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CS 5/7320

Artificial Intelligence

Solving problems
by searching
AIMA Chapter 3

Slides by Michael Hahsler


based on slides by Svetlana Lazepnik
with figures from the AIMA textbook.

This work is licensed under a Creative Commons


Attribution-ShareAlike 4.0 International License.
Contents

What are
Uninformed Informed
search State space Tree search
search search
problems?
What are search problems?
• We will consider the problem of designing goal-based agents in
known, fully observable, and deterministic environments.
• Example environment:

Start

Exit
Remember: Goal-based Agent
• The agent has the task to reach a defined goal state.
• The agent needs to move towards the goal. It can use search algorithms to
plan actions that lead to the goal.
• The performance measure is typically the cost to reach the goal.

Agent’s
Maze
location

Result of
moving

Exit
location

𝑎𝑠 = argmina∈A [𝑐𝑜𝑠𝑡 𝑠, 𝑠1 , 𝑠2 , … , 𝑠𝑛 𝑠𝑛 ∈ 𝑆𝑔𝑜𝑎𝑙 ]


What are search problems?
• We will consider the problem of designing Initial state
goal-based agents in, known, fully
1
observable, deterministic environments.
• For now, we consider only a discrete
environment using an atomic state
representation (states are just labeled 1, 2, 3,
…).
• The state space is the set of all possible states
of the environment and some states are Goal
z
marked as goal states. state
Phases:
1) Search/Planning: the process of looking for the sequence of actions that reaches
a goal state. Requires that the agent knows what happens when it moves!
2) Execution: Once the agent begins executing the search solution in a
deterministic, known environment, it can ignore its percepts (open-loop system).
Search problem components
• Initial state: state description Initial state Actions: {N, E, S, W}
Transitions
• Actions: set of possible actions 𝐴 1
g i
• Transition model: a function that 4
defines the new state resulting from
performing an action in the current state
Goal state: state description a
• Path cost: the sum of nonnegative step
costs

z Goal
state
Discretization grid
Notes:
• The state space is typically too large to be enumerated or it is continuous.
Therefore, the problem is defined by initial state, actions and the transition
model and not the set of all possible states.
• The optimal solution is the sequence of actions (or equivalently a sequence
of states) that gives the lowest path cost for reaching the goal.
Transition function and available actions
We use the notation: 𝑓: 𝑆 × 𝐴 → 𝑆 Initial state Actions: {N, E, S, W}
or 𝑠 ′ = 𝑟𝑒𝑠𝑢𝑙𝑡(𝑎, 𝑠) Transitions
1
2 g i
3
• As a table 𝑠 𝑎 𝑠′
4 a
5
1 S 2
2 N 1
2 S 3
… … …
4 E a
4 S 5
z Goal
4 N 3 state
Discretization grid
… … …

• Available actions in a state come from


the transition function. E.g.,
𝑎𝑐𝑡𝑖𝑜𝑛𝑠(4) = {𝐸, 𝑆, 𝑁}
Example: Romania Vacation
• On vacation in Romania; currently in Arad
• Flight leaves tomorrow from Bucharest

• Initial state: Arad State Space: Defined by initial state,


• Actions: Drive from actions and transition model
one city to another.
• Transition model
and states: If you go
from city A to city B,
you end up in city B.
• Goal state: Bucharest
• Path cost: Sum of
edge costs.

Distance in miles
Example: Vacuum world
State Space

Goal states

• Initial State: Defined by agent location and dirt location.


• Actions: Left, right, suck
• Transition model and states
• There are 8 possible atomic states of the system.
• Why is the number of states for n possible locations 𝑛 2𝑛 ?
• Goal state: All locations are clean.
• Path cost: E.g., number if actions
Example: Sliding-tile puzzle

• Initial State: A given configuration.


• Actions: Move blank left, right, up, down
• States as a result of the Initial state and the
Transition model
• The location of each tile (including the empty
one, ½ of the permutations are unreachable)
• 8-puzzle: 9!/2 = 181,440 states
• 15-puzzle: 16!/2 ≈ 1013 states
• 24-puzzle: 25!/2 ≈ 1025 states
• Goal state: Tiles are arranged empty and 1-8 in order
• Path cost: 1 per tile move.
Example: Robot motion planning

• Initial State: Current arm position.


