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Lesson 3 - Part 1 Uninformed - Searching Algorithms

This document discusses search algorithms in artificial intelligence. It describes different types of search problems including deterministic and non-deterministic problems. It then discusses how search algorithms can help solve complex tasks by finding optimal plans or sequences of actions. Several examples of search problems are provided, such as the missionaries and cannibals problem and the towers of Hanoi puzzle. Finally, it discusses representations of search spaces as graphs and trees and algorithms for searching these spaces.

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Vidya Dhamodhar
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0% found this document useful (0 votes)
40 views

Lesson 3 - Part 1 Uninformed - Searching Algorithms

This document discusses search algorithms in artificial intelligence. It describes different types of search problems including deterministic and non-deterministic problems. It then discusses how search algorithms can help solve complex tasks by finding optimal plans or sequences of actions. Several examples of search problems are provided, such as the missionaries and cannibals problem and the towers of Hanoi puzzle. Finally, it discusses representations of search spaces as graphs and trees and algorithms for searching these spaces.

Uploaded by

Vidya Dhamodhar
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Searching

Artificial Intelligence
Problem types
 Deterministic, fully observable  single-state problem
 Agent knows exactly which state it will be in; solution is a
sequence
 Non-observable  sensorless problem (conformant
problem)
 Agent may have no idea where it is; solution is a sequence
 Nondeterministic and/or partially observable 
contingency problem
 percepts provide new information about current state
 often interleave} search, execution
 Unknown state space  exploration problem
Motivation
 One of the major goals of AI is to help humans in solving complex
tasks
 How can I fill my container with pallets?
 Which is the shortest way from Milan to Innsbruck?
 Which is the fastest way from Milan to Innsbruck?
 How can I optimize the load of my freight to maximize my revenue?
 How can I solve my Sudoku game?
 What is the sequence of actions I should apply to win a game?
 Sometimes finding a solution is not enough, you want the optimal
solution according to some “cost” criteria
 All the example presented above involve looking for a plan
 A plan that can be defined as the set of operations to be performed of
an initial state, to reach a final state that is considered the goal state
 Thus we need efficient techniques to search for paths, or sequences
of actions, that can enable us to reach the goal state, i.e. to find a
plan
 Such techniques are commonly called Search Methods
Search-based problem solver
 Representationof actions: programs that generate
successor state descriptions

 Representation of states: complete state


descriptions; typically, data structure holding
permutations of all possible states

 Representation of goals: goal test and heuristic


function to decide desirability

 Representation of plans: solution is sequence of


actions; considers only unbroken sequences of
actions
Famous Problem Solver Task: “Missionaries and Cannibals”

 “Missionaries and cannibals” problem:


 Famous in AI

 Was subject of first paper (Amarel, 1968) that


approached problem formulation from analytical
viewpoint

 Problem statement:
 3 missionaries and 3 cannibals on one side of river, with boat that
can hold 1-2 people
 Find: way to get everyone to other side of river, without ever leaving
group of missionaries in one place outnumbered by cannibals in that
place
Formalizing Missionaries and Cannibals Problem
 Ignore all irrelevant parts of the problem (e.g., weather conditions,
crocodiles, etc.)
 Define states, operators, goal test, path cost:
 States: ordered sequence of 3 numbers:
 (# missionaries, # cannibals, #boats on initial riverbank)
 E.g.: Start state = (3, 3, 1)
 Operators:
 Take 1 missionary, 1 cannibal, 2 missionaries, 2 cannibals, or one of
each across in boat.
 Take care to avoid illegal states
 Goal test:
 We’ve reached state (0, 0, 0)
 Path cost:
 # of crossings
Solving Missionaries and Cannibals Problem
(3, 3, 1)

X (2, 3, 0) (3, 2, 0) X(1, 3, 0) (3, 1, 0) (2, 2, 0)

(3, 2, 1) X (2, 3, 1)
(2, 2, 0) X(1, 2, 0) (3, 0, 0) (2, 1, 0) X

(3, 1, 1)
(1, 1, 0)

(2, 2, 1)
(2, 2, 1)
etc. (0, 0, 0)
Examples of Problems: Towers of Hanoi
 3 pegs A, B, C
1
 3 discs represented as natural 2
numbers (1, 2, 3) which 3
A B C
correspond to the size of the
Operators:
discs
Move disk to peg
 The three discs can be
arbitrarily distributed over the Applying: Move 1 to C (1 → C)
three pegs, such that the to the initial state ((123)()())
following constraint holds: a new state is reached
di is on top of dj → di < dj ((23)()(1))
 Initial status: ((123)()())
Cycles may appear in the
 Goal status: (()()(123)) solution!
Examples of Problems: Blocksworld
E
D C B
E A B C A D
Initial State Goal State

 Objects: blocks • Initial state:


– ontable(E), cleartop(E)
 Attributes (1-ary – ontable(A), cleartop(A)
relations): cleartop(x), – ontable(B), cleartop(B)
– ontable(C)
ontable(x) – on(D,C), cleartop (D)
 Relations: on(x,y) • Applying the move put(E,A):

