AI UNIT 2 Problem Solving, Searchingheuristics
AI UNIT 2 Problem Solving, Searchingheuristics
Problem-solving agents:
Problem formulation: is the process of deciding what actions and states to consider,
given a goal.
Assuming:
Well defined problems and solutions
Search: Searching is a step-by-step procedure to solve a search-problem in a given search space. A search
problem can have five main factors:
1. Start State or initial state: It is a state from where agent begins the search. For example the initial
state for our agent in Romania might be described as In(Arad)
2. Actions: It gives the description of all the available actions to the agent. Example: the applicable
actions are {Go(Sibiu), Go(Timisoara), Go(Zerind)}
3. Transition model: A description of what each action do, can be represented as a transition model.
Here, successor refer to any state reachable from a given state by a single action. Example:
4. Goal test: It is a function which observe the current state and returns whether the goal state is
achieved or not. The agent’s goal in Romania is the singleton set {In (Bucharest)}
5. Path cost: It is a function which assigns a numeric cost to each path. For the agent trying to get
to Bucharest, time is of the essence, so the cost of the path might be its length in kms.
6. Solution: It is an action sequence which leads from the start node to the goal node.
7. Optimal Solution: If a solution has the lowest cost among all solutions.
Following are the four essential properties of search algorithms to compare the efficiency of
these algorithms:
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.
A simple problem-solving agent. It first formulates a goal and a problem, searches for a sequence
of actions that would solve the problem and then executes the actions one at a time. When this is
complete, it formulates another goal and starts over.
Example Problems
States: A state description specifies the location of each of the eight tiles and the blank in one of the nine
squares.
• Initial state: Any state can be designated as the initial state. Note that any given goal can be reached
from exactly half of the possible initial states.
• Actions: The simplest formulation defines the actions as movements of the blank space Left, Right, Up,
or Down. Different subsets of these are possible depending on where the blank is.
• Transition model: Given a state and action, this returns the resulting state; for example, if we apply
Left to the start state in Figure 3.4, the resulting state has the 5 and the blank switched.
• Goal test: This checks whether the state matches the goal configuration shown in Figure 4. (Other goal
configurations are possible.)
• Path cost: Each step costs 1, so the path cost is the number of steps in the path.
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.
Informed Search
1. Greedy Search
2. A* Search
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.
8. Breadth-first Search:
Expand shallowest unexpanded node
● Breadth-first search is the most common search strategy for traversing a tree or graph. This
algorithm searches breadth wise in a tree or graph, so it is called breadth-first search.
● 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.
● The breadth-first search algorithm is an example of a general-graph search algorithm.
● Breadth-first search implemented using FIFO queue data structure.
Advantages:
Disadvantages:
● It requires lots of memory since each level of the tree must be saved into memory to
expand the next level.
● 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
• Depth-first search is a recursive algorithm for traversing a tree or graph data structure.
• 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.
• DFS uses a stack data structure for its implementation.
• The process of the DFS algorithm is similar to the BFS algorithm.
OR
• DFS always expands the deepest node in the current frontier of the search tree.
• It uses a stack (LIFO queue, last in first out)
• DFS is frequently programmed recursively, and then the program call stack is the LIFO
queue.
• DFS is complete, if the graph is finite.
• The tree search version of DFS is complete on a finite tree, if a test is included whether
the node has already been visited
• DFS is incomplete on infinite trees or graphs.
Advantage:
● 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.
● It takes less time to reach to the goal node than BFS algorithm (if it traverses in the right
path).
Disadvantage:
● There is the possibility that many states keep re-occurring, and there is no guarantee of
finding the solution.
● 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:
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.
BFS stands for Breadth First Search is a vertex-based technique for finding a shortest path in
graph. It uses a Queue data structure which follows first in first out. In BFS, one vertex is
selected at a time when it is visited and marked then its adjacent are visited and stored in the
queue. It is slower than DFS.
Ex-
A
/ \
B C
/ / \
D E F
Output is:
A, B, C, D, E, F
Output is:
A, B, D, C, E, F
BFS vs DFS
● Standard failure value: It indicates that problem does not have any solution.
● 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.
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. Iterative deepening depth-first search:
The iterative search algorithm is a useful uninformed search when search space is large,
and depth of goal node is unknown.
Advantages:
● It combines the benefits of BFS and DFS search algorithms in terms of fast search and
memory efficiency.
