AI Notes Unit - 1&2
AI Notes Unit - 1&2
AI is one of the fascinating and universal fields of Computer science which has a great scope
in future. AI holds a tendency to cause a machine to work as a human.
Artificial Intelligence is composed of two words Artificial and Intelligence, where Artificial
defines "man-made," and intelligence defines "thinking power", hence AI means "a man-made
thinking power."
"It is a branch of computer science by which we can create intelligent machines which can
behave like a human, think like humans, and able to make decisions."
Artificial Intelligence exists when a machine can have human based skills such as learning,
reasoning, and solving problems
With Artificial Intelligence you do not need to pre-program a machine to do some work, despite
that you can create a machine with programmed algorithms which can work with own
intelligence, and that is the awesomeness of AI.
o With the help of AI, you can create such software or devices which can solve real-world
problems very easily and with accuracy such as health issues, marketing, traffic issues,
etc.
o With the help of AI, you can create your personal virtual Assistant, such as Cortana,
Google Assistant, Siri, etc.
o With the help of AI, you can build such Robots which can work in an environment
where survival of humans can be at risk.
o AI opens a path for other new technologies, new devices, and new Opportunities.
To create the AI first we should know that how intelligence is composed, so the Intelligence is
an intangible part of our brain which is a combination of Reasoning, learning, problem-
solving perception, language understanding, etc.
Factors for a machine or software Artificial Intelligence requires the following discipline:
o Mathematics
o Biology
o Psychology
o Sociology
o Computer Science
o Neurons Study
o Statistics
o High Accuracy with less errors: AI machines or systems are prone to less errors and
high accuracy as it takes decisions as per pre-experience or information.
o High-Speed: AI systems can be of very high-speed and fast-decision making, because
of that AI systems can beat a chess champion in the Chess game.
o High reliability: AI machines are highly reliable and can perform the same action
multiple times with high accuracy.
o Useful for risky areas: AI machines can be helpful in situations such as defusing a
bomb, exploring the ocean floor, where to employ a human can be risky.
o Digital Assistant: AI can be very useful to provide digital assistant to the users such as
AI technology is currently used by various E-commerce websites to show the products
as per customer requirement.
o Useful as a public utility: AI can be very useful for public utilities such as a self-
driving car which can make our journey safer and hassle-free, facial recognition for
security purpose, Natural language processing to communicate with the human in
human-language, etc.
o High Cost: The hardware and software requirement of AI is very costly as it requires
lots of maintenance to meet current world requirements.
o Can't think out of the box: Even we are making smarter machines with AI, but still
they cannot work out of the box, as the robot will only do that work for which they are
trained, or programmed.
o No feelings and emotions: AI machines can be an outstanding performer, but still it
does not have the feeling so it cannot make any kind of emotional attachment with
human, and may sometime be harmful for users if the proper care is not taken.
o Increase dependency on machines: With the increment of technology, people are
getting more dependent on devices and hence they are losing their mental capabilities.
o No Original Creativity: As humans are so creative and can imagine some new ideas
but still AI machines cannot beat this power of human intelligence and cannot be
creative and imaginative.
Application of AI
Following are some sectors which have the application of Artificial Intelligence:
o Year 1943: The first work which is now recognized as AI was done by Warren
McCulloch and Walter pits in 1943. They proposed a model of artificial neurons.
o Year 1949: Donald Hebb demonstrated an updating rule for modifying the connection
strength between neurons. His rule is now called Hebbian learning.
o Year 1950: The Alan Turing who was an English mathematician and pioneered
Machine learning in 1950. Alan Turing publishes "Computing Machinery and
Intelligence" in which he proposed a test. The test can check the machine's ability to
exhibit intelligent behavior equivalent to human intelligence, called a Turing test.
o Year 1955: An Allen Newell and Herbert A. Simon created the "first artificial
intelligence program"Which was named as "Logic Theorist". This program had
proved 38 of 52 Mathematics theorems, and find new and more elegant proofs for some
theorems.
o Year 1956: The word "Artificial Intelligence" first adopted by American Computer
scientist John McCarthy at the Dartmouth Conference. For the first time, AI coined as
an academic field.
At that time high-level computer languages such as FORTRAN, LISP, or COBOL were
invented. And the enthusiasm for AI was very high at that time.
o The duration between years 1974 to 1980 was the first AI winter duration. AI winter
refers to the time period where computer scientist dealt with a severe shortage of
funding from government for AI researches.
o During AI winters, an interest of publicity on artificial intelligence was decreased.