 Operators: puttable(x) on(E,A), cleartop(E)
– ontable(A)
where x must be – ontable(B), cleartop(B)
cleartop; put(x,y), where – ontable(C)
– on(D,C), cleartop (D)
x and y must be cleartop
Example: Towers of Hanoi*
These nodes
are equals
1
2
3
A B C

2 2
3 1 3 1
A B C A B C

… 2
3 1 2 3 2 1 3 1
A B C A B C A B C

1 1 1 1
3 2 3 2 3 2 3 2
A B C A B C A B C A B C

… … … … …
1 …
2 3
A B C

… …
* A partial tree search space representation
Example: Towers of Hanoi*

* A complete direct graph representation


[http://en.wikipedia.org/wiki/Tower_of_Hanoi]
Example: The 8-puzzle

 states?
 actions?
 goal test?
 path cost?
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

[Note: optimal solution of n-Puzzle family is NP-hard]


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
Search Space Representation
Node
Loop
 Representing the search
space is the first step to enable Arc
the problem resolution
 Search space is mostly
represented through graphs
 A graph is a finite set of nodes
that are connected by arcs
 A loop may exist in a graph,
where an arc lead back to the
original node
 In general, such a graph is not
explicitly given
 Search space is constructed
during search
Search Space Representation
undirect direct
 A graph is undirected if arcs do
not imply a direction, direct
otherwise
connected disconnected

 A graph is connected if every


pair of nodes is connected by
a path tree

 A connected graph with no


loop is called tree
weighted
 A weighted graph, is a graph 1
1
4 5
for which a value is associated 2 1
6

to each arc 2 1
Tree search algorithms
 Basic idea:
 offline,simulated exploration of state space by
generating successors of already-explored states
(a.k.a.~expanding states)
Tree search example
Tree search example
Tree search example
Implementation: general tree search
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.
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?
 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 ∞)
Search Methods
 Uninformed techniques
 Systematically search complete graph,
unguided
 Also known as brute force, naïve, or blind

 Informed methods
 Use problem specific information to guide
search in promising directions
Alternative Search Strategies for Problem Solvers
 Variety of search approaches:
 Uninformed search (no information about path cost from current
state to goal):
 Breadth-first
 Uniform cost search
 Depth-first
 Depth-limited search
 Iterative deepening
 Bidirectional
 Etc.

 Informed search
 Greedy
 A*
 Hill-climbing/gradient descent
 Simulated annealing (a messy search tree)
 Etc.
UNINFORMED
SEARCH
Brute force approach to explore search space
Uninformed search strategies
 Uninformed search strategies use only the
information available in the problem
definition
 Breadth-first search
 Uniform-cost search
 Depth-first search
 Depth-limited search
 Iterative deepening search
Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringeis a FIFO queue, i.e., new successors
go at end
A
Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringeis a FIFO queue, i.e., new successors
go at end

A
B
C
Breadth-first search
 Expand shallowest unexpanded node

A
B
C
D
E
Breadth-first search
 Expand shallowest unexpanded node

A
B
C
D
E
F
G
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)


Uniform-cost search
 Expand least-cost unexpanded node
 Implementation:
 fringe = priority queue
 Equivalent to breadth-first if step costs all equal
 Complete? Yes, if step cost ≥ ε
 Time? # of nodes with g ≤ cost of optimal solution,
O(bceiling(C*/ ε)) where C* is the cost of the optimal solution
 Space? # of nodes with g ≤ cost of optimal solution,
O(bceiling(C*/ ε))
 Optimal? Yes – nodes expanded in increasing order of
g(n)
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = Stack, i.e., put successors at front

push A;
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = Stack
A B
C
pop A;
push C;
push B;
Depth-first search
 Expand deepest unexpanded node
 Implementation: B D
 fringe = STACK C E
C
pop B;
push E;
push D;
Depth-first search
 Expand deepest unexpanded node
D H
E I
C E
pop D; C
push I;
push H;
Depth-first search
 Expand deepest unexpanded node
H I
I
E
E
C pop H; C
Depth-first search
 Expand deepest unexpanded node
I E
E
C
C
pop I;
Depth-first search
 Expand deepest unexpanded node
E J
C
K
pop E; C
push K;
push J
Depth-first search
 Expand deepest unexpanded node
J K
K C
C pop J;
Depth-first search
 Expand deepest unexpanded node
K C
C
pop K;
Depth-first search
 Expand deepest unexpanded node
C F
G
pop C;
push G;
push F;
Depth-first search
 Expand deepest unexpanded node
F L
G M
pop F; G
push M;
push L;
Depth-first search
 Expand deepest unexpanded node
L M
M G
G pop L;
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
Depth-limited search
= depth-first search with depth limit l,
i.e., nodes at depth l have no successors

 Recursive implementation:
Iterative deepening search
Iterative deepening search l =0
Iterative deepening search l =1
Iterative deepening search l =2
Iterative deepening search l =3
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%


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
Summary of algorithms
Summary
 Problem formulation usually requires abstracting away
real-world details to define a state space that can
feasibly be explored

 Variety of uninformed search strategies

 Iterative deepening search uses only linear space and


not much more time than other uninformed algorithms

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