Informed - Uninformed - Heuristic Search
Informed - Uninformed - Heuristic Search
Informed - Uninformed - Heuristic Search
1. Breadth-first Search
2. Depth-first Search
3. Depth-limited Search
4. Iterative deepening depth-first search
5. Bidirectional Search
1. Breadth-first Search:
o Breadth-first search is the most common search strategy for traversing a tree or graph. This
algorithm searches breadthwise in a tree or graph, so it is called breadth-first search.
o 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.
o The breadth-first search algorithm is an example of a general-graph search algorithm.
o Breadth-first search implemented using FIFO queue data structure.
Advantages:
o BFS will provide a solution if any solution exists.
o If there are more than one solutions for a given problem, then BFS will provide the minimal
solution which requires the least number of steps.
Disadvantages:
o It requires lots of memory since each level of the tree must be saved into memory to expand
the next level.
o 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:
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.
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
o Depth-first search isa recursive algorithm for traversing a tree or graph data structure.
o 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.
o DFS uses a stack data structure for its implementation.
o The process of the DFS algorithm is similar to the BFS algorithm.
Advantage:
o 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.
o It takes less time to reach to the goal node than BFS algorithm (if it traverses in the
right path).
Disadvantage:
o There is the possibility that many states keep re-occurring, and there is no guarantee of finding
the solution.
o 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:
Root node--->Left node ----> right node.
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.
Advantages:
Depth-limited search is Memory efficient.
Disadvantages:
o Depth-limited search also has a disadvantage of incompleteness.
o It may not be optimal if the problem has more than one solution.
Example:
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.
Disadvantages:
o 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:
This algorithm is complete is if the branching factor is finite.
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:
The space complexity of IDDFS will be O(bd).
Optimal:
IDDFS algorithm is optimal if path cost is a non- decreasing function of the depth of the node.
Disadvantages:
o Implementation of the bidirectional search tree is difficult.
o In bidirectional search, one should know the goal state in advance.
Example:
In the below search tree, bidirectional search algorithm is applied. This algorithm divides one
graph/tree into two sub-graphs. It starts traversing from node 1 in the forward direction and
starts from goal node 16 in the backward direction.
The algorithm terminates at node 9 where two searches meet.
Completeness: Bidirectional Search is complete if we use BFS in both searches.
Time Complexity: Time complexity of bidirectional search using BFS is O(bd).
Space Complexity: Space complexity of bidirectional search is O(bd).
Optimal: Bidirectional search is Optimal.
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.
Advantages:
o Best first search can switch between BFS and DFS by gaining the advantages of both the
algorithms.
o This algorithm is more efficient than BFS and DFS algorithms.
Disadvantages:
o It can behave as an unguided depth-first search in the worst case scenario.
o It can get stuck in a loop as DFS.
o 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.
In this search example, we are using two lists which are OPEN and CLOSED Lists. Following
are the iteration for traversing the above example.
At each point in the search space, only those node is expanded which have the lowest
value of f(n), and the algorithm terminates when the goal node is found.
Algorithm of A* search:
Step1: Place the starting node in the OPEN list.
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.
Step 6: Return to Step 2.
Advantages:
o A* search algorithm is the best algorithm than other search algorithms.
o A* search algorithm is optimal and complete.
o This algorithm can solve very complex problems.
Disadvantages:
o It does not always produce the shortest path as it mostly based on heuristics and approximation.
o A* search algorithm has some complexity issues.
o 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.
Solution:
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.
Space Complexity: The space complexity of A* search algorithm is O(b^d)
AO* algorithm is a best first search algorithm. AO* algorithm uses the concept of AND-OR
graphs to decompose any complex problem given into smaller set of problems which are
further solved. AND-OR graphs are specialized graphs that are used in problems that can be
broken down into sub problems where AND side of the graph represent a set of task that need
to be done to achieve the main goal , whereas the or side of the graph represent the different
ways of performing task to achieve the same main goal.
