition which required for alpha-beta pruning is:

1. α>=β

Key points about alpha-beta pruning:

o The Max player will only update the value of alpha.


o The Min player will only update the value of beta.
o While backtracking the tree, the node values will be passed to upper nodes instead of
values of alpha and beta.
o We will only pass the alpha, beta values to the child nodes.
Working of Alpha-Beta Pruning:

Let's take an example of two-player search tree to understand the working of Alpha-beta
pruning

Step 1: At the first step the, Max player will start first move from node A where α= -∞ and β=
+∞, these value of alpha and beta passed down to node B where again α= -∞ and β= +∞, and
Node B passes the same value to its child D.

Step 2: At Node D, the value of α will be calculated as its turn for Max. The value of α is
compared with firstly 2 and then 3, and the max (2, 3) = 3 will be the value of α at node D and
node value will also 3.

Step 3: Now algorithm backtrack to node B, where the value of β will change as this is a turn
of Min, Now β= +∞, will compare with the available subsequent nodes value, i.e. min (∞, 3) =
3, hence at node B now α= -∞, and β= 3.
In the next step, algorithm traverse the next successor of Node B which is node E, and the
values of α= -∞, and β= 3 will also be passed.

Step 4: At node E, Max will take its turn, and the value of alpha will change. The current value
of alpha will be compared with 5, so max (-∞, 5) = 5, hence at node E α= 5 and β= 3, where
α>=β, so the right successor of E will be pruned, and algorithm will not traverse it, and the
value at node E will be 5.
Step 5: At next step, algorithm again backtrack the tree, from node B to node A. At node A,
the value of alpha will be changed the maximum available value is 3 as max (-∞, 3)= 3, and β=
+∞, these two values now passes to right successor of A which is Node C.

At node C, α=3 and β= +∞, and the same values will be passed on to node F.

Step 6: At node F, again the value of α will be compared with left child which is 0, and
max(3,0)= 3, and then compared with right child which is 1, and max(3,1)= 3 still α remains 3,
but the node value of F will become 1.
Step 7: Node F returns the node value 1 to node C, at C α= 3 and β= +∞, here the value of beta
will be changed, it will compare with 1 so min (∞, 1) = 1. Now at C, α=3 and β= 1, and again
it satisfies the condition α>=β, so the next child of C which is G will be pruned, and the
algorithm will not compute the entire sub-tree G.
Step 8: C now returns the value of 1 to A here the best value for A is max (3, 1) = 3. Following
is the final game tree which is the showing the nodes which are computed and nodes which has
never computed. Hence the optimal value for the maximizer is 3 for this example.
Move Ordering in Alpha-Beta pruning:

The effectiveness of alpha-beta pruning is highly dependent on the order in which each node
is examined. Move order is an important aspect of alpha-beta pruning.

It can be of two types:

o Worst ordering: In some cases, alpha-beta pruning algorithm does not prune any of
the leaves of the tree, and works exactly as minimax algorithm. In this case, it also
consumes more time because of alpha-beta factors, such a move of pruning is called
worst ordering. In this case, the best move occurs on the right side of the tree. The time
complexity for such an order is O(bm).
o Ideal ordering: The ideal ordering for alpha-beta pruning occurs when lots of pruning
happens in the tree, and best moves occur at the left side of the tree. We apply DFS
hence it first search left of the tree and go deep twice as minimax algorithm in the same
amount of time. Complexity in ideal ordering is O(bm/2).

Rules to find good ordering:

Following are some rules to find good ordering in alpha-beta pruning:


o Occur the best move from the shallowest node.
o Order the nodes in the tree such that the best nodes are checked first.
o Use domain knowledge while finding the best move. Ex: for Chess, try order: captures
first, then threats, then forward moves, backward moves.
o We can bookkeep the states, as there is a possibility that states may repeat.

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