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Unit 2 - Introduction to problem solving by searching

The document outlines problem-solving strategies and search algorithms, including uninformed (e.g., breadth-first and depth-first search) and informed search techniques (e.g., A* and hill climbing). It also discusses adversarial search in game contexts, detailing concepts such as the minimax algorithm and alpha-beta pruning. Additionally, it provides examples of problem formulation and types, including deterministic, non-observable, and exploratory problems.

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Pratik Nirgun
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0% found this document useful (0 votes)
13 views

Unit 2 - Introduction to problem solving by searching

The document outlines problem-solving strategies and search algorithms, including uninformed (e.g., breadth-first and depth-first search) and informed search techniques (e.g., A* and hill climbing). It also discusses adversarial search in game contexts, detailing concepts such as the minimax algorithm and alpha-beta pruning. Additionally, it provides examples of problem formulation and types, including deterministic, non-observable, and exploratory problems.

Uploaded by

Pratik Nirgun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Solving Problems by Searching

Unit - 2
Syllabus:

Problem solving agents, searching for solutions.


Uninformed Search: Breadth first search, Depth first search, Uniform cost
search.
Informed Search: Informed search strategies, Greedy Best First Search, A*
search, Hill climbing, problems with hill climbing such as Local Maxima,
Plateau, Ridge, Genetic Algorithm.
Adversarial Search: Introduction to the Domain of a game, optimal
decisions in games, minimax algorithm, Alpha-beta pruning.

1
Sub Topics
◼ Problem-solving agents
◼ Problem spaces
◼ Problem types
◼ Problem formulation
◼ Example problems
◼ Basic search algorithms

2
Water-jug problem
◼ 1 (x,y) if x<4 -> (4,y) fill the 4-gallon jug
◼ 2 (x,y)if y<3 -> (x,3) fill the 3-gallon jug
◼ 3 (x,y)if x>0 -> (x-d,y) pour some water
out of the 4-gallon jug
◼ 4 (x,y) if y>0 -> (x,y-d) pour some water
out of the 4-gallon jug

◼ 5 (x,y) if x>0 -> (0,y) empty the 4-gallon jug on to


the ground
◼ 6 (x,y)if y>0 -> (x,0) empty the 3-gallon jug on to
the ground
◼ 7 (x,y) if (x+y>=4 and y>0) -> (4,y-(4-x)) pour water from
the 3 gallon jug into the 4 gallon jug
until the 4 gallon jug is full
3
Contd…..
◼ 8 (x,y) if (x+y>=3 and x>0) -> (x-(3-y),3) pour water from the 4
gallon jug into the 3 gallon jug
until the 3 gallon jug is full

◼ 9 (x,y) if x+y <=4 and y>0 -> (x+y,0) pour all the water from 3
gallon jug into the 4-
gallon jug
◼ 10 (x,y) if x+y <=3 and x>0 -> (0,x+y) pour all the water from
4 gallon jug into the 3-gallon jug

◼ 11 (0,2) -> (2,0) pour 2 gallon from 3 to 4-gallon jug


◼ 12 (2,y) -> (2,0) empty the 3-gallon jug on to ground

4
Necessary things to solve problems

◼ Define the problem precisely : what the


initial situations is? and what final situation
constitute acceptable solution to the
problem?
◼ Analyze the problem
◼ Isolate and represent the task knowledge
◼ Choose the best problem solving techniques
and apply them to the particular problem.

