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BEYOND CLASSICAL SEARCH:
− SEARCHING WITH NON-DETERMINISTIC ACTIONS
− SEARCHING WITH PARTIAL OBSERVATIONS
− ONLINE SEARCH & UNKNOWN ENVIRONMENTS
Chapter 4, Sections 4.3-4.5
“Machines will be capable, within twenty years, of doing any
work that a man can do.” Herbert Simon, 1965.
Remember Reading Assignment!
• Next week: Chapter 5 (Adversarial Search)
Class Exercise: Wooden Railway Set
Track pieces from wooden railway set:
Q1: Suppose the pieces fit together exactly. Give formulation of the task as a
search problem
x 12
x 16
x 12
x 2 x 2
(Curved pieces can be flipped)
Class Exercise: Wooden Railway Set
(con’t.)
Track pieces from wooden railway set:
Q2: Identify a suitable uninformed search algorithm for this task, and explain why
it is suitable.
x 12
x 16
x 12
x 2 x 2
(Curved pieces can be flipped)
Class Exercise: Wooden Railway Set
(con’t.)
Track pieces from wooden railway set:
Q3: Why does removing any one of the “fork” pieces make the problem
unsolvable?
x 12
x 16
x 12
x 2 x 2
(Curved pieces can be flipped)
Class Exercise: Wooden Railway Set
(con’t.)
Track pieces from wooden railway set:
Q4: Give an upper bound on the total size of the state space defined for this
formulation. (Ignore problem of overlapping pieces and loose ends. Reason
primarily about max branching factor and max depth. Pretend unique pieces.)
x 12
x 16
x 12
x 2 x 2
(Curved pieces can be flipped)
• Can’t be sure of the outcome of actions
– Percepts help narrow down possible resultant
states
• Need a contingency plan (or strategy) that
specifies what to do depending on what
percepts are received
Searching with Nondeterministic Actions
• Outcome of Suck action:
– When applied to dirty square the action cleans the square
and sometimes cleans up dirt in an adjacent square, too
– When applied to a clean square the action sometimes
deposits dirt on the carpet
• To handle, need transition model that returns a set of
possible outcome states
• And, need to generalize solution to a contingency plan
– E.g., [Suck, if State = 5 then [Right, Suck] else []]
Erratic Vacuum World
• OR nodes: Represent agent’s own choices
• AND nodes: Environment’s choice of outcome for each action
New type of Search Tree: AND-OR Search Trees
Start in state 1
Uncertain result of Suck is
{State 5, State 7}
Need a plan
for all possible
outcome
states
• Solution is a subtree that:
– Has goal node at every
leaf
– Specifies one action at
each OR node
– Includes every outcome
branch at each AND
node
New type of Search Tree: AND-OR Search Trees
Searching AND-OR Graphs
• Can be done with a variety of search
techniques:
– DFS
– BFS
– Best-first
– A*
– Etc.
• Outcome of Left or Right
actions:
– Agent might not move, even
if given Left or Right motion
commands
− Keep trying an action until it works
− We assume that each possible
outcome of a nondeterministic
action eventually occurs
• Need to define cyclic solutions
– Keep trying an action until it works
– E.g., [Suck, L1: Right, if State = 5 then L1 else Suck]
– Equivalent to: “while State = 5 do Right”
Slippery (Non-Erratic) Vacuum World
Searching with Partial Observations
• Introduce belief state: represents agent’s
current belief about possible physical states it
could be in, given sequence of actions and
percepts up to that point
• 3 scenarios:
– Searching with no observation
– Searching with observations
– Solving partially observable problems
Searching with no observations: Sensorless
• Sensorless = conformant
• Example: Vacuum world with no sensors:
– Agent knows geography of environment
– Agent doesn’t know its location or distribution of dirt
– Initial state: {1, 2, 3, 4, 5, 6, 7, 8}
– Action outcomes:
• [Right]: possible successor states: {2, 4, 6, 8}
• [Right, Suck]: {4, 8}
• [Right, Suck, Left Suck]: {7}
Sensorless problems: Search in Space of Belief States
• Beliefs are fully observable
• Belief states: every possible set of physical states; N
physical states  2N belief states
• Initial state: Typically the set of all physical states
• Actions: Either the union or intersection of the legal
actions for the current belief states
• Transition model: set of all possible states that could result
from taking any of the actions in any of the belief states
• Goal test: all states in current belief set are goal states
• Path cost: (it depends. application-specific)
• Use any search technique we’ve discussed
Challenge: size of belief state
• Example: belief state for 10 x 10 vacuum world has 100 x 2100 =
1032 physical states!
