SlideShare a Scribd company logo
1 of 37
Lecture No. 3
Recap
• Agent
• Intelligent Agents
• Applications of AI
• Tree and Graph Terminology: A Recap
• Types of Environment
• Fully observable vs. Partially observable: Complete state of environment is
observable
• Deterministic vs. stochastic: next state is completely determined
• Episodic vs. Sequential: Agents experience is divided into atomic episodes, agent
perceives and performs single action based on only current state
• Static vs. Dynamic: If environment changes while agent is deliberating (semi-
dynamic when environment doesn’t change but score of agent changes with
passage of time)
• Discrete vs. Continuous
• Single vs. Multivalent
Ideal Rational Agent
• An ideal rational agent is one that is capable
of doing expected actions to maximize its
performance measure, on the basis of :
– Its percept sequence
– Its built-in knowledge base
• Rationality of an agent depends on the
following four factors
– Performance measure: Determines the degree of success
– Percept Sequence till now
– Prior knowledge about the environment
– Action: That agent can carry out
Specifying Task Environment
• For any agent we need to specify the
– Performance Measure
– Environment
– Actuators
– Sensors
Structure of Agents
• So for we have discussed about agents by
describing behavior
– Behavior: action that is performed after any given
sequence of percepts
• Agent=architecture + program
• Program has to be appropriate with architecture.
• If program is to recommend action like walk: the
architecture have better legs (what in case of
vacuum cleaner agent)
Types of Agent Programs
• Four basic types of agent programs:
• Simple reflex agents
• Model-based reflex agents
• Goal based Reflex agents
• Utility based Agents
Simple Reflex Agents
• Select actions on the basis of current percept
• History of percept is ignored
• Example: vacuum leaner example earlier
• Condition- Action Rule
Model Based Reflex Agents
• The most effective way to handle partial
observability is for the agent to keep track of the part
of the world it cant see now
• The agent should maintain some sort of internal
state that depends on the percept history and
thereby reflects at least some of the unobserved
aspects of the current state
• Example: Automatic home security detects and saves faces of home
members in percept history
• Automated driving tasks such as changing lanes, the agent needs to keep
track of where the other cars are if it cant see them all at once (percept
history + model)
What is a Model
• How the world evolves independently of the agents
• An overtaking car generally will be closer behind than it
was a moment ago
• Information about the how the agents own actions
affect the world-e.g; the agent turn the steering wheel
clock wise, the car turns to the right
• This knowledge about how the world works- whether
implemented in simple Boolean circuits or in the
complete scientific theories is called model of the
world
Goal Based Agents
• Knowing something about the current state of
the environment is not always enough to
decide what to do.
• Goal agent needs some sort of goal
information to achieve particular tasks
• For example on road taxi can turn left, right or
go straight
Utility based Agents
• Goals alone- not sufficient
• What else is needed here than ??
CAN YOU DRAW THESE SHAPES ?
GRAPH
GRAPH
• Graph has points (vertices, nodes) and lines
(sides, arcs and edges)
• Even degree nodes
• Odd degree nodes
Graph is Traversable ?
• Graph is traversable if you can trace the shape
without lifting your pen and without going
over an edge more than once
Is this traversable ?
YES !
Is this traversable ?
YES !
Is this traversable ?
No
Is this traversable ?
No !
Rule !!!
• For a graph to be traversable
– All vertices are of even degree
OR
– Exactly two vertices are of odd degree and the
rest of them are even
Lets Verify
Lets Verify
Can you cross over each bridge exactly
once ?
Graph Theory (Definitions)
• A graph consists of:
– A set of "nodes" N1, N2, …, Nn, … which need not be finite.
– A set of "arcs" that connect pairs of nodes. (Arcs are often described as an
ordered pair of nodes; e.g. the arc (N3,N4) connects nodes N3 with N4).
• A "labeled graph" has one or more descriptors (labels) attached to each
node that distinguish that node from any other node in the graph.
• In the state space model of problem solving
– The nodes of a graph are taken to represent discrete "states" in a problem
solving process (such as the result of logical inferences or configurations
of a game board).
– The arcs of the graph represent transitions between states. (These
transitions correspond to logical inferences or legal moves of a game).
• In "Expert Systems”, states describe our knowledge of a problem
instance at some stage of a reasoning process.
• Expert knowledge in the form of “if … then” rules, allows us to
generate new information; the act of applying a rule is represented as
an arc between states.
• A “directed graph” has an indicated direction for traversing each arc.
For example, a directed graph might have (N3,N4) as an arc but not