5
Problem-solving agents (goal based)

6
Example: Romania

7
Example: Romania
◼ On holiday in Romania; currently in Arad.
◼ Flight leaves tomorrow from Bucharest
◼ Formulate goal:
◼ be in Bucharest

◼ Formulate problem:
◼ states: various cities
◼ actions: drive between cities

◼ Find solution:
◼ sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest
8
Problem types
◼ Deterministic, fully observable → single-state problem
◼ Agent knows exactly which state it will be in; solution is a sequence

◼ Non-observable → problem with no sensors


◼ Agent may have no idea where it is; solution is a sequence

◼ Nondeterministic and/or partially observable → contingency


problem
◼ A future event that is possible but can not guaranty with certainty
◼ percepts provide new information about current state
◼ often interleave of search & execution

◼ Unknown state space → exploration problem


9
General step to represent the problems

◼ Define the state space that contains all the


possible configurations of the relevant
objects
◼ Specify one or more state within that space
as initial state.
◼ Specify one or more state that would be
acceptable as solutions to the problem. Goal
◼ Specify a set of rules that describe the
actions available.
10
Example: vacuum world
◼ Single-state, start in #5.
Solution?

11
Example: vacuum world
◼ Single-state, start in #5.
Solution? [Right, Suck]

◼ Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?

12
Example: vacuum world
◼ Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck dust,Left,Suck dust]

◼ Possibility
◼ Nondeterministic: Suck may
dirty a clean carpet
◼ Partially observable: location, dirt at current location.
◼ Percept: [L, Clean], i.e., start in #5 or #7
Solution?
13
Example: vacuum world
◼ Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck dust,Left,Suck dust]

◼ Possibility
◼ Nondeterministic: Suck may
dirty a clean carpet
◼ Partially observable: location, dirt at current location.
◼ Percept: [L, Clean], i.e., start in #5 or #7
Solution? [Right, if dirt then Suck]
14
Single-state problem formulation
A problem is defined by four items:

1. initial state e.g., "at Arad"


2. actions or successor function S(x) = set of action–state pairs
◼ e.g., S(Arad) = {<Arad → Zerind, Zerind>, … }
3. goal test, can be
◼ explicit, e.g., x = "at Bucharest"
◼ implicit, e.g., Checkmate (x)
4. path cost (additive)
◼ e.g., sum of distances, number of actions executed, etc.
◼ c(x,a,y) is the step cost, assumed to be ≥ 0

◼ A solution is a sequence of actions leading from the initial state to a


goal state

15
Selecting a state space
◼ Real world is absurdly complex
→ state space must be abstracted for problem solving

◼ (Abstract) state = set of real states


◼ (Abstract) action = complex combination of real actions
◼ e.g., "Arad → Zerind" represents a complex set of possible routes,
detours, rest stops, etc.
◼ For guaranteed realizability, any real state "in Arad“ must
get to some real state "in Zerind"
◼ (Abstract) solution =
◼ set of real paths that are solutions in the real world
◼ Each abstract action should be "easier" than the original
problem
16
Vacuum world state space graph

◼ states?
◼ actions?
◼ goal test?
◼ path cost?

17
Vacuum world state space graph

◼ states? integer dirt and robot location


◼ actions? Left, Right, Suck
◼ goal test? no dirt at all locations
◼ path cost? 1 per action

18
Example: The 8-puzzle

◼ states?
◼ actions?
◼ goal test?
◼ path cost?

19
Example: The 8-puzzle

◼ states? locations of tiles


◼ actions? move blank left, right, up, down
◼ goal test? = goal state (given)
◼ path cost? 1 per move

20
Example: robotic assembly

◼ states?: real-valued coordinates of robot joint


angles, parts of the object to be assembled
◼ actions?: continuous motions of robot joints
◼ goal test?: complete assembly
◼ path cost?: time to execute
21
Tree search algorithms
◼ Basic idea:
◼ Offline, simulated exploration of state space by
generating successors of already-explored states

22
Tree search example

23
Tree search example

24
Tree search example

25
Implementation: general tree search

26
Implementation: states vs. nodes
◼ A state is a (representation of) a physical configuration
◼ A node is a data structure constituting part of a search tree
includes state, parent node, action, path cost g(x), depth

◼ The Expand function creates new nodes, filling in the


various fields and using the SuccessorFn of the problem
to create the corresponding states.

27
Search strategies (control)
◼ 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?
◼ time complexity: number of nodes generated
◼ space complexity: maximum number of nodes in memory
◼ optimality: does it always find a least-cost solution?