• Alternatives:
Better (more compact) representation
Solving problem incrementally (incremental belief-state
search)
o E.g.,
osolve for first state,
osee if it works for other states;
oif not, find another solution for first state,
oand iterate
• But, generally tough to solve w/o sensors!
Belief-state space for deterministic, sensorless vacuum world
At any point,
agent knows
which belief
state it is in,
but not
which
physical
state it is in
Note: there are 28 = 256 possible belief states, but only 12 reachable belief states
Searching with observations
• Define PERCEPT(s) that returns the agent’s
percept, given the state s
• E.g., In Vacuum world, PERCEPT(state1)=[A,Dirty]
• Special cases:
– Fully observable problems: PERCEPT(s) = s
– Sensorless problems: PERCEPT(s) = Null
Vacuum World Examples
• PERCEPT = [A,Dirty]
yields belief state
{1, 3}
• PERCEPT = [B,Clean]
yields belief state
{4, 8}
Example Transitions
Grey circles represent
belief states
Deterministic world:
Slippery world:
Searching with observations
• Prediction: given action a in belief state b, predict the
resulting belief state: 𝑏
� = Predict(b, a)
• Observation prediction: determine set of percepts o that
could be observed in the predicted belief state:
PO SSIB LE_PER CEPT S(𝑏
�)= {𝑜: 𝑜 = PER CEPT 𝑠 and 𝑠 𝜖 𝑏
�}
• Update: determine belief state that results from each
possible percept (i.e., which set of states in 𝑏
� could have
produced the percept)
𝑏0=UPD A T E (𝑏
�,o)= {s: o =PER CEPT 𝑠 and 𝑠 𝜖 𝑏
�}
• Then, obtain possible belief states resulting from action and
subsequent possible percepts:
RESU LTS 𝑏, 𝑎
= 𝑏0: 𝑏0= UPD ATE(PRED ICT(𝑏, 𝑎 , 𝑜) and
𝑜 𝜖 PO SSIBLE−PERCEPTS(PRED ICT(𝑏, 𝑎))}
Can use AND-OR search algorithm to solve
More interesting application: Robot localization
• Initially, robot has no idea of where it is, but it knows geography of environment;
• Robot has perfect sensors to detect obstacles in each compass direction (NSEW)
• Robot has slippery motion – so it lands in any adjacent square after Move
• Until now: offline search, where complete solution is
generated before anything changes in physical world
• Online search:
– Interleaves computation and action
• “Solved” by an agent executing actions
– Useful for dynamic environments
– Useful for nondeterministic environments, since it allows
agent to focus on contingencies that actually arise – not
just those that might arise
– Necessary for unknown environments
Online search problems
• Agent only knows:
– Actions(s) – list of actions allowed in state s
– Step-cost function c(s, a, s’) – can only be determined after s’ discovered
– Goal-Test(s)
• Agent might know: admissible heuristic to determine distance to
goal state
• Cost: total path cost of the path the agent actually travels
• Competitive ratio: ratio of actual cost to optimal cost (i.e., best
case if the agent knew the search space in advance)
– “1” is optimal actual cost
Online search problems (con’t.)
• Irreversible actions: fall off
cliff!
• Dead-end state: locked in a
freezer!
• No algorithm can avoid
dead ends in all state
spaces
• Easier: assume state space
is safely explorable, where
some goal is reachable from
every state
Online search problems (con’t.)
• No bounded competitive
ratio can be guaranteed,
even in safely explorable
environments
Online search problems (con’t.)
• Agent can only explore from current state
– Can’t bounce around to other search paths, like offline A*
– DFS can be used, as long as actions are reversible
– Also online versions of iterative deepening will work
– Random walk is possible
• Select at random an available action from current state
• Preference to previously unexplored actions
• Will eventually find goal, if space is finite
• But slow – exponential search in worst case:
Online search problems (con’t.)
• A sequence of actions solves a sensorless problem if it maps
every physical state in initial belief state b to a goal state.
• Suppose agent knows h*(s), the true optimal cost of solving the
fully observable version of the problem, for every state s in b.
• What would be an admissible heuristic h(b) for the sensorless
problem, in terms of h*(s)?
Exercise: Sensorless heuristics
Remember Reading Assignment!