A boom of AI (1980-1987)
o Year 1980: After AI winter duration, AI came back with "Expert System". Expert
systems were programmed that emulate the decision-making ability of a human expert.
o In the Year 1980, the first national conference of the American Association of Artificial
Intelligence was held at Stanford University.
o The duration between the years 1987 to 1993 was the second AI Winter duration.
o Again Investors and government stopped in funding for AI research as due to high cost
but not efficient result. The expert system such as XCON was very cost effective.
o Year 1997: In the year 1997, IBM Deep Blue beats world chess champion, Gary
Kasparov, and became the first computer to beat a world chess champion.
o Year 2002: for the first time, AI entered the home in the form of Roomba, a vacuum
cleaner.
o Year 2006: AI came in the Business world till the year 2006. Companies like
Facebook, Twitter, and Netflix also started using AI.
o Year 2011: In the year 2011, IBM's Watson won jeopardy, a quiz show, where it had
to solve the complex questions as well as riddles. Watson had proved that it could
understand natural language and can solve tricky questions quickly.
o Year 2012: Google has launched an Android app feature "Google now", which was
able to provide information to the user as a prediction.
o Year 2014: In the year 2014, Chatbot "Eugene Goostman" won a competition in the
infamous "Turing test."
o Year 2018: The "Project Debater" from IBM debated on complex topics with two
master debaters and also performed extremely well.
o Google has demonstrated an AI program "Duplex" which was a virtual assistant and
which had taken hairdresser appointment on call, and lady on other side didn't notice
that she was talking with the machine.
Artificial Intelligence can be divided in various types, there are mainly two types of main
categorization which are based on capabilities and based on functionally of AI. Following is
flow diagram which explain the types of AI.
2. General AI:
o General AI is a type of intelligence which could perform any intellectual task with efficiency
like a human.
o The idea behind the general AI to make such a system which could be smarter and think like a
human by its own.
o Currently, there is no such system exist which could come under general AI and can perform
any task as perfect as a human.
o The worldwide researchers are now focused on developing machines with General AI.
o As systems with general AI are still under research, and it will take lots of efforts and time to
develop such systems.
3. Super AI:
o Super AI is a level of Intelligence of Systems at which machines could surpass human
intelligence, and can perform any task better than human with cognitive properties. It is an
outcome of general AI.
o Some key characteristics of strong AI include capability include the ability to think, to
reason,solve the puzzle, make judgments, plan, learn, and communicate by its own.
o Super AI is still a hypothetical concept of Artificial Intelligence. Development of such systems
in real is still world changing task.
2. Limited Memory
o Limited memory machines can store past experiences or some data for a short period
of time.
o These machines can use stored data for a limited time period only.
o Self-driving cars are one of the best examples of Limited Memory systems. These cars
can store recent speed of nearby cars, the distance of other cars, speed limit, and other
information to navigate the road.
3. Theory of Mind
o Theory of Mind AI should understand the human emotions, people, beliefs, and be able to
interact socially like humans.
o This type of AI machines are still not developed, but researchers are making lots of efforts and
improvement for developing such AI machines.
4. Self-Awareness
o Self-awareness AI is the future of Artificial Intelligence. These machines will be super
intelligent, and will have their own consciousness, sentiments, and self-awareness.
o These machines will be smarter than human mind.
o Self-Awareness AI does not exist in reality still and it is a hypothetical concept.
Types of AI Agents
Agents can be grouped into five classes based on their degree of perceived intelligence and
capability. All these agents can improve their performance and generate better action over the
time. These are given below:
3. Goal-based agents
o The knowledge of the current state environment is not always sufficient to decide for an agent
to what to do.
o The agent needs to know its goal which describes desirable situations.
o Goal-based agents expand the capabilities of the model-based agent by having the "goal"
information.
o They choose an action, so that they can achieve the goal.
o These agents may have to consider a long sequence of possible actions before deciding whether
the goal is achieved or not. Such considerations of different scenario are called searching and
planning, which makes an agent proactive.
4. Utility-based agents
o These agents are similar to the goal-based agent but provide an extra component of utility
measurement which makes them different by providing a measure of success at a given state.
o Utility-based agent act based not only goals but also the best way to achieve the goal.
o The Utility-based agent is useful when there are multiple possible alternatives, and an agent has
to choose in order to perform the best action.
o The utility function maps each state to a real number to check how efficiently each action
achieves the goals.
5. Learning Agents
o A learning agent in AI is the type of agent which can learn from its past experiences, or it has
learning capabilities.
o It starts to act with basic knowledge and then able to act and adapt automatically through
learning.
o A learning agent has mainly four conceptual components, which are:
1. Learning element: It is responsible for making improvements by learning from
environment
2. Critic: Learning element takes feedback from critic which describes that how well the
agent is doing with respect to a fixed performance standard.
3. Performance element: It is responsible for selecting external action
4. Problem generator: This component is responsible for suggesting actions that will
lead to new and informative experiences.
o Hence, learning agents are able to learn, analyze performance, and look for new ways to
improve the performance.
