Informed Search Algorithms: Team Teaching AI (Created by Dewi Liliana) PTIIK 2012

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Informed search algorithms

Chapter 4
Team Teaching AI (created by Dewi Liliana) PTIIK 2012

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

Best-first search
Idea: use an evaluation function f(n) for each node
estimate of "desirability"

Expand most desirable unexpanded node

The principle is expand node in fringe with the lower f(n) Why estimate? Because it is a search. Implementation:

Order the nodes in fringe in decreasing order of desirability fringe is a priority queue, nodes are sorted by f(n)
Special cases:
greedy best-first search A* search

Greedy best-first search


Principle: expand node in a fringe with a lowest

f(n) 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

Romania with step costs in km

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 (expand the minimal path cost but cant be not optimal)

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) g(G2) > g(G)

since h(G2) = 0 since G2 is suboptimal

f(G) = g(G)
f(G2) > f(G)

since h(G) = 0
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) h(n) g(n) + h(n) f(n)

> f(G) h*(n) g(n) + h*(n) f(G)

from above since h is admissible

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')


f 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. (monotonic) Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is optimal

Optimality of A*
A* expands nodes in order of increasing f value

Gradually adds "f-contours" of nodes


Contour i has all nodes with f=fi, where fi < fi+1

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: h1(n) = number of misplaced tiles h2(n) = total Manhattan distance (i.e., no. of squares from desired location of each tile)

h1(S) = ? h2(S) = ?

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 h2(n) h1(n) for all n (both admissible) then h2 dominates h1 h2 is better for search 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

Ringkasan

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