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CSC3402 Lecture4 InformedSearch

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0% found this document useful (0 votes)
22 views41 pages

CSC3402 Lecture4 InformedSearch

Uploaded by

Godfrey Bwalya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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CSC3402 – Introduction to AI

Lesson 4: Informed search


algorithms
Material

 Chapter 4 Section 1 - 3
Outline

 Best-first search
 Greedy best-first search
 A* search
 Heuristics
 Local search algorithms
 Hill-climbing search
 Simulated annealing search
 Local beam search
 Genetic algorithms
Review: Tree search
 A search strategy is defined by picking the order of
node expansion
Best-first search
 Idea: use an evaluation function f(n) for each
node
 estimate of "desirability“
 Expand most desirable unexpanded node

 Implementation:
Order the nodes in fringe in decreasing order
of desirability

 Special cases:
 greedy best-first search
 A* search
Romania with step costs in
km
Greedy best-first search

 Evaluation function f(n) = h(n) (heuristic)


 estimate of cost from n to goal
 e.g., hSLD(n) = straight-line distance from n to
Bucharest
 Greedy best-first search expands the node that
appears to be closest to goal
Greedy best-first search
example
Greedy best-first search
example
Greedy best-first search
example
Greedy best-first search
example
Properties of greedy best-
first search
 Complete? No – can get stuck in loops, e.g., Iasi 
Neamt  Iasi  Neamt 
 Time? O(bm), but a good heuristic can give dramatic
improvement
 Space? O(bm) -- keeps all nodes in memory
 Optimal? No
A* search

 Idea: avoid expanding paths that are already


expensive
 Evaluation function f(n) = g(n) + h(n)
 g(n) = cost so far to reach n
 h(n) = estimated cost from n to goal
 f(n) = estimated total cost of path through n to goal
A* search example
A* search example
A* search example
A* search example
A* search example
A* search example
Admissible heuristics

 A heuristic h(n) is admissible if for every


node n,
h(n) ≤ h*(n), where h*(n) is the true cost to
reach the goal state from n.
 An admissible heuristic never
overestimates the cost to reach the goal,
i.e., it is optimistic
 Example: hSLD(n) (never overestimates the
actual road distance)
 Theorem: If h(n) is admissible, A* using
TREE-SEARCH is optimal

Optimality of A* (proof)
 Suppose some suboptimal goal G2 has been
generated and is in the fringe. Let n be an
unexpanded node in the fringe such that n is on a
shortest path to an optimal goal G.

 f(G2) = g(G2) since h(G2) = 0


 g(G2) > g(G) since G2 is suboptimal
 f(G) = g(G) since h(G) = 0
 f(G2) > f(G) from above
Optimality of A* (proof)
 Suppose some suboptimal goal G2 has been generated and is in the fringe. Let n be
an unexpanded node in the fringe such that n is on a shortest path to an optimal goal
G.

 f(G2) > f(G) from above


 h(n) ≤ h^*(n) since h is admissible
 g(n) + h(n) ≤ g(n) + h*(n)
 f(n) ≤ f(G)
Hence f(G2) > f(n), and A* will never select G2 for expansion


Consistent heuristics
 A heuristic is consistent if for every node n, every
successor n' of n generated by any action a,

h(n) ≤ c(n,a,n') + h(n')

 If h is consistent, we have
f(n') = g(n') + h(n')
= g(n) + c(n,a,n') + h(n')
≥ g(n) + h(n)
= f(n)
 i.e., f(n) is non-decreasing along any path.
 Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is
optimal



Properties of A*

 Complete? Yes (unless there are infinitely many


nodes with f ≤ f(G) )
 Time? Exponential
 Space? Keeps all nodes in memory
 Optimal? Yes
Admissible heuristics
E.g., for the 8-puzzle:
 h (n) = number of misplaced tiles
1
 h (n) = total Manhattan distance
2
(i.e., no. of squares from desired location of each tile)

 h (S) = ?
1
 h (S) = ?
2


Admissible heuristics
E.g., for the 8-puzzle:
 h1(n) = number of misplaced tiles
 h2(n) = total Manhattan distance
(i.e., no. of squares from desired location of each tile)

 h1(S) = ? 8
 h2(S) = ? 3+1+2+2+2+3+3+2 = 18


Dominance

 If h (n) ≥ h (n) for all n (both admissible)


2 1
 then h dominates h
2 1
 h is better for search
2

 Typical search costs (average number of


nodes expanded):

 d=12 IDS = 3,644,035 nodes


A*(h1) = 227 nodes
A*(h2) = 73 nodes
 d=24 IDS = too many nodes
A*(h1) = 39,135 nodes
A*(h2) = 1,641 nodes
Relaxed problems

 A problem with fewer restrictions on


the actions is called a relaxed
problem
 The cost of an optimal solution to a
relaxed problem is an admissible
heuristic for the original problem
 If the rules of the 8-puzzle are
relaxed so that a tile can move
anywhere, then h1(n) gives the
shortest solution
 If the rules are relaxed so that a tile
can move to any adjacent square,
then h2(n) gives the shortest
solution
Local search algorithms

 In many optimization problems, the


path to the goal is irrelevant; the goal
state itself is the solution

 State space = set of "complete"


configurations
 Find configuration satisfying
constraints, e.g., n-queens

 In such cases, we can use local search


algorithms
 keep a single "current" state, try to
improve it
Example: n-queens

 Put n queens on an n × n board with no two queens


on the same row, column, or diagonal
Hill-climbing search

 "Like climbing Everest in thick fog with amnesia"


Hill-climbing search

 Problem: depending on initial state, can get stuck in


local maxima


Hill-climbing search: 8-
queens problem

 h = number of pairs of queens that are attacking each other, either directly or
indirectly
 h = 17 for the above state

Hill-climbing search: 8-
queens problem

• A local minimum with h = 1



Simulated annealing search

 Idea: escape local maxima by


allowing some "bad" moves but
gradually decrease their
frequency


Properties of simulated
annealing search
 One can prove: If T decreases
slowly enough, then simulated
annealing search will find a global
optimum with probability
approaching 1

 Widely used in VLSI layout, airline


scheduling, etc
Local beam search

 Keep track of k states rather than just


one

 Start with k randomly generated states

 At each iteration, all the successors of


all k states are generated

 If any one is a goal state, stop; else


select the k best successors from the
complete list and repeat.
Genetic algorithms

 A successor state is generated by combining


two parent states

 Start with k randomly generated states


(population)

 A state is represented as a string over a finite


alphabet (often a string of 0s and 1s)

 Evaluation function (fitness function). Higher


values for better states.

 Produce the next generation of states by


selection, crossover, and mutation
Genetic algorithms

 Fitness function: number of non-attacking


pairs of queens (min = 0, max = 8 × 7/2 =
28)
 24/(24+23+20+11) = 31%
 23/(24+23+20+11) = 29% etc
Genetic algorithms
Summary

 A heuristic is and estimation of a cost from node to


goal state
 Heuristics improve the quality of search
 Informed search algorithms use heuristics
 Greedy Best-First Search uses heuristics entirely
 A* uses heuristics and actual cost
 Local search algorithms do not care about the path to
goal, but the goal itself.
 Hill-climbing
 Simulated Annealing
 Local beam
 GA

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