What is an Agent?
An agent can be anything that perceiveits environment through sensors and act upon that
environment through actuators. An Agent runs in the cycle of perceiving, thinking,
and acting. An agent can be:
o Human-Agent: A human agent has eyes, ears, and other organs which work for sensors and
hand, legs, vocal tract work for actuators.
o Robotic Agent: A robotic agent can have cameras, infrared range finder, NLP for sensors and
various motors for actuators.
o Software Agent: Software agent can have keystrokes, file contents as sensory input and act on
those inputs and display output on the screen.
Hence the world around us is full of agents such as thermostat, cellphone, camera, and even
we are also agents.
Before moving forward, we should first know about sensors, effectors, and actuators.
Sensor: Sensor is a device which detects the change in the environment and sends the
information to other electronic devices. An agent observes its environment through sensors.
Actuators: Actuators are the component of machines that converts energy into motion. The
actuators are only responsible for moving and controlling a system. An actuator can be an
electric motor, gears, rails, etc.
Effectors: Effectors are the devices which affect the environment. Effectors can be legs,
wheels, arms, fingers, wings, fins, and display screen.
Intelligent Agents:
An intelligent agent is an autonomous entity which act upon an environment using sensors and
actuators for achieving goals. An intelligent agent may learn from the environment to achieve
their goals. A thermostat is an example of an intelligent agent.
Rational Agent:
A rational agent is an agent which has clear preference, models uncertainty, and acts in a way
to maximize its performance measure with all possible actions.
A rational agent is said to perform the right things. AI is about creating rational agents to use
for game theory and decision theory for various real-world scenarios.
For an AI agent, the rational action is most important because in AI reinforcement learning
algorithm, for each best possible action, agent gets the positive reward and for each wrong
action, an agent gets a negative reward.
Structure of an AI Agent
The task of AI is to design an agent program which implements the agent function. The
structure of an intelligent agent is a combination of architecture and agent program. It can be
viewed as:
Following are the main three terms involved in the structure of an AI agent:
1. f:P* → A
PEAS Representation
PEAS is a type of model on which an AI agent works upon. When we define an AI agent or
rational agent, then we can group its properties under PEAS representation model. It is made
up of four words:
o P: Performance measure
o E: Environment
o A: Actuators
o S: Sensors
Here performance measure is the objective for the success of an agent's behavior.
Agent Environment in AI
An environment is everything in the world which surrounds the agent, but it is not a part of an
agent itself. An environment can be described as a situation in which an agent is present.
The environment is where agent lives, operate and provide the agent with something to sense
and act upon it. An environment is mostly said to be non-feministic.
Features of Environment
As per Russell and Norvig, an environment can have various features from the point of view
of an agent:
2. Deterministic vs Stochastic:
o If an agent's current state and selected action can completely determine the next state of the
environment, then such environment is called a deterministic environment.
o A stochastic environment is random in nature and cannot be determined completely by an agent.
o In a deterministic, fully observable environment, agent does not need to worry about
uncertainty.
3. Episodic vs Sequential:
o In an episodic environment, there is a series of one-shot actions, and only the current percept is
required for the action.
o However, in Sequential environment, an agent requires memory of past actions to determine
the next best actions.
4. Single-agent vs Multi-agent
o If only one agent is involved in an environment, and operating by itself then such an
environment is called single agent environment.
o However, if multiple agents are operating in an environment, then such an environment is called
a multi-agent environment.
o The agent design problems in the multi-agent environment are different from single agent
environment.
5. Static vs Dynamic:
o If the environment can change itself while an agent is deliberating then such environment is
called a dynamic environment else it is called a static environment.
o Static environments are easy to deal because an agent does not need to continue looking at the
world while deciding for an action.
o However for dynamic environment, agents need to keep looking at the world at each action.
o Taxi driving is an example of a dynamic environment whereas Crossword puzzles are an
example of a static environment.
6. Discrete vs Continuous:
o If in an environment there are a finite number of percepts and actions that can be performed
within it, then such an environment is called a discrete environment else it is called continuous
environment.
o A chess gamecomes under discrete environment as there is a finite number of moves that can
be performed.
o A self-driving car is an example of a continuous environment.
7. Known vs Unknown
o Known and unknown are not actually a feature of an environment, but it is an agent's state of
knowledge to perform an action.
o In a known environment, the results for all actions are known to the agent. While in unknown
environment, agent needs to learn how it works in order to perform an action.
o It is quite possible that a known environment to be partially observable and an Unknown
environment to be fully observable.
8. Accessible vs Inaccessible
o If an agent can obtain complete and accurate information about the state's environment, then
such an environment is called an Accessible environment else it is called inaccessible.
o An empty room whose state can be defined by its temperature is an example of an accessible
environment.
o Information about an event on earth is an example of Inaccessible environment.