• States: Real-valued coordinates of robot joint angles.
• Actions: Continuous motions of robot joints.
• Goal state: Desired final configuration (e.g., object is grasped).
• Path cost: Time to execute, smoothness of path, etc.
Solving search problems
How do we find the
Given a search problem definition optimal solution
(sequence of
• Initial state actions/states)?
• Actions
• Transition model
• Goal state State space
• Path cost Initial state

Construct a
search tree
for the state
space graph!
Goal states
Cycles vs. redundant paths
Cycles
Return to the same state. The search tree will create a new node!
Initial state

Redundant paths
Goal states Multiple paths to get to the same state

Initial state

Path 1 Path 2

Goal states
Search tree
Root node =
• Superimpose a “what if” tree of possible Initial state
actions and outcomes (states) on the state
space graph. a
• The Root node represents the initial stare. Edge = Action
• An action child node is reached by an edge Child node
representing an action. The corresponding b c
state is defined by the transition model. Redundant
• Trees have no cycles or redundant paths.
Cycles in the search space need to be
broken. Removing redundant paths d e
path

improves search efficiency. Cycle
• A path through the tree corresponds to a
sequence of actions (states).
• A solution is a path ending in a node
b … …
Solution path
representing a goal state.
• Nodes vs. states: Each node represents a f Node representing
state of the environment. It contains the a Goal state
data structure that creates the search tree.
Differences between typical Tree search and
AI search
Typical tree search AI tree/graph search

• Assumes a given tree that fits • The search space is too large to fit
in memory. into memory.
a. Builds parts of the tree from initial
state and transition function
representing the graph.
b. Memory management is very
important.

• Trees have no cycles or • The search space is typically very


redundant paths. large and complicated graph.
Memory-efficient cycle checking is
very important to avoid infinite loops
or minimize searching parts of the
search space multiple times.
• Checking redundant paths often
requires too much memory.
Tree Search Algorithm Outline

1. Initialize the frontier (set of unexplored know nodes)


using the starting state/root node.
2. While the frontier is not empty:
a) Choose a frontier node to expand according to search
strategy.
b) If the node represents a goal state, return it as the
solution.
c) Else expand the node (i.e., apply all possible actions to
the transition model) and add its children nodes
representing the newly reached states to the frontier.
Tree search example
Frontier

Transition model
Tree search example
1. Expand Arad

Frontier

Transition model
Tree search example
Frontier
2. Expand Sibiu

Transition model
Example of a
redundant path

We could have
also expanded
Timisoara or
Zerind!
Search strategies

• A search strategy is defined by picking the order of node expansion.

• Strategies are evaluated along the following dimensions:


• Completeness: does it always find a solution if one exists?
• Optimality: does it always find a least-cost solution?
• Time complexity: how long does it take?
• Space complexity: how much memory does it need?

• Worst case time and space complexity are measured in terms of the size
of the state space n (= number of nodes in the search tree).
Metrics used if the state space is only implicitly defined by initial state,
actions and a transition function are:
• d: depth of the optimal solution (= number of actions needed)
• m: the number of actions in any path (may be infinite with loops)
• b: maximum branching factor of the search tree (number of successor nodes for a
parent)
State Space for Search
State Space
• Number of different states the agent and State representation
environment can be in.
• Reachable states are defined by the initial state and
the transition model. Not all states may be reachable 𝑥1
from the initial state. 𝑥2

• Search tree spans the state space. Note that a single
state can be represented by several search tree
nodes if we have redundant paths.
• State space size is an indication of problem size.

State Space Size Estimation

• Even if the used algorithm represents the state


space using atomic states, we may know that
internally they are factored and can use this
information to estimate the problem size.
• Basic rule to calculate (estimate) the state space size
for factored state representation with 𝑛 variables is:
𝑥1 × 𝑥2 × ⋯ × 𝑥𝑛
where ⋅ is the number of possible values.
In how many ways can we
order/arrange n objects?