Disadvantages:
● 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.
Over ALL the iterations from depth bound 0 to 3, the order in which nodes removed from the
frontier is
Iteration 0: A
Iteration 1: A B C
Iteration 2: A B D E C F G
Iteration 3: A B D H I E J K C F L M G N O
5. 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 from 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:
● Uniform cost search is optimal because at every state the path with the least cost is
chosen.
Disadvantages:
● 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.
Informed search algorithm
• Informed search algorithm uses the idea of heuristic, so it is also called Heuristic search.
• 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 heuristic method, however, might not always give the best solution, but it guaranteed
to find a good solution in reasonable time.
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.
Greedy best-first search algorithm always selects the path which appears best at that moment.
f(n)= h(n).
Advantages:
● Best first search can switch between BFS and DFS by gaining the advantages of both the
algorithms.
● This algorithm is more efficient than BFS and DFS algorithms.
Disadvantages:
● It can behave as an unguided depth-first search in the worst case scenario.
● It can get stuck in a loop as DFS.
● 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.
• 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.
Text Book example:
1. A* Search Algorithm:
Algorithm of A* search:
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:
Disadvantages:
● It does not always produce the shortest path as it mostly based on heuristics and
approximation.
● A* search algorithm has some complexity issues.
● 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.
Initialization: {(S, 5)}
Iteration 4 will give the final result, as S--->A--->C--->G it provides the optimal path with cost
6.
Points to remember:
● A* algorithm returns the path which occurred first, and it does not search for all
remaining paths.
● The efficiency of A* algorithm depends on the quality of heuristic.
● A* algorithm expands all nodes which satisfy the condition f(n) <="" li="">
● 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.
• An admissible heuristic never overestimates the cost to reach the goal, i.e., it is optimistic
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.
● 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.
● 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.
● It is also called greedy local search as it only looks to its good immediate neighbor state and not
beyond that.
● A node of hill climbing algorithm has two components which are state and value.
● Hill Climbing is mostly used when a good heuristic is available.
● In this algorithm, we don't need to maintain and handle the search tree or graph as it only keeps
a single current state.
● 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.
● Greedy approach: Hill-climbing algorithm search moves in the direction which optimizes the
cost.
● No backtracking: It does not backtrack the search space, as it does not remember the previous
states.
State-space Diagram for Hill Climbing:
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.
Current state: It is a state in a landscape diagram where an agent is currently present.
Flat local maximum: It is a flat space in the landscape where all the neighbor states of
current states have the same value.
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:
● Step 1: Evaluate the initial state, if it is goal state then return success and Stop.
● Step 2: Loop Until a solution is found or there is no new operator left to apply.
● Step 3: Select and apply an operator to the current state.
● Step 4: Check new state:
1. If it is goal state, then return success and quit.
2. Else if it is better than the current state then assign new state as a current state.
3. Else if not better than the current state, then return to step2.
● Step 5: Exit.
2. Steepest-Ascent hill climbing:
● Step 1: Evaluate the initial state, if it is goal state then return success and stop, else make
current state as initial state.
● Step 2: Loop until a solution is found or the current state does not change.
1. Let SUCC be a state such that any successor of the current state will be better than it.
2. For each operator that applies to the current state:
I.Apply the new operator and generate a new state.
II.Evaluate the new state.
III.If it is goal state, then return it and quit, else compare it to the SUCC.
IV.If it is better than SUCC, then set new state as SUCC.
V.If the SUCC is better than the current state, then set current state to SUCC.
● Step 5: Exit.
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.
Problems in Hill Climbing Algorithm:
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.
• Simulated Annealing is a stochastic global search optimization algorithm.
• This means that it makes use of randomness as part of the search process. This makes the
algorithm appropriate for nonlinear objective functions where other local search algorithms
do not operate well.
• In mechanical term Annealing is a process of hardening a metal or glass to a high
temperature then cooling gradually, so this allows the metal to reach a low-energy crystalline
state.
• The same process is used in simulated annealing in which the algorithm picks a random
move, instead of picking the best move.
• If the random move improves the state, then it follows the same path. Otherwise, the
algorithm follows the path which has a probability of less than 1 or it moves downhill
and chooses another path.
• Like the stochastic hill climbing local search algorithm, it modifies a single solution and
searches the relatively local area of the search space until the local optima is located. Unlike
the hill climbing algorithm, it may accept worse solutions as the current working solution.