Turing Test in AI
In 1950, Alan Turing introduced a test to check whether a machine can think like a human or
not, this test is known as the Turing Test. In this test, Turing proposed that the computer can
be said to be an intelligent if it can mimic human response under specific conditions.
Turing Test was introduced by Turing in his 1950 paper, "Computing Machinery and
Intelligence," which considered the question, "Can Machine think?"
The Turing test is based on a party game "Imitation game," with some modifications. This
game involves three players in which one player is Computer, another player is human
responder, and the third player is a human Interrogator, who is isolated from other two players
and his job is to find that which player is machine among two of them.
The conversation between all players is via keyboard and screen so the result would not depend
on the machine's ability to convert words as speech.
The test result does not depend on each correct answer, but only how closely its responses like
a human answer. The computer is permitted to do everything possible to force a wrong
identification by the interrogator.
The questions and answers can be like:
PlayerA (Computer): No
In this game, if an interrogator would not be able to identify which is a machine and which is
human, then the computer passes the test successfully, and the machine is said to be intelligent
and can think like a human.
"In 1991, the New York businessman Hugh Loebner announces the prize competition, offering
a $100,000 prize for the first computer to pass the Turing test. However, no AI program to till
date, come close to passing an undiluted Turing test".
In the year 1980, John Searle presented "Chinese Room" thought experiment, in his paper
"Mind, Brains, and Program," which was against the validity of Turing's Test. According to
his argument, "Programming a computer may make it to understand a language, but it
will not produce a real understanding of language or consciousness in a computer."
He argued that Machine such as ELIZA and Parry could easily pass the Turing test by
manipulating keywords and symbol, but they had no real understanding of language. So it
cannot be described as "thinking" capability of a machine such as a human.
Problem-solving agents:
In Artificial Intelligence, Search techniques are universal problem-solving methods. Rational
agents or Problem-solving agents in AI mostly used these search strategies or algorithms to
solve a specific problem and provide the best result. Problem-solving agents are the goal-based
agents and use atomic representation. In this topic, we will learn various problem-solving
search algorithms.
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.
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.
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.
1. Greedy Search
2. A* Search
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.
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:
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.
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:
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:
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.
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:
Disadvantages:
Completeness: DLS search algorithm is complete if the solution is above the depth-limit.
Optimal: Depth-limited search can be viewed as a special case of DFS, and it is also not
optimal even if ℓ>d.
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.
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.
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'st Iteration-----> A
2'nd Iteration----> A, B, C
3'rd Iteration------>A, B, D, E, C, F, G
4'th Iteration------>A, B, D, H, I, E, C, F, K, G
In the fourth iteration, the algorithm will find the goal node.
Completeness:
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:
Optimal:
IDDFS algorithm is optimal if path cost is a non- decreasing function of the depth of the node.
Bidirectional search can use search techniques such as BFS, DFS, DLS, etc.
Advantages:
Disadvantages:
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 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:
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.
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:
1. f(n)= g(n).
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
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(b m).
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.
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.
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.
Solution:
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="">
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.
On Y-axis we have taken the function which can be an objective function or cost function, and
state-space on the x-axis. If the function on Y-axis is cost then, the goal of search is to find the
global minimum and local minimum. If the function of Y-axis is Objective function, then the
goal of the search is to find the global maximum and local maximum.
Local Maximum: Local maximum is a state which is better than its neighbor states, but there
is also another state which is higher than it.
Global Maximum: Global maximum is the best possible state of state space landscape. It has
the highest value of objective function.
1. Local Maximum: A local maximum is a peak state in the landscape which is better than
each of its neighboring states, but there is another state also present which is higher than the
local maximum.
Solution: Backtracking technique can be a solution of the local maximum in state space
landscape. Create a list of the promising path so that the algorithm can backtrack the search
space and explore other paths as well.
2. Plateau: A plateau is the flat area of the search space in which all the neighbor states of the
current state contains the same value, because of this algorithm does not find any best direction
to move. A hill-climbing search might be lost in the plateau area.
Solution: The solution for the plateau is to take big steps or very little steps while searching,
to solve the problem. Randomly select a state which is far away from the current state so it is
possible that the algorithm could find non-plateau region.
3. Ridges: A ridge is a special form of the local maximum. It has an area which is higher than
its surrounding areas, but itself has a slope, and cannot be reached in a single move.
Solution: With the use of bidirectional search, or by moving in different directions, we can
improve this problem.
Simulated Annealing:
A hill-climbing algorithm which never makes a move towards a lower value guaranteed to be
incomplete because it can get stuck on a local maximum. And if algorithm applies a random
walk, by moving a successor, then it may complete but not efficient. Simulated Annealing is
an algorithm which yields both efficiency and completeness.