2×2=4
3×2×1=6

Factorial: 𝑛! = 𝑛 × 𝑛 − 1 × ⋯ × 2 × 1

#Python
import math

print (math.factorial(23))

Source: Permutations/Combinations Cheat Sheets by Oleksii Trekhleb


https://itnext.io/permutations-combinations-algorithms-cheat-sheet-68c14879aba5
𝑛
Binomial Coefficient: = 𝐶 𝑛, 𝑟 = 𝑛 𝐶𝑟
3 𝑟
=3 Read as “n choose r” because it is the number
2
of ways can we choose 𝑟 out of 𝑛 objects?
𝑛 𝑛(𝑛−1)
Special case for 𝑟 = 2: =
2 2

#Python
import scipy.special

# the two give the same


results
scipy.special.binom(10, 5)
scipy.special.comb(10, 5)
Source: Permutations/Combinations Cheat Sheets by Oleksii Trekhleb
https://itnext.io/permutations-combinations-algorithms-cheat-sheet-68c14879aba5
Examples: What is the state space size?

𝑛 = number of squares

Dirt
• Order of A and B does not matter!
• Repetition: Dirt can be in both
places
• There are 2 options (clean/dirty)

→ 2𝑛

Robot
• Can be in 1 out of n places.
→𝑛

Total: 𝑛2𝑛
We call the number of squares (“slots”) 𝑛 here!
Examples: What is the state space size?
Often a rough upper limit is sufficient to determine how hard the search problem is.

Maze 8-queens problem 8-puzzle problem Tic-tac-toe


Uninformed Search
Uninformed search strategies

The search algorithm/agent is not provided information about how


close a state is to the goal state.

It blindly searches following a simple strategy until it finds the goal


state by chance.

Search strategies we will discuss:

Breadth-first search
Uniform-cost search
Depth-first search
Iterative deepening search
Breadth-first search (BFS)

Expansion rule: Expand shallowest unexpanded node in the frontier


(=FIFO).

Data Structures
• Frontier data structure: holds references to the green nodes (green) and is
implemented as a FIFO queue.
• Reached data structure: holds references to all visited nodes (gray and green)
and is used to prevent visiting nodes more than once (cycle checking).
• Builds a tree with links from parent to child.
Implementation: BFS

Expand adds the next level


below node to the search tree.

reached makes sure we do not


visit nodes twice (e.g., in a
cycle or a redundant path).
Fast lookup is important.

30
Implementation: Expanding the search tree

• AI tree search creates the search tree while searching.


• The EXPAND function uses the current search tree node (i.e., current
state) and the problem description to create new nodes for all
reachable states.
• It tries all actions in the current state by checking the transition
function (RESULTS) and then returns a list of new nodes for the
frontier.
Node structure for
the search tree.
Yield can also be
Transition implemented by
function returning a list of
Nodes.
Properties of breadth-first search
d: depth of the optimal solution
• Complete? m: max. depth of tree
Yes b: maximum branching factor

• Optimal?
Yes – if cost is the same per step (action). Otherwise: Use uniform-cost search.

• Time?
Sum of the number of nodes created in at each level in a b-ary tree of depth d:
1 + 𝑏 + 𝑏 2 + ⋯ + 𝑏 𝑑 = 𝑂(𝑏𝑑 )
• Space?
Stored nodes: 𝑂(𝑏 𝑑 )

Note:
• The large space complexity is usually a bigger problem than time!
d: depth of the optimal solution
m: max. depth of tree
Breadth-first search b: maximum branching factor

• Time and Space: 𝑂 𝑏 𝑑 - all paths to the depth of the goal are expanded

expanded
d=2
b=2
m=4
B C Goal

D E F G

C Goal
Uniform-cost search
(= Dijkstra’s shortest path algorithm)
• Expansion rule: Expand node in the frontier with the least path cost from the initial state.
• Implementation: best-first search where the frontier is a priority queue ordered by lower 𝑓(𝑛) =
path cost (cost of all actions starting from the initial state).
• Breadth-first search is a special case when all step costs being equal, i.e., each action costs the
same!

• Complete? d: depth of the optimal solution


Yes, if all step cost is greater than some small positive constant ε > 0 m: max. depth of tree
b: maximum branching factor
• Optimal?
Yes – nodes expanded in increasing order of path cost

• Time?
Number of nodes with path cost ≤ cost of optimal solution (C*) is O(b1+C*/ ε).
This can be greater than O(bd): the search can explore long paths consisting of small steps before exploring
shorter paths consisting of larger steps

• Space?
O(b1+C*/ ε)

See Dijkstra's algorithm on Wikipedia


Implementation: Best-First Search Strategy

The order for expanding the


frontier is determined by
f(n) = path cost to node n.