(N4,N3). Thus a “path” could go from node N3 to N4 but not from N4 to
N3.
Graph Theory Definitions (continued …)
– If a directed arc connects Nj to Nk, then Nj is called the
“parent” of Nk and Nk is called the child of Nj. If the
graph also contains an arc (Nj,Nl), then Nk and Nl are
called “siblings”.
– An ordered sequence of nodes [N1,N2, …, Nn], where
each Ni, Ni+1 in the sequence represents an arc
(Ni,Ni+1), is called a “path” of length n-1 in the graph.
– A “rooted graph” has a unique node Ns from which all
paths in the graph originate. That is, the root has no
parent in the graph. (The state space graphs of the most
games are usually rooted graphs, with the start of the
game at the root).
– A “tip” or “leaf” node is a node that has no children.
– On rooted graph, a node is said to be the “ancestor” of
all nodes positioned after it (or to its right) and a
“descendant” of all nodes before it (or to its left).
Graph Theory Definitions (continued …)
– A path that contains any node more than once,
is said to contain a “cycle” or “loop”.
– A “tree” is a graph in which there is a unique
path between every pair of nodes. (The paths in
a tree contain no cycles).
– The edges in a rooted tree are directed away
from the root.
– Each node in a rooted tree has a unique parent.
– Two nodes in a graph are said to be
“connected” if a path exists that includes them
both.
Tic-Tac-Toe
– Consider the game of Noughts and Crosses (tic-tac-toe).
– There are nine spaces that can be occupied by either a space, a
nought or a cross.
– Each square has a given state and the playing area as a whole has a
given state defined by the states of the squares comprising it.
– Assume you have just started a new game and your opponent has
placed a nought in the centre square. The board is now in a state
which is your Initial State and your Goal State is to have three
crosses in a line without three noughts in a line.
– From your Initial State you need to find the next state that will bring
you closest to your Goal State and this is where search comes in.
Tic-Tac-Toe (continued…)
– Looking at this game as a whole, we can see that there is a reasonably large
number of possible states, some of which represent a win, some a lose and some
are mid-game.
– From any given state only a small subset of the possible states can be arrived at
in one move and this subset will be defined by the rules and the current state.
– A graph can be constructed that starts with the empty board - the first node -
which then branches along the nine possible moves from this state to give the
nine possible states that can be arrived at. For each of these new nodes, more
branches may be drawn and new nodes added until the board is full or a game is
won.
Tic-Tac-Toe (continued …)
– The picture shows a graph representing just three moves and the game tree
produced just by following that game, as you can imagine it gets pretty big if
you draw all the possible nodes for each level of the game.
– If the empty board is level 0 and the board after the first move is level 1 then by
level 4 the tree has widened to 3024 nodes!
– This is just a very simple game yet it demonstrates very well the way that the
number of states to search explodes as you seek to look further and further
down the tree.
– The entire set of possible states makes up the State Space for the game and this
is smaller than the total possible number of nodes in the tree, why?
– The reason is that many of the nodes in the tree are identical!
– Although they are arrived at by a different route, the actual position of the
noughts and crosses can be the same.
– Two ways of arriving at the same state:
Game One
1 O at Top Left
2 X at Top Right
3 O at Centre
Game Two
1 O at Centre
2 X at Top Right
3 O at Top Left
The Traveling Salesman
Given a map with a number of cities on and given that you can get to each city
directly from any other city on the map with the distance for each of these,
what is the minimum distance needed to visit every city only once?
Well we can draw a tree again, picking any city at random to start with and
branch out to other cities from this city.
At each node we keep a record of cities visited and the total distance traveled
thus far.
In this case, the tree is finite again as in Tic-Tac-Toe, you may not visit a city
twice, so the tree can only be as many levels deep as there are cities to visit.
A variation on the problem can be insoluble; if cities are not always reachable
from other cities, i.e. you have to go via C to get from A to B, then there exist
maps for which there is NO solution.
So how do we solve this one?
These are all difficult problems of different types and they each require some
form of search algorithm to come to a sensible solution, if any solution exists!
We will look at some of these different techniques and try to ascertain how to
decide which type of search to use.
To formalize the approach, we can use Graph Theoretical Concepts. Graph
theory can be used to "analyze the structure and complexity" of both the
"problem" and the "procedures used to solve it".
The 8 puzzle problem
The 8 puzzle problem