In the abovc figure we can see an example of a simple AND-OR graph wherein, the
acquisition of speakers can be broken into sub problems/tasks that could be performed to
finish the main goal. The sub task is to either steal speakers which will directly helps us
achieve the main goal "or" earn some money "and" buy speakers which helps us achieve the
main goal. The AND part of the graphs are represented by the AND-ARCS, referring that all
the sub problems with the AND-ARCS need to be solved for the predecessor node or
problem to be completed. The edges without AND-ARCS are OR sub problems that can be
done instead of the sub problems with And-arcs. It is to be noted that several edges can come
from a single node as well as the presence of multiple AND arcs and multiple OR sub
problems are possible.
The AO* algorithm is a knowledge-based search technique, meaning the start state and the
goal state is already defined , and the best path is found using heuristics. The time complexity
of the algorithm is significantly reduced due to the informed search technique.Compared to
the A* algorithm , AO* algorithm is very efficient in searching the AND-OR trees very
efficiently.
Working of AO algorithm:
The AO* algorithm works on the formula given below :
f(n) = g(n) + h(n)
where,
● g(n): The actual cost of traversal from initial state to the current state.
● h(n): The estimated cost of traversal from the current state to the goal state.
● f(n): The actual cost of traversal from the initial state to the goal state.
Now, to get a better idea of the AO* algorithm lets take a look at an example.
Example-
Here, in the above example all numbers in brackets are the heuristic value i.e h(n). Each edge
is considered to have a value of 1 by default.
Step-1
Starting from node A, we first calculate the best path.
f(A-B) = g(B) + h(B) = 1+4= 5 , where 1 is the default cost value of travelling from A to B
and 4 is the estimated cost from B to Goal state.
f(A-C-D) = g(C) + h(C) + g(D) + h(D) = 1+2+1+3 = 7 , here we are calculating the path cost
as both C and D because they have the AND-Arc. The default cost value of travelling from
A-C is 1, and from A-D is 1, but the heuristic value given for C and D are 2 and 3
respectively hence making the cost as 7.
Step-3
Comparing path of f(A-B) and f(A-C-D) it is seen that f(A-C-D) is smaller. Hence f(A-C-D)
needs to be explored.
Now the current node becomes C node and the cost of the path is calculated,
f(C-G) = 1+2 = 3
f(C-H-I) = 1+0+1+0 = 2
f(C-H-I) is chosen as minimum cost path,also there is no change in heuristic since it matches
the actual cost. Heuristic of path of H and I are 0 and hence they are solved, but Path A-D
also needs to be calculated , since it has an AND-arc.
f(D-J) = 1+0 = 1, hence heuristic of D needs to be updated to 1. And finally the f(A-C-D)
needs to be updated.
f(A-C-D) = g(C) + h(C) + g(D) + updated((h(D)) = 1+2+1+1 =5.
As we can see that the solved path is f(A-C-D).
The informed and uninformed search expands the nodes systematically in two ways:
● keeping different paths in the memory and
● selecting the best suitable path,
Which leads to a solution state required to reach the goal node. But beyond these “classical
search algorithms," we have some “local search algorithms” where the path cost does
not matters, and only focus on solution-state needed to reach the goal node.
A local search algorithm completes its task by traversing on a single current node rather than
multiple paths and following the neighbors of that node generally.
Although local search algorithms are not systematic, still they have the following two
advantages:
● Local search algorithms use a very little or constant amount of memory as they
operate only on a single path.
● Most often, they find a reasonable solution in large or infinite state spaces where the
classical or systematic algorithms do not work.
Does the local search algorithm work for a pure optimized problem?
Yes, the local search algorithm works for pure optimized problems. A pure optimization
problem is one where all the nodes can give a solution. But the target is to find the best state
out of all according to the objective function. Unfortunately, the pure optimization problem
fails to find high-quality solutions to reach the goal state from the current state.
● Global Minimum: If the elevation corresponds to the cost, then the task is to find the
lowest valley, which is known as Global Minimum.
● Global Maxima: If the elevation corresponds to an objective function, then it finds
the highest peak which is called as Global Maxima. It is the highest point in the
valley.
● Hill-climbing Search
● Simulated Annealing
● Local Beam Search
Hill Climbing Algorithm: Hill climbing search is a local search problem. The purpose of the
hill climbing search is to climb a hill and reach the topmost peak/ point of that hill. It is based
on the heuristic search technique where the person who is climbing up on the hill estimates
the direction which will lead him to the highest peak.