This check is the difference


to BFS! It visits a node again
See BFS for function EXPAND. if it can be reached by a
better (cheaper) path.
35
Depth-first
search (DFS)
• Expansion rule:
Expand deepest
unexpanded
node in the
frontier (last
added).
• Frontier: stack
(LIFO)
• No reached data
structure!
Cycle checking
checks only the
current path.
Redundant paths
can not be
identified and
lead to replicated
work.
Implementation: DFS
• DFS could be implemented like BFS/Best-first search and just taking the last
element from the frontier (LIFO).
• However, to reduce the space complexity to 𝑂(𝑏𝑚), the reached data structure
needs to be removed! Options:
• Recursive implementation: cycle checking is a problem leading to infinite loops.
• Iterative implementation: Build tree and abandoned branches are removed from memory.
Cycle checking is only done against the current path. This is similar to Backtracking search.
DFS uses ℓ = ∞

If we only keep the current


path in memory, then we can
only check against the path
from the root to the current
node and the frontier to
prevent cycles.

See BFS for function EXPAND.


Properties of depth-first search
• Complete?
• Only in finite search spaces. Some cycles can be avoided by checking for repeated
states along the path.
• Incomplete in infinite search spaces (e.g., with cycles).

• Optimal? d: depth of the optimal solution


No – returns the first solution it finds. m: max. depth of tree
b: maximum branching factor

• Time?
Could be the time to reach a solution at maximum depth m in the last path: 𝑂 𝑏𝑚
Terrible if 𝑚 ≫ 𝑑, but if there are many shallow solutions, it can be much faster than
BFS.

• Space?
𝑂 𝑏𝑚  linear in max. tree depth (only if no reached data structure is used!)
d: depth of the optimal solution
m: max. depth of tree
Depth-first search b: maximum branching factor

• Time: 𝑂(𝑏𝑚) – worst case is expanding all paths.


• Space: 𝑂(𝑏𝑚) - if it only stores the frontier nodes and the current path.

A
b=2 d=2

B C Goal
m=4

D E

H Goal DFS finds this goal first  Not optimal!

Note: The order in which we add new nodes to the frontier can change what goal we find!
Iterative deepening search (IDS)

Can we
a) get DFS’s good memory footprint,
b) avoid infinite cycles, and
c) preserve BFS’s optimality guaranty?

Use depth-restricted DFS and gradually increase the depth.

1. Check if the root node is the goal.


2. Do a DFS searching for a path of length 1
3. If goal not found, do a DFS searching for a path of length 2
4. If goal not found, do a DFS searching for a path of length 3
5. …
Iterative
deepening
search
(IDS)
Implementation: IDS

See BFS for function EXPAND.


Properties of iterative deepening search

• Complete? d: depth of the optimal solution


Yes m: max. depth of tree
b: maximum branching factor

• Optimal?
Yes, if step cost = 1

• Time?
Consists of rebuilding trees up to d times
𝑑 𝑏1 + (𝑑 − 1)𝑏2 + … + 1𝑏 𝑑 = 𝑂(𝑏𝑑 )  Slower than BFS, but the same complexity!

• Space?
O(bd)  linear space. Even less than DFS since m<=d. Cycles need to be handled by the
depth-limited DFS implementation.

Note: IDS produces the same result as BFS but trades better space complexity for
worse run time.
This makes IDS/DFS into the
workhorse of AI.
Informed Search
Informed search

• AI search problems are typically very large. We would like to improve


efficiency by expanding as few nodes as possible.

• The agent can use additional information in the form of “hints” about how
promising different states/nodes are to lead to the goal. These hints are
derived from
• information the agent has (e.g., a map) or
• percepts coming from a sensor.

• The agent uses a heuristic function 𝒉(𝒏) to rank nodes in the frontier and
select the most promising state in the frontier for expansion using a best-
first search strategy.

• Algorithms:
• Greedy best-first search
• A* search
Heuristic function
• Heuristic function ℎ(𝑛) estimates the cost of reaching a node representing
the goal state from the current node 𝑛.
• Examples:
Euclidean distance Manhattan distance
Start state Start state

Goal state Goal state


Heuristic for the Romania problem
Drive from Arad to Bucharest using a table with straight-line distances.

h(n)
Greedy best-first search example
Expansion rule: Expand the
node that has the lowest value
of the heuristic function h(n) h(n)=
Greedy best-first search example
Greedy best-first search example
Greedy best-first search example

Total:
140 + 99 + 211 = 450 miles
Properties of greedy best-first search

• Complete?
Yes – Best-first search if complete in finite spaces.