◼ Time and space complexity are measured in terms of


◼ b: maximum branching factor of the search tree
◼ d: depth of the least-cost solution
◼ m: maximum depth of the state space (may be ∞)

28
Types of searching the state space

◼ Uninformed (blind) Search


◼ Depth first search
◼ Breadth first search
◼ DFS with iterative deepening
◼ Bidirectional search
◼ Informed(heuristic) Search
◼ Best first search
◼ A* algorithm, AO* algorithm (searches)
◼ Hill climbing search
29
Uninformed search strategies
◼ Uninformed search strategies use only the
information available in the problem
definition i.e. it has no additional information
◼ It can generate successors and distinguish a
goal state from non goal state.
◼ Informed search strategies, that know
whether one non goal state is more
promising than the another.

30
Breadth-first search
◼ Expand shallowest unexpanded node
◼ Implementation:
◼ fringe is a FIFO queue, i.e., new successors go
at end

31
Breadth-first search
◼ Expand shallowest unexpanded node

◼ Implementation:
◼ fringe is a FIFO queue, i.e., new successors go
at end

32
Breadth-first search
◼ Expand shallowest unexpanded node

◼ Implementation:
◼ fringe is a FIFO queue, i.e., new successors go
at end

33
Breadth-first search
◼ Expand shallowest unexpanded node

◼ Implementation:
◼ fringe is a FIFO queue, i.e., new successors go
at end

34
Properties of breadth-first search
◼ Complete? Yes (if b is finite)

◼ Time? 1+b+b2+b3+… +bd + b(bd-1) = O(bd+1)


◼ Space? O(bd+1) (keeps every node in memory)


◼ Optimal? Yes (if cost = 1 per step)


◼ Space is the bigger problem (more than time)


◼ 35
Depth-first search
◼ Expand deepest unexpanded node
◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

36
Depth-first search
◼ Expand deepest unexpanded node
◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

37
Depth-first search
◼ Expand deepest unexpanded node
◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

38
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

39
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

40
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

41
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

42
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

43
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

44
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

45
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

46
Depth-first search
◼ Expand deepest unexpanded node

◼ Implementation:
◼ fringe = LIFO queue, i.e., put successors at front

47
Properties of depth-first search
◼ Complete? No: fails in infinite-depth spaces, spaces
with loops
◼ Modify to avoid repeated states along path
→ complete in finite spaces
◼ Time? O(bm) : terrible if m is much larger than d
◼ but if solutions are dense, may be much faster than
breadth-first

◼ Space? O(bm), i.e., linear space!


◼ Optimal? No
48
Depth-limited search
= depth-first search with depth limit l,
i.e., nodes at depth l have no successors
◼ Recursive implementation:

49
Iterative deepening search

50
Iterative deepening search l =0

51
Iterative deepening search l =1

52
Iterative deepening search l =2

53
Iterative deepening search l =3

54
Iterative deepening search
◼ Number of nodes generated in a depth-limited search to
depth d with branching factor b:
NDLS = b0 + b1 + b2 + … + bd-2 + bd-1 + bd

◼ Number of nodes generated in an iterative deepening


search to depth d with branching factor b:
NIDS = (d+1)b0 + d b^1 + (d-1)b^2 + … + 3bd-2 +2bd-1 + 1bd

◼ For b = 10, d = 5,

◼ NDLS = 1 + 10 + 100 + 1,000 + 10,000 + 100,000 = 111,111
◼ NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456

◼ Overhead = (123,456 - 111,111)/111,111 = 11%


55
Properties of iterative deepening search

◼ Complete? Yes

◼ Time? (d+1)b0 + d b1 + (d-1)b2 + … + bd =


O(bd)

◼ Space? O(bd)

◼ Optimal? Yes, if step cost = 1


56
Summary of algorithms

57
Bidirectional Search
◼ Two simultaneous search
◼ Forward form initial state
◼ Backward from goal state
◼ Stopping when two searches meet in middle

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