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Blind (Un-Informed)
and
Heuristic (informed) Strategies
Blind vs. Heuristic Strategies
Blind (or un-informed) strategies have
no additional information except
available in problem definition
 Distinguish a goal state from a non goal
state.
Heuristic (or informed) strategies know
whether one non goal state is more
promising than others.
Example: 8-puzzle
1
2
3 4
5 6
7
8
1 2 3
4 5 6
7 8
Goal state
1 2 3
4 5
6
7 8
N1
N2
STATE
STATE
For a blind strategy, N1
and N2 are just two nodes
(at some depth in the search
tree)
For a heuristic strategy
counting the number of
misplaced tiles, N2 is more
promising than N1
Blind Strategies
Breadth-first
 Bidirectional
Depth-first
 Depth-limited
 Iterative deepening
Uniform-Cost
Step cost = 1
Step cost = c   > 0
Breadth-First Strategy
• Expand shallowest unexpanded node.
• New nodes are inserted at the end of FRINGE.
2 3
4 5
1
6 7
FRINGE = (1)
FRINGE:
Set of search nodes that have not been expanded yet
The ordering of the nodes in FRINGE defines the search strategy
Breadth-First Strategy
• Expand shallowest unexpanded node.
• New nodes are inserted at the end of FRINGE.
FRINGE = (2, 3)
2 3
4 5
1
6 7
Breadth-First Strategy
• Expand shallowest unexpanded node.
• New nodes are inserted at the end of FRINGE.
FRINGE = (3, 4, 5)
2 3
4 5
1
6 7
Breadth-First Strategy
• Expand shallowest unexpanded node.
• New nodes are inserted at the end of FRINGE.
FRINGE = (4, 5, 6, 7)
2 3
4 5
1
6 7
Bidirectional search
Run two simultaneous searches-one
forward from the initial state and the
other backward from the goal state.
It is implemented by checking each
node before it is expanded to see if it is
in the fringe of the other search tree.
Otherwise Stop when two searches
meet in the middle.
Bidirectional Strategy
Bidirectional Strategy
2 fringe queues: FRINGE1 and FRINGE2
d
d/2 d/2
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Depth-First Strategy
• Expand deepest unexpanded node
• New nodes are inserted at the front of FRINGE
1
2 3
4 5
Problem
If one subtree were of unbounded depth
but contained no solution, it would never
terminate.
To overcome this depth limited search is
used.
Depth-Limited Strategy
Depth-first with depth limit k (maximal
depth below which nodes are not
expanded)
Three possible outcomes:
 Solution
 Failure (no solution)
 Cutoff (no solution within depth limit)
Iterative deepening search l =0
Iterative deepening search l =1
Iterative deepening search l =2
Iterative deepening search l =3
Uniform-Cost Strategy
• Each step has some cost   > 0.
• The cost of the path to each fringe node N is
g(N) =  costs of all steps.
• The goal is to generate a solution path of minimal cost.
• The FRINGE is sorted in increasing cost.
S
0
1
A
5
B
15
C
S G
A
B
C
5
1
15
10
5
5
G
11
G
10
Informed Search
Informed search(heuristic search)
• They are given problem-specific knowledge
such how far it is from the goal.
General approach
Best-first search: The node is selected for an
expansion based on an evaluation function.f(n).
Define an evaluation function:
f : node N  real number
whose value depends on the state of N
The node with the lowest evaluation is selected for
expansion, because the evaluation measures the
distance to the goal.
Order the fringe in increasing f
[the smaller f, the better]
Choose the node that appears to be best according
to the evaluation function.
Heuristic Function
Key components of best-first search is heuristic
function.
Function h(N) that estimates the cost of the cheapest
path from node N to goal node.
Example: 8-puzzle
1 2 3
4 5 6
7 8
N goal
h(N) = number of misplaced tiles
= 0
1 2 3
4 5 6
7 8
Heuristic Function
Key components of best-first search is heuristic
function.
Function h(N) that estimates the cost of the cheapest
path from node N to goal node.
Example: 8-puzzle
1 2 3
4 5 6
7 8
1
2
3
4
5
6
7
8
N goal
h(N) = number of misplaced tiles
= ?
Heuristic Function
Key components of best-first search is heuristic
function.
Function h(N) that estimates the cost of the cheapest
path from node N to goal node.
Example: 8-puzzle
1 2 3
4 5 6
7 8
1
2
3
4
5
6
7
8
N goal
h(N) = number of misplaced tiles
= 6
Examples of Evaluation functions
Let g(N) be the cost of the best
path found so far between the initial
node and N
f(N) = h(N)  greedy best-first
f(N) = g(N) + h(N)
Romania with step costs in km
Greedy best-first search
Evaluation function f(n) = h(n)
(heuristic)
h(n) = estimate of cost from n to goal
e.g., hSLD(n) = straight-line distance
from n to Bucharest.
hSLD(arad)=?
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
Greedy best-first search
It is 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
8-Puzzle
4
5
5
3
3
4
3 4
4
2 1
2
0
3
4
3
f(N) = h(N) = number of misplaced tiles
8-Puzzle
0+4
1+5
1+5
1+3
3+3
3+4
3+4
3+2 4+1
5+2
5+0
2+3
2+4
2+3
f(N) = g(N) + h(N)
with h(N) = number of misplaced tiles

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uninformed_informed.ppt