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Lecture 2

Breadth-first search (BFS) is an uninformed search algorithm that expands the shallowest nodes in the search tree first. It uses a queue as the frontier, expanding nodes in the order they were first encountered. BFS is complete but not optimal, as it finds the shortest path in terms of number of steps regardless of action costs. The time and space complexity of BFS is O(b^m) where b is the branching factor and m is the maximum depth of the search tree.

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0% found this document useful (0 votes)
32 views

Lecture 2

Breadth-first search (BFS) is an uninformed search algorithm that expands the shallowest nodes in the search tree first. It uses a queue as the frontier, expanding nodes in the order they were first encountered. BFS is complete but not optimal, as it finds the shortest path in terms of number of steps regardless of action costs. The time and space complexity of BFS is O(b^m) where b is the branching factor and m is the maximum depth of the search tree.

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reddyraj036
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CS 188: Artificial Intelligence

Search

Instructors: Stuart Russell and Dawn Song


University of California, Berkeley
[slides adapted from Dan Klein, Pieter Abbeel]
Today
 Agents that Plan Ahead

 Search Problems

 Uninformed Search Methods


 Depth-First Search
 Breadth-First Search
 Uniform-Cost Search
Planning Agents

 Planning agents decide based on evaluating


future action sequences
 Search algorithms typically assume
 Known, deterministic transition model
 Discrete states and actions
 Fully observable
 Atomic representation
 Usually have a definite goal
 Optimal: Achieve goal at least cost
Move to nearest dot and eat it
Precompute optimal plan, execute it
Search Problems
Search Problems
 A search problem consists of:

 A state space S
 An initial state s0
 Actions A(s) in each state
N -9
 Transition model Result(s,a)
 A goal test G(s) E -9
 s has no dots left
 Action cost c(s,a,s’)
 +1 per step; -10 food; -500 win; +500 die; -200 eat ghost

 A solution is an action sequence that reaches a goal state


 An optimal solution has least cost among all solutions
Search Problems Are Models
Example: Traveling in Romania
But then…
Example: Traveling in Romania
 State space:
 Cities
 Initial state:
 Arad
 Actions:
 Go to adjacent city
 Transition model:
 Reach adjacent city
 Goal test:
 s = Bucharest?
 Action cost:
 Road distance from s to s’
 Solution?
Models are almost always wrong
State Space Sizes

 World state:
 Agent positions: 120
 Food count: 30
 Ghost positions: 12
 Agent facing: NSEW

 How many
 World states?
120x(230)x(122)x4
 States for pathing?
120
 States for eat-all-dots?
120x(230)
State Space Graphs and Search Trees
State Space Graphs

 State space graph: A mathematical


representation of a search problem
 Nodes are (abstracted) world configurations
 Arcs represent transitions (labeled with actions)
 The goal test is a set of goal nodes (maybe only one)

 In a state space graph, each state occurs only


once!

 We can rarely build this full graph in memory


(it’s too big), but it’s a useful idea
State Space Graphs

 State space graph: A mathematical


a G
representation of a search problem
 Nodes are (abstracted) world configurations b c
 Arcs represent successors (action results) e
 The goal test is a set of goal nodes (maybe only one) d f
S h
 In a state space graph, each state occurs only p r
q
once!
Tiny state space graph for a tiny
 We can rarely build this full graph in memory search problem
(it’s too big), but it’s a useful idea
State Space Graphs vs. Search Trees

Each NODE in in
State Space Graph the search tree is Search Tree
an entire PATH in
the state space S

a G graph. e p
d
b c
b c e h r q
e
d f a a h r p q f
S h We construct the
tree on demand – p q f q c G
p q r
and we construct as q c G a
little as possible.
a
Quiz: State Space Graphs vs. Search Trees

Consider this 4-state graph: How big is its search tree (from S)?

S G

b
Quiz: State Space Graphs vs. Search Trees

Consider this 4-state graph: How big is its search tree (from S)?

a s
a b
S G
b G a G
b a G b G

… …

Important: Those who don’t know history are doomed to repeat it!
Quiz: State Space Graphs vs. Search Trees

Consider a rectangular grid: How many states within d steps of start?

How many states in search tree of depth d?


