Ai 2
Ai 2
Study Material
Artificial Intelligence
(PEC-CSD501B)
Table of Contents
Uninformed Search Strategies:
• Formulation of real world problems,
• Breadth First Search, Depth First Search, Depth Limited
Search,
• Iterative Deepening Depth First Search, Bidirectional
Search,
• Comparison of Uninformed search Strategies,
• Searching with partial information, Sensor-less
problems, Contingency problems.
Informed Search Strategies:
• Generate& test, Hill Climbing,
• Best First Search, A* and AO* Algorithm,
• Constraint satisfaction, Game playing: Minimax Search,
• Alpha-Beta Cutoffs, Waiting for Quiescence.
Uninformed search strategies, also called "blind search," refer to algorithms that
do not have any additional information about the distance from the current
state to the goal state. They rely solely on the problem's structure to explore the
search space.
• Description: DFS with a predetermined limit on the depth. It cuts off the
search once the depth limit is reached.
• Characteristics:
o Completeness depends on the depth limit.
o Avoids infinite loops by limiting recursion depth.
o Space complexity: O(bl).
o Time complexity: O(b^l) (where l is the depth limit).
• Usage: Useful in cases where the search space is infinite or very large.
Bidirectional Search
• When the agent does not have complete knowledge about the state
space, the search strategies must work with partial or no information.
Sensor-less Problems
• These problems occur when the agent has no direct perception of the
state it is in. The agent must rely on a model of the environment to make
decisions.
o Example: Solving a maze with no visibility of the surroundings.
Contingency Problems
Hill Climbing
Best-First Search
A Algorithm*
AO Algorithm*
Constraint Satisfaction
Alpha-Beta Cutoffs
Minimax Search
Alpha-Beta Pruning
Notes:
• Description: In many cases, especially with deep game trees, it's not
feasible to search all the way to the terminal states. Heuristic evaluation
functions estimate the utility of non-terminal states (states in the middle
of the game).
o Heuristic Design: Heuristics are domain-specific and must be
carefully crafted to provide accurate estimates of the value of a
position.
o Examples:
▪ In chess, a simple heuristic may assign values to pieces (e.g.,
queen = 9, rook = 5, knight = 3), but more complex heuristics
consider factors like piece mobility, control of the centre, and
king safety.
Applications of CSP