• Optimal?
No

Total:
140 + 99 + 211 = 450 miles

Alternative through Rimnicu Vilcea:


140 + 80 + 97 + 101 = 418 miles
Implementation of greedy best-first search

Best-First Expand the frontier


using
Search 𝑓 𝑛 = ℎ(𝑛)
Implementation of greedy best-first search
Heuristic 𝒉(𝒏) so we expand the node with the lowest estimated cost

The order for expanding the


frontier is determined by
f(n)

This check is the different to


BFS! It visits a node again if it
See BFS for function EXPAND. can be reached by a better
(cheaper) path.
54
Properties of greedy best-first search

• Complete?
Yes – Best-first search if complete in finite spaces.

• Optimal?
No d: depth of the optimal solution
m: max. depth of tree
b: maximum branching factor
• Time?
Worst case: O(bm)  like DFS
Best case: O(bm) – If ℎ(𝑛) is 100% accurate

• Space?
Same as time complexity.
How can we fix the optimality problem with
greedy best-first search?

ℎ = 1 is always better than ℎ = 2.


Greedy best-first will go this way
and never reconsider!
A* search n’
𝑔(𝑛) = 2
n
`

• Idea: Take the cost of the path to 𝑛 called 𝑔(𝑛) into account to avoid
expanding paths that are already very expensive.
• The evaluation function 𝑓(𝑛) is the estimated total cost of the path
through node 𝑛 to the goal:
𝑓(𝑛) = 𝑔(𝑛) + ℎ(𝑛)
𝑔(𝑛): cost so far to reach n (path cost)
ℎ(𝑛): estimated cost from n to goal (heuristic)

• The agent in the example above will stop at n with 𝑓(𝑛) = 3 and chose the
path up with a better 𝑓(𝑛’) = 2

Note: For greedy best-first search we just used 𝑓(𝑛) = ℎ(𝑛).


A* search example
Expansion rule: 𝑓 𝑛 = 𝑔(𝑛) + ℎ(𝑛) =
Expand the node with
the smallest f(n)

ℎ(𝑛)
A* search example
𝑓 𝑛 = 𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛)
A* search example
𝑓 𝑛 = 𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛)
A* search example
𝑓 𝑛 = 𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛)
A* search example
𝑓 𝑛 = 𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛)
A* search example
𝑓 𝑛 = 𝑔 𝑛 + ℎ(𝑛)

ℎ(𝑛)
BFS vs. A* search

BFS

A*

Source: Wikipedia
Implementation of A* Search

Best-First Expand the frontier


using
Search 𝑓 𝑛 = 𝑔 𝑛 + ℎ(𝑛)
Implementation of A* Search
Path cost to 𝑛 + heuristic from 𝑛 to goal = estimate of the total cost
𝑔 𝑛 + ℎ(𝑛)

The order for expanding the


frontier is determined by
𝑓(𝑛)

This check is different to


BFS! It visits a node again if it
See BFS for function EXPAND. can be reached by a better
(cheaper) redundant path.
66
Optimality: Admissible heuristics

Definition: A heuristic ℎ is admissible if for every node 𝑛,


ℎ 𝑛 ≤ ℎ∗ (𝑛), where ℎ∗ (𝑛) is the true cost to reach the goal
state from 𝑛.
I.e., an admissible heuristic is a lower bound and never
overestimates the true cost to reach the goal.

Example: straight line distance never overestimates the actual


road distance.

Theorem: If ℎ is admissible, A* is optimal.


Proof of Optimality of A* 𝑓(𝑛) = 𝑔(𝑛) + ℎ(𝑛)
For goal states: 𝑓(𝑛∗ ) = 𝑔(𝑛) + 0

n* (goal)
Any unexplored node 𝑛 has:
𝐶 ∗ = 𝑓(𝑛∗ ) = 𝑔(𝑛∗ ) + 0 n
𝑓 𝑛 ≥ 𝑓(𝑛∗ )

n’ (other goal)
𝑔 𝑛′ ≥ 𝑓 𝑛 ⟺ 𝑔 𝑛′ ≥ 𝐶 ∗

• Suppose A* terminates its search at goal 𝑛∗ at a cost of 𝐶 ∗ = 𝑓 𝑛∗ .