Tree Search
Search Example: Romania
Creating the search tree
Creating the search tree
Creating the search tree
General Tree Search

 Main variations:
 Which leaf node to expand next
 Whether to check for repeated states
 Data structures for frontier, expanded nodes
Systematic search
frontier

reached =
unexplored expanded U frontier
expanded

1. Frontier separates expanded from unexplored region of state-space graph


2. Expanding a frontier node:
a. Moves a node from frontier into expanded
b. Adds nodes from unexplored into frontier, maintaining property 1
Depth-First Search
Depth-First Search
Strategy: expand a a G
deepest node first b c

Implementation: d
e
f
Frontier is a LIFO stack S h
p q r

d e p

b c e h r q

a a h r p q f

p q f q c G

q c G a

a
Search Algorithm Properties
Search Algorithm Properties
 Complete: Guaranteed to find a solution if one exists?
 Optimal: Guaranteed to find the least cost path?
 Time complexity?
 Space complexity? b
1 node
… b nodes

 Cartoon of search tree: b2 nodes


 b is the branching factor m tiers
 m is the maximum depth
 solutions at various depths
bm nodes
 Number of nodes in entire tree?
 1 + b + b2 + …. bm = O(bm)
Depth-First Search (DFS) Properties
 What nodes does DFS expand?
 Some left prefix of the tree down to depth m. 1 node
b
 Could process the whole tree! … b nodes
 If m is finite, takes time O(bm) b2 nodes
m tiers
 How much space does the frontier take?
 Only has siblings on path to root, so O(bm)

 Is it complete? bm nodes
 m could be infinite
 preventing cycles may help (more later)

 Is it optimal?
 No, it finds the “leftmost” solution, regardless
of depth or cost
Breadth-First Search
Breadth-First Search
Strategy: expand a a G
shallowest node first b c
Implementation: e
d f
Frontier is a FIFO queue S h
p q r

d e p
Search
b c e h r q
Tiers
a a h r p q f

p q f q c G

q c G a

a
Breadth-First Search (BFS) Properties
 What nodes does BFS expand?
 Processes all nodes above shallowest solution 1 node
b
 Let depth of shallowest solution be s … b nodes
s tiers
 Search takes time O(bs) b2 nodes

 How much space does the frontier take? bs nodes


 Has roughly the last tier, so O(bs)

 Is it complete? bm nodes
 s must be finite if a solution exists, so yes!

 Is it optimal?
 If costs are equal (e.g., 1)
Quiz: DFS vs BFS
Quiz: DFS vs BFS

 When will BFS outperform DFS?

 When will DFS outperform BFS?

[Demo: dfs/bfs maze water (L2D6)]


Example: Maze Water DFS/BFS (part 1)
Example: Maze Water DFS/BFS (part 2)
Iterative Deepening
 Idea: get DFS’s space advantage with BFS’s
time / shallow-solution advantages b
 Run a DFS with depth limit 1. If no solution… …

 Run a DFS with depth limit 2. If no solution…


 Run a DFS with depth limit 3. …..

 Isn’t that wastefully redundant?


 Generally most work happens in the lowest
level searched, so not so bad!
Uniform Cost Search
Uniform Cost Search
2 a G
g(n) = cost from root to n b c
1 8 2
Strategy: expand lowest g(n) 2 e
3 d f
Frontier is a priority queue 9 2
S h 8
sorted by g(n) 1
1 p q r
15

S 0

d 3 e 9 p 1

b 4 c e 5 h 17 r 11 q 16
11
Cost a 6 a h 13 r 7 p q f
contours
p q f 8 q c G

q 11 c G 10 a

a
Uniform Cost Search (UCS) Properties
 What nodes does UCS expand?
 Expands all nodes with cost less than cheapest solution!
b g1
 If that solution costs C* and arcs cost at least  , then the …
“effective depth” is roughly C*/ g2
C*/ “tiers”
 Takes time O(b ) (exponential in effective depth)
C*/ 
g3

 How much space does the frontier take?


 Has roughly the last tier, so O(bC*/)

 Is it complete?
 Assuming C* is finite and  > 0, yes!

 Is it optimal?
 Yes! (Proof next lecture via A*)
Video of Demo Maze with Deep/Shallow Water --- BFS or UCS? (part 1)
Video of Demo Maze with Deep/Shallow Water --- BFS or UCS? (part 2)
Summary
 Assume known, discrete, observable, deterministic, atomic
 Search problems defined by S, s0, A(s), Result(s,a), G(s), c(s,a,s’)
 Search algorithms find action sequences that reach goal states
 Optimal => minimum-cost
 Search algorithm properties:
 Depth-first: incomplete, suboptimal, space-efficient
 Breadth-first: complete, (sub)optimal, space-prohibitive
 Iterative deepening: complete, (sub)optimal, space-efficient
 Uniform-cost: complete, optimal, space-prohibitive

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