State-space Landscape of Hill climbing algorithm
To understand the concept of hill climbing algorithm, consider the below landscape
representing the goal state/peak and the current state of the climber. The topographical
regions shown in the figure can be defined as:
● Global Maximum: It is the highest point on the hill, which is the goal state.
● Local Maximum: It is the peak higher than all other peaks but lower than the global
maximum.
● Flat local maximum: It is the flat area over the hill where it has no uphill or
downhill. It is a saturated point of the hill.
● Shoulder: It is also a flat area where the summit is possible.
● Current state: It is the current position of the person.
● Local Maxima: It is that peak of the mountain which is highest than all its
neighboring states but lower than the global maxima. It is not the goal peak because
there is another peak higher than it.
● Plateau: It is a flat surface area where no uphill exists. It becomes difficult for the
climber to decide that in which direction he should move to reach the goal point.
Sometimes, the person gets lost in the flat area.
● Ridges: It is a challenging problem where the person finds two or more local maxima
of the same height commonly. It becomes difficult for the person to navigate the right
point and stuck to that point itself.
Simulated Annealing
Simulated annealing is similar to the hill climbing algorithm. It works on the current
situation. It picks a random move instead of picking the best move. If the move leads to the
improvement of the current situation, it is always accepted as a step towards the solution
state, else it accepts the move having a probability less than 1. This search technique was
first used in 1980 to solve VLSI layout problems. It is also applied for factory scheduling
and other large optimization tasks.
Local Beam Search
Local beam search is quite different from random-restart search. It keeps track of k states
instead of just one. It selects k randomly generated states, and expand them at each step. If
any state is a goal state, the search stops with success. Else it selects the best k successors
from the complete list and repeats the same process. In random-restart search where each
search process runs independently, but in local beam search, the necessary information is
shared between the parallel search processes.
Disadvantages of Local Beam search
● This search can suffer from a lack of diversity among the k states.
● It is an expensive version of hill climbing search.
1. Initial population
2. Fitness function
3. Selection
4. Crossover
5. Mutation
Initial Population
The process begins with a set of individuals which is called a Population. Each individual is
a solution to the problem you want to solve.
An individual is characterized by a set of parameters (variables) known as Genes. Genes are
joined into a string to form a Chromosome (solution).
In a genetic algorithm, the set of genes of an individual is represented using a string, in terms
of an alphabet. Usually, binary values are used (string of 1s and 0s). We say that we encode
the genes in a chromosome.
Fitness Function
The fitness function determines how fit an individual is (the ability of an individual to
compete with other individuals). It gives a fitness score to each individual. The probability
that an individual will be selected for reproduction is based on its fitness score.
Selection
The idea of selection phase is to select the fittest individuals and let them pass their genes to
the next generation.
Two pairs of individuals (parents) are selected based on their fitness scores. Individuals with
high fitness have more chance to be selected for reproduction.
Crossover
Crossover is the most significant phase in a genetic algorithm. For each pair of parents to be
mated, a crossover point is chosen at random from within the genes.
Offspring are created by exchanging the genes of parents among themselves until the
crossover point is reached.
Mutation
In certain new offspring formed, some of their genes can be subjected to a mutation with a
low random probability. This implies that some of the bits in the bit string can be flipped.
Mutation occurs to maintain diversity within the population and prevent premature
convergence.
Termination
The algorithm terminates if the population has converged (does not produce offspring which
are significantly different from the previous generation). Then it is said that the genetic
algorithm has provided a set of solutions to our problem.
Comments
The population has a fixed size. As new generations are formed, individuals with least fitness
die, providing space for new offspring.
The sequence of phases is repeated to produce individuals in each new generation which are
better than the previous generation.