• All unexplored nodes 𝑛 have 𝑓 𝑛 ≥ 𝑓(𝑛∗ ) or they would have been explored before 𝑛∗ .
• Since 𝑓(𝑛) is an optimistic estimate, it is impossible for 𝑛 to have a successor goal state 𝑛’ with
𝐶′ < 𝐶 ∗ .
• This proofs that 𝑛∗ must be an optimal solution.
Guarantees of A*

A* is optimally efficient

a. No other tree-based search algorithm that uses the same heuristic can
expand fewer nodes and still be guaranteed to find the optimal solution.

b. Any algorithm that does not expand all nodes with 𝑓(𝑛) < 𝐶 ∗ (the lowest
cost of going to a goal node) cannot be optimal. It risks missing the optimal
solution.
Properties of A*

• Complete?
Yes

• Optimal?
Yes

• Time?
Number of nodes for which 𝑓(𝑛) ≤ 𝐶 ∗ (exponential)

• Space?
Same as time complexity.
Designing heuristic functions
Heuristics for the 8-puzzle
ℎ1(𝑛) = number of misplaced tiles
ℎ2(𝑛) = total Manhattan distance (number of squares from desired
location of each tile)

ℎ1(𝑠𝑡𝑎𝑟𝑡) = 8
ℎ2(𝑠𝑡𝑎𝑟𝑡) = 3 + 1 + 2 + 2 + 2 + 3 + 3 + 2 = 18

1 needs to move 3
Are ℎ1 and ℎ2 admissible? positions
Heuristics from relaxed problems
• A problem with fewer restrictions on the actions is called a relaxed
problem.
• The cost of an optimal solution to a relaxed problem is an admissible
heuristic for the original problem. I.e., the true cost is never smaller.
• ℎ1: If the rules of the 8-puzzle are relaxed so that a tile can move
anywhere, then ℎ1(𝑛) gives the shortest solution.
• ℎ2: If the rules are relaxed so that a tile can move to any adjacent square,
then ℎ2(𝑛) gives the shortest solution.

ℎ1(𝑠𝑡𝑎𝑟𝑡) = 8

ℎ2(𝑠𝑡𝑎𝑟𝑡)
= 3+1+2+2+2+3+3+2
= 18
Heuristics from relaxed problems
What relaxations are used in these two cases?

Euclidean distance Manhattan distance


Start state Start state

Goal state Goal state


Heuristics from subproblems

• Let ℎ3(𝑛) be the cost of getting a subset of tiles


(say, 1,2,3,4) into their correct positions. The final order of
the * tiles does not matter.
• Small subproblems are often easy to solve.
• Can precompute and save the exact solution cost for every
or many possible subproblem instances – pattern database.

*
* * *
* * * *
Dominance: What heuristic is better?

Definition: If ℎ1 and ℎ2 are both admissible heuristics


and ℎ2(𝑛) ≥ ℎ1(𝑛) for all 𝑛, then
ℎ2 dominates ℎ1

Is ℎ1 or ℎ2 better for A* search?


• A* search expands every node with
𝑓(𝑛) < 𝐶 ∗  ℎ(𝑛) < 𝐶 ∗ – 𝑔(𝑛)
• ℎ2 is never smaller than ℎ1. A* search with ℎ2 will expand
less nodes and is therefore better.
Dominance

• Typical search costs for the 8-puzzle (average number of


nodes expanded for different solution depths 𝑑):

• 𝑑 = 12 IDS = 3,644,035 nodes


A*(ℎ1) = 227 nodes
A*(ℎ2) = 73 nodes

• 𝑑 = 24 IDS ≈ 54,000,000,000 nodes


A*(ℎ1) = 39,135 nodes
A*(ℎ2) = 1,641 nodes
Combining heuristics

• Suppose we have a collection of admissible


heuristics ℎ1, ℎ2, … , ℎ𝑚, but none of them
dominates the others.
• Combining them is easy:
ℎ(𝑛) = max{ℎ1(𝑛), ℎ2(𝑛), … , ℎ𝑚(𝑛)}

• That is, always pick for each node the heuristic that
is closest to the real cost to the goal ℎ∗ (𝑛).
Satisficing Search: Weighted A* search

• Often it is sufficient to find a “good enough” solution if it can be found very


quickly or with way less computational resources. I.e., expanding fewer
nodes.