More Related Content

Similar to AI-Lec3 State Search Space-Graph Theory.pptx

Solving problems by searching
Solving problems by searchingSolving problems by searching
Solving problems by searching
Luigi Ceccaroni
 
splaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNN
splaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNNsplaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNN
splaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNN
ratnapatil14
 

Similar to AI-Lec3 State Search Space-Graph Theory.pptx (20)

chapter3part1.ppt
chapter3part1.pptchapter3part1.ppt
chapter3part1.ppt
 
Data structure note
Data structure noteData structure note
Data structure note
 
Recurrent Neural Networks
Recurrent Neural NetworksRecurrent Neural Networks
Recurrent Neural Networks
 
Scale free network Visualiuzation
Scale free network VisualiuzationScale free network Visualiuzation
Scale free network Visualiuzation
 
Sudoku
SudokuSudoku
Sudoku
 
Pathfinding in games
Pathfinding in gamesPathfinding in games
Pathfinding in games
 
Solving problems by searching
Solving problems by searchingSolving problems by searching
Solving problems by searching
 
Artificial Intelligence
Artificial IntelligenceArtificial Intelligence
Artificial Intelligence
 
splaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNN
splaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNNsplaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNN
splaytree-171227043127.pptx NNNNNNNNNNNNNNNNNNNNNNN
 
Splay tree
Splay treeSplay tree
Splay tree
 
GEOSTATISTICAL_ANALYST
GEOSTATISTICAL_ANALYSTGEOSTATISTICAL_ANALYST
GEOSTATISTICAL_ANALYST
 
PPT ON INTRODUCTION TO AI- UNIT-1-PART-2.pptx
PPT ON INTRODUCTION TO AI- UNIT-1-PART-2.pptxPPT ON INTRODUCTION TO AI- UNIT-1-PART-2.pptx
PPT ON INTRODUCTION TO AI- UNIT-1-PART-2.pptx
 
SVD.ppt
SVD.pptSVD.ppt
SVD.ppt
 
Two player games
Two player gamesTwo player games
Two player games
 
bcfbedbf-6679-4d5d-b8a5-7d4c9c48dba4.pptx
bcfbedbf-6679-4d5d-b8a5-7d4c9c48dba4.pptxbcfbedbf-6679-4d5d-b8a5-7d4c9c48dba4.pptx
bcfbedbf-6679-4d5d-b8a5-7d4c9c48dba4.pptx
 
Pruning and Preprocessing Methods for Inventory-Aware Pathfinding
Pruning and Preprocessing Methods for Inventory-Aware PathfindingPruning and Preprocessing Methods for Inventory-Aware Pathfinding
Pruning and Preprocessing Methods for Inventory-Aware Pathfinding
 
AIMA_ch3_L2-complement.ppt kjekfkjekjfkjefkjefkjek
AIMA_ch3_L2-complement.ppt kjekfkjekjfkjefkjefkjekAIMA_ch3_L2-complement.ppt kjekfkjekjfkjefkjefkjek
AIMA_ch3_L2-complement.ppt kjekfkjekjfkjefkjefkjek
 
06 image features
06 image features06 image features
06 image features
 
Search-Beyond-Classical-no-exercise-answers.pdf
Search-Beyond-Classical-no-exercise-answers.pdfSearch-Beyond-Classical-no-exercise-answers.pdf
Search-Beyond-Classical-no-exercise-answers.pdf
 