Adversarial Search
Adversarial search is a search, where we examine the problem which arises when we try
to plan ahead of the world and other agents are planning against us.
o In previous topics, we have studied the search strategies which are only associated with a single
agent that aims to find the solution which often expressed in the form of a sequence of actions.
o But, there might be some situations where more than one agent is searching for the solution in
the same search space, and this situation usually occurs in game playing.
o The environment with more than one agent is termed as multi-agent environment, in which
each agent is an opponent of other agent and playing against each other. Each agent needs to
consider the action of other agent and effect of that action on their performance.
o So, Searches in which two or more players with conflicting goals are trying to explore the
same search space for the solution, are called adversarial searches, often known as Games.
o Games are modeled as a Search problem and heuristic evaluation function, and these are the
two main factors which help to model and solve games in AI.
o Perfect information: A game with the perfect information is that in which agents can look into
the complete board. Agents have all the information about the game, and they can see each
other moves also. Examples are Chess, Checkers, Go, etc.
o Imperfect information: If in a game agents do not have all information about the game and
not aware with what's going on, such type of games are called the game with imperfect
information, such as tic-tac-toe, Battleship, blind, Bridge, etc.
o Deterministic games: Deterministic games are those games which follow a strict pattern and
set of rules for the games, and there is no randomness associated with them. Examples are
chess, Checkers, Go, tic-tac-toe, etc.
o Non-deterministic games: Non-deterministic are those games which have various
unpredictable events and has a factor of chance or luck. This factor of chance or luck is
introduced by either dice or cards. These are random, and each action response is not fixed.
Such games are also called as stochastic games.
Example: Backgammon, Monopoly, Poker, etc.
Zero-Sum Game
o Zero-sum games are adversarial search which involves pure competition.
o In Zero-sum game each agent's gain or loss of utility is exactly balanced by the losses or gains
of utility of another agent.
o One player of the game try to maximize one single value, while other player tries to minimize
it.
o Each move by one player in the game is called as ply.
o Chess and tic-tac-toe are examples of a Zero-sum game.
Each of the players is trying to find out the response of his opponent to their actions. This
requires embedded thinking or backward reasoning to solve the game problems in AI.
Game tree:
A game tree is a tree where nodes of the tree are the game states and Edges of the tree are the
moves by players. Game tree involves initial state, actions function, and result Function.
Example: Tic-Tac-Toe game tree:
The following figure is showing part of the game-tree for tic-tac-toe game. Following are some
key points of the game:
o There are two players MAX and MIN.
o Players have an alternate turn and start with MAX.
o MAX maximizes the result of the game tree
o MIN minimizes the result.
Example Explanation:
o From the initial state, MAX has 9 possible moves as he starts first. MAX place x and MIN place
o, and both player plays alternatively until we reach a leaf node where one player has three in
a row or all squares are filled.
o Both players will compute each node, minimax, the minimax value which is the best achievable
utility against an optimal adversary.
o Suppose both the players are well aware of the tic-tac-toe and playing the best play. Each player
is doing his best to prevent another one from winning. MIN is acting against Max in the game.
o So in the game tree, we have a layer of Max, a layer of MIN, and each layer is called as Ply.
Max place x, then MIN puts o to prevent Max from winning, and this game continues until the
terminal node.
o In this either MIN wins, MAX wins, or it's a draw. This game-tree is the whole search space of
possibilities that MIN and MAX are playing tic-tac-toe and taking turns alternately.
Step-1: In the first step, the algorithm generates the entire game-tree and apply the utility
function to get the utility values for the terminal states. In the below tree diagram, let's take A
is the initial state of the tree. Suppose maximizer takes first turn which has worst-case initial
value =- infinity, and minimizer will take next turn which has worst-case initial value =
+infinity.
Step 2: Now, first we find the utilities value for the Maximizer, its initial value is -∞, so we
will compare each value in terminal state with initial value of Maximizer and determines the
higher nodes values. It will find the maximum among the all.
Alpha-Beta Pruning
o Alpha-beta pruning is a modified version of the minimax algorithm. It is an optimization
technique for the minimax algorithm.
o As we have seen in the minimax search algorithm that the number of game states it has to
examine are exponential in depth of the tree. Since we cannot eliminate the exponent, but we
can cut it to half. Hence there is a technique by which without checking each node of the game
tree we can compute the correct minimax decision, and this technique is called pruning. This
involves two threshold parameter Alpha and beta for future expansion, so it is called alpha-
beta pruning. It is also called as Alpha-Beta Algorithm.
o Alpha-beta pruning can be applied at any depth of a tree, and sometimes it not only prune the
tree leaves but also entire sub-tree.
o The two-parameter can be defined as:
. Alpha: The best (highest-value) choice we have found so far at any point along the
path of Maximizer. The initial value of alpha is -∞.
a. Beta: The best (lowest-value) choice we have found so far at any point along the path
of Minimizer. The initial value of beta is +∞.
o The Alpha-beta pruning to a standard minimax algorithm returns the same move as the standard
algorithm does, but it removes all the nodes which are not really affecting the final decision but
making algorithm slow. Hence by pruning these nodes, it makes the algorithm fast.