• Next week: Chapter 5 (Adversarial Search)

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Search-Beyond-Classical-no-exercise-answers.pdf

  • 1. BEYOND CLASSICAL SEARCH: − SEARCHING WITH NON-DETERMINISTIC ACTIONS − SEARCHING WITH PARTIAL OBSERVATIONS − ONLINE SEARCH & UNKNOWN ENVIRONMENTS Chapter 4, Sections 4.3-4.5 “Machines will be capable, within twenty years, of doing any work that a man can do.” Herbert Simon, 1965.
  • 2. Remember Reading Assignment! • Next week: Chapter 5 (Adversarial Search)
  • 3. Class Exercise: Wooden Railway Set Track pieces from wooden railway set: Q1: Suppose the pieces fit together exactly. Give formulation of the task as a search problem x 12 x 16 x 12 x 2 x 2 (Curved pieces can be flipped)
  • 4. Class Exercise: Wooden Railway Set (con’t.) Track pieces from wooden railway set: Q2: Identify a suitable uninformed search algorithm for this task, and explain why it is suitable. x 12 x 16 x 12 x 2 x 2 (Curved pieces can be flipped)
  • 5. Class Exercise: Wooden Railway Set (con’t.) Track pieces from wooden railway set: Q3: Why does removing any one of the “fork” pieces make the problem unsolvable? x 12 x 16 x 12 x 2 x 2 (Curved pieces can be flipped)
  • 6. Class Exercise: Wooden Railway Set (con’t.) Track pieces from wooden railway set: Q4: Give an upper bound on the total size of the state space defined for this formulation. (Ignore problem of overlapping pieces and loose ends. Reason primarily about max branching factor and max depth. Pretend unique pieces.) x 12 x 16 x 12 x 2 x 2 (Curved pieces can be flipped)
  • 7. • Can’t be sure of the outcome of actions – Percepts help narrow down possible resultant states • Need a contingency plan (or strategy) that specifies what to do depending on what percepts are received Searching with Nondeterministic Actions
  • 8. • Outcome of Suck action: – When applied to dirty square the action cleans the square and sometimes cleans up dirt in an adjacent square, too – When applied to a clean square the action sometimes deposits dirt on the carpet • To handle, need transition model that returns a set of possible outcome states • And, need to generalize solution to a contingency plan – E.g., [Suck, if State = 5 then [Right, Suck] else []] Erratic Vacuum World
  • 9. • OR nodes: Represent agent’s own choices • AND nodes: Environment’s choice of outcome for each action New type of Search Tree: AND-OR Search Trees Start in state 1 Uncertain result of Suck is {State 5, State 7} Need a plan for all possible outcome states
  • 10. • Solution is a subtree that: – Has goal node at every leaf – Specifies one action at each OR node – Includes every outcome branch at each AND node New type of Search Tree: AND-OR Search Trees
  • 11. Searching AND-OR Graphs • Can be done with a variety of search techniques: – DFS – BFS – Best-first – A* – Etc.
  • 12. • Outcome of Left or Right actions: – Agent might not move, even if given Left or Right motion commands − Keep trying an action until it works − We assume that each possible outcome of a nondeterministic action eventually occurs • Need to define cyclic solutions – Keep trying an action until it works – E.g., [Suck, L1: Right, if State = 5 then L1 else Suck] – Equivalent to: “while State = 5 do Right” Slippery (Non-Erratic) Vacuum World
  • 13. Searching with Partial Observations • Introduce belief state: represents agent’s current belief about possible physical states it could be in, given sequence of actions and percepts up to that point • 3 scenarios: – Searching with no observation – Searching with observations – Solving partially observable problems
  • 14. Searching with no observations: Sensorless • Sensorless = conformant • Example: Vacuum world with no sensors: – Agent knows geography of environment – Agent doesn’t know its location or distribution of dirt – Initial state: {1, 2, 3, 4, 5, 6, 7, 8} – Action outcomes: • [Right]: possible successor states: {2, 4, 6, 8} • [Right, Suck]: {4, 8} • [Right, Suck, Left Suck]: {7}
  • 15. Sensorless problems: Search in Space of Belief States • Beliefs are fully observable • Belief states: every possible set of physical states; N physical states  2N belief states • Initial state: Typically the set of all physical states • Actions: Either the union or intersection of the legal actions for the current belief states • Transition model: set of all possible states that could result from taking any of the actions in any of the belief states • Goal test: all states in current belief set are goal states • Path cost: (it depends. application-specific) • Use any search technique we’ve discussed
  • 16. Challenge: size of belief state • Example: belief state for 10 x 10 vacuum world has 100 x 2100 = 1032 physical states! • Alternatives: Better (more compact) representation Solving problem incrementally (incremental belief-state search) o E.g., osolve for first state, osee if it works for other states; oif not, find another solution for first state, oand iterate • But, generally tough to solve w/o sensors!