• We could use inadmissible heuristics in A* search (e.g., by multiplying ℎ(𝑛)


with a factor 𝑊) that sometimes overestimate the optimal cost to the goal
slightly.
1. It potentially reduces the number of expanded nodes significantly.
2. This will break the algorithm’s optimality guaranty!

f 𝑛 = 𝑔 𝑛 + 𝑊 × ℎ(𝑛)

Weighted A* search: 𝒈 𝒏 +𝑾×𝒉 𝒏 (𝟏 < 𝑾 < ∞)

The presented algorithms are special cases:


A* search: 𝑔 𝑛 +ℎ 𝑛 (𝑊 = 1)
Uniform cost search: 𝑔 𝑛 (𝑊 = 0)
Greedy best-first search: ℎ 𝑛 𝑊=∞
Example of weighted A* search

BFS Exact A* Search Weighted A* Search


𝑓 𝑛 = # actions to reach n 𝑓 𝑛 = 𝑔(𝑛) + ℎ𝐸𝑢𝑐𝑙 (𝑛) 𝑓(𝑛) = 𝑔(𝑛) + 5 ℎ𝐸𝑢𝑐𝑙 (𝑛)

Source and Animation: Wikipedia


Memory-bounded search

• The memory usage of A* (search tree and frontier) can still be


exorbitant.
• How can we make A* more memory-efficient while maintaining
completeness and optimality?
• Iterative deepening A* search.
• Recursive best-first search, SMA*: Forget some subtrees but remember
the best f-value in these subtrees and regenerate them later if necessary.

• Problems: memory-bounded strategies can be complicated to


implement and suffer from “memory thrashing” (regenerating
forgotten nodes like IDS).
Implementation as Best-first Search
• All discussed search strategies can be implemented using Best-first search.
• Best-first search expands always the node with the minimum value of an
evaluation function 𝒇(𝒏).

Search Strategy Evaluation function 𝒇(𝒏)


BFS 𝑔(𝑛) (=uniform path cost)
Uniform-cost Search 𝑔(𝑛) (=path cost)
DFS/IDS (see note below) −𝑔(𝑛)
Greedy Best-first Search ℎ(𝑛)
(weighted) A* Search 𝑔 𝑛 + 𝑊 × ℎ(𝑛)

• Note: DFS/IDS is typically implemented differently to achieve the lower


space complexity.
Summary: Uninformed search strategies
Time Space
Algorithm Complete? Optimal?
complexity complexity
Yes If all step 𝑂(𝑏𝑑 ) 𝑂(𝑏𝑑 )
BFS
costs are equal

Uniform-cost Yes Yes Number of nodes with 𝑔 𝑛 ≤ 𝐶 ∗


Search
In finite spaces
DFS (cycle checking) No 𝑂(𝑏𝑚) 𝑂(𝑏𝑚)

If all step
IDS Yes 𝑂(𝑏𝑑 ) 𝑂(𝑏𝑑)
costs are equal

b: maximum branching factor of the search tree


d: depth of the optimal solution
m: maximum length of any path in the state space
C*: cost of optimal solution
Summary: All search strategies
Time Space
Algorithm Complete? Optimal?
complexity complexity
Yes If all step 𝑂(𝑏𝑑 ) 𝑂(𝑏𝑑 )
BFS
costs are equal

Uniform-cost
Yes Yes Number of nodes with 𝑔(𝑛) ≤ 𝐶 ∗
Search

DFS In finite spaces No 𝑂(𝑏𝑚) 𝑂(𝑏𝑚)


(cycles checking)

If all step
IDS Yes 𝑂(𝑏𝑑 ) 𝑂(𝑏𝑑)
costs are equal

Greedy best- In finite spaces Depends on Worst case: 𝑂(𝑏𝑚)


No
first Search (cycles checking) heuristic Best case: 𝑂(𝑏𝑑)

Number of nodes with


A* Search Yes Yes 𝑔(𝑛) + ℎ(𝑛) ≤ 𝐶 ∗
Conclusion

• Tree search can be used for planning actions for goal-based agents in
known, fully observable and deterministic environments.

• Issues are:
• The large search space typically does not fit into memory. We use a
description using a compact transition model.
• The search tree is built on the fly, and we have to deal with cycles and
redundant paths.

• IDS is a memory efficient methods used in AI often for uninformed


search.
• Informed search uses heuristics based on knowledge or percepts to
improve search (i.e., A* to expand fewer nodes).

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