Note: To better understand this topic, kindly study the minimax algorithm.
Step 3: Now algorithm backtrack to node B, where the value of β will change as this is a turn
of Min, Now β= +∞, will compare with the available subsequent nodes value, i.e. min (∞, 3) =
3, hence at node B now α= -∞, and β= 3.
In the next step, algorithm traverse the next successor of Node B which is node E, and the
values of α= -∞, and β= 3 will also be passed.
Step 4: At node E, Max will take its turn, and the value of alpha will change. The current value
of alpha will be compared with 5, so max (-∞, 5) = 5, hence at node E α= 5 and β= 3, where
α>=β, so the right successor of E will be pruned, and algorithm will not traverse it, and the
value at node E will be 5.
Step 5: At next step, algorithm again backtrack the tree, from node B to node A. At node A,
the value of alpha will be changed the maximum available value is 3 as max (-∞, 3)= 3, and β=
+∞, these two values now passes to right successor of A which is Node C.
At node C, α=3 and β= +∞, and the same values will be passed on to node F.
Step 6: At node F, again the value of α will be compared with left child which is 0, and
max(3,0)= 3, and then compared with right child which is 1, and max(3,1)= 3 still α remains 3,
but the node value of F will become 1.
Step 7: Node F returns the node value 1 to node C, at C α= 3 and β= +∞, here the value of beta
will be changed, it will compare with 1 so min (∞, 1) = 1. Now at C, α=3 and β= 1, and again
it satisfies the condition α>=β, so the next child of C which is G will be pruned, and the
algorithm will not compute the entire sub-tree G.
Step 8: C now returns the value of 1 to A here the best value for A is max (3, 1) = 3. Following
is the final game tree which is the showing the nodes which are computed and nodes which has
never computed. Hence the optimal value for the maximizer is 3 for this example.
Move Ordering in Alpha-Beta pruning:
The effectiveness of alpha-beta pruning is highly dependent on the order in which each node
is examined. Move order is an important aspect of alpha-beta pruning.
It can be of two types:
o Worst ordering: In some cases, alpha-beta pruning algorithm does not prune any of
the leaves of the tree, and works exactly as minimax algorithm. In this case, it also
consumes more time because of alpha-beta factors, such a move of pruning is called
worst ordering. In this case, the best move occurs on the right side of the tree. The time
complexity for such an order is O(bm).
o Ideal ordering: The ideal ordering for alpha-beta pruning occurs when lots of pruning
happens in the tree, and best moves occur at the left side of the tree. We apply DFS
hence it first search left of the tree and go deep twice as minimax algorithm in the same
amount of time. Complexity in ideal ordering is O(bm/2).
Constraint Satisfaction Problems (CSP) represents a class of problems where there are some
restrictions between objects within that problem.
In a formal way, a CSP is composed of three components:
1. A set of variables (V = {V1…Vn})
2. A domain for each variables (D = {D1 … Dn})
3. A set of constraints ( C )
Solutions
Like every problem, also CSP can have solutions; but we need to define the “notion of
solution”. So, let’s start from states:
A solution to a CSP (or the goal state) is a complete and consistent assignment.
CSP: An Example
we can see an example. This is the famous “Australia map coloring problem” and it can be
described as following:
You have to color each region of Australia using three colors {red, blue green} so that no
neighboring territory has the same color.
Ok, it can be even too simple at first glance but let’s define the CSP:
1. V = {WA, NT, Q, NSW, V, SA, T}
2. D = {green, red, blue}, in this problem all variables have the same domain
3. C = {“adjacent regions can’t have the same color”}
Constraint graph
The first thing we can do to better understand this problem is to define the constraint graph,
which is useful to view the relations among variables.
The constraint graph is an undirected graph where we put a node for each variable (from the
original CSP) and an edge between two nodes if there is a constraint among the variables
represented by the nodes.