  • 17. Belief-state space for deterministic, sensorless vacuum world At any point, agent knows which belief state it is in, but not which physical state it is in Note: there are 28 = 256 possible belief states, but only 12 reachable belief states
  • 18. Searching with observations • Define PERCEPT(s) that returns the agent’s percept, given the state s • E.g., In Vacuum world, PERCEPT(state1)=[A,Dirty] • Special cases: – Fully observable problems: PERCEPT(s) = s – Sensorless problems: PERCEPT(s) = Null
  • 19. Vacuum World Examples • PERCEPT = [A,Dirty] yields belief state {1, 3} • PERCEPT = [B,Clean] yields belief state {4, 8}
  • 20. Example Transitions Grey circles represent belief states Deterministic world: Slippery world:
  • 21. Searching with observations • Prediction: given action a in belief state b, predict the resulting belief state: 𝑏 � = Predict(b, a) • Observation prediction: determine set of percepts o that could be observed in the predicted belief state: PO SSIB LE_PER CEPT S(𝑏 �)= {𝑜: 𝑜 = PER CEPT 𝑠 and 𝑠 𝜖 𝑏 �} • Update: determine belief state that results from each possible percept (i.e., which set of states in 𝑏 � could have produced the percept) 𝑏0=UPD A T E (𝑏 �,o)= {s: o =PER CEPT 𝑠 and 𝑠 𝜖 𝑏 �} • Then, obtain possible belief states resulting from action and subsequent possible percepts: RESU LTS 𝑏, 𝑎 = 𝑏0: 𝑏0= UPD ATE(PRED ICT(𝑏, 𝑎 , 𝑜) and 𝑜 𝜖 PO SSIBLE−PERCEPTS(PRED ICT(𝑏, 𝑎))} Can use AND-OR search algorithm to solve
  • 22. More interesting application: Robot localization • Initially, robot has no idea of where it is, but it knows geography of environment; • Robot has perfect sensors to detect obstacles in each compass direction (NSEW) • Robot has slippery motion – so it lands in any adjacent square after Move
  • 23. • Until now: offline search, where complete solution is generated before anything changes in physical world • Online search: – Interleaves computation and action • “Solved” by an agent executing actions – Useful for dynamic environments – Useful for nondeterministic environments, since it allows agent to focus on contingencies that actually arise – not just those that might arise – Necessary for unknown environments Online search problems
  • 24. • Agent only knows: – Actions(s) – list of actions allowed in state s – Step-cost function c(s, a, s’) – can only be determined after s’ discovered – Goal-Test(s) • Agent might know: admissible heuristic to determine distance to goal state • Cost: total path cost of the path the agent actually travels • Competitive ratio: ratio of actual cost to optimal cost (i.e., best case if the agent knew the search space in advance) – “1” is optimal actual cost Online search problems (con’t.)
  • 25. • Irreversible actions: fall off cliff! • Dead-end state: locked in a freezer! • No algorithm can avoid dead ends in all state spaces • Easier: assume state space is safely explorable, where some goal is reachable from every state Online search problems (con’t.)
  • 26. • No bounded competitive ratio can be guaranteed, even in safely explorable environments Online search problems (con’t.)
  • 27. • Agent can only explore from current state – Can’t bounce around to other search paths, like offline A* – DFS can be used, as long as actions are reversible – Also online versions of iterative deepening will work – Random walk is possible • Select at random an available action from current state • Preference to previously unexplored actions • Will eventually find goal, if space is finite • But slow – exponential search in worst case: Online search problems (con’t.)
  • 28. • A sequence of actions solves a sensorless problem if it maps every physical state in initial belief state b to a goal state. • Suppose agent knows h*(s), the true optimal cost of solving the fully observable version of the problem, for every state s in b. • What would be an admissible heuristic h(b) for the sensorless problem, in terms of h*(s)? Exercise: Sensorless heuristics
  • 29. Remember Reading Assignment! • Next week: Chapter 5 (Adversarial Search)