5.5 back tracking
5.5 back tracking5.5 back tracking
5.5 back tracking
 

Recently uploaded

CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun serviceCALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
anilsa9823
 
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual serviceCALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
anilsa9823
 

Recently uploaded (7)

BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort ServiceBDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
 
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun serviceCALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
CALL ON ➥8923113531 🔝Call Girls Gomti Nagar Lucknow best Night Fun service
 
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost LoverPowerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
 
9892124323 | Book Call Girls in Juhu and escort services 24x7
9892124323 | Book Call Girls in Juhu and escort services 24x79892124323 | Book Call Girls in Juhu and escort services 24x7
9892124323 | Book Call Girls in Juhu and escort services 24x7
 
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
Call US Pooja 9892124323 ✓Call Girls In Mira Road ( Mumbai ) secure service,
 
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCRFULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
 
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual serviceCALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
CALL ON ➥8923113531 🔝Call Girls Saharaganj Lucknow best sexual service
 

AI-Lec3 State Search Space-Graph Theory.pptx

  • 2. Recap • Agent • Intelligent Agents • Applications of AI • Tree and Graph Terminology: A Recap • Types of Environment • Fully observable vs. Partially observable: Complete state of environment is observable • Deterministic vs. stochastic: next state is completely determined • Episodic vs. Sequential: Agents experience is divided into atomic episodes, agent perceives and performs single action based on only current state • Static vs. Dynamic: If environment changes while agent is deliberating (semi- dynamic when environment doesn’t change but score of agent changes with passage of time) • Discrete vs. Continuous • Single vs. Multivalent
  • 3. Ideal Rational Agent • An ideal rational agent is one that is capable of doing expected actions to maximize its performance measure, on the basis of : – Its percept sequence – Its built-in knowledge base • Rationality of an agent depends on the following four factors – Performance measure: Determines the degree of success – Percept Sequence till now – Prior knowledge about the environment – Action: That agent can carry out
  • 4. Specifying Task Environment • For any agent we need to specify the – Performance Measure – Environment – Actuators – Sensors
  • 5. Structure of Agents • So for we have discussed about agents by describing behavior – Behavior: action that is performed after any given sequence of percepts • Agent=architecture + program • Program has to be appropriate with architecture. • If program is to recommend action like walk: the architecture have better legs (what in case of vacuum cleaner agent)
  • 6. Types of Agent Programs • Four basic types of agent programs: • Simple reflex agents • Model-based reflex agents • Goal based Reflex agents • Utility based Agents
  • 7. Simple Reflex Agents • Select actions on the basis of current percept • History of percept is ignored • Example: vacuum leaner example earlier • Condition- Action Rule
  • 8. Model Based Reflex Agents • The most effective way to handle partial observability is for the agent to keep track of the part of the world it cant see now • The agent should maintain some sort of internal state that depends on the percept history and thereby reflects at least some of the unobserved aspects of the current state • Example: Automatic home security detects and saves faces of home members in percept history • Automated driving tasks such as changing lanes, the agent needs to keep track of where the other cars are if it cant see them all at once (percept history + model)
  • 9. What is a Model • How the world evolves independently of the agents • An overtaking car generally will be closer behind than it was a moment ago • Information about the how the agents own actions affect the world-e.g; the agent turn the steering wheel clock wise, the car turns to the right • This knowledge about how the world works- whether implemented in simple Boolean circuits or in the complete scientific theories is called model of the world
  • 10. Goal Based Agents • Knowing something about the current state of the environment is not always enough to decide what to do. • Goal agent needs some sort of goal information to achieve particular tasks • For example on road taxi can turn left, right or go straight
  • 11. Utility based Agents • Goals alone- not sufficient • What else is needed here than ??
  • 12. CAN YOU DRAW THESE SHAPES ?
  • 13.
  • 14. GRAPH
  • 15. GRAPH • Graph has points (vertices, nodes) and lines (sides, arcs and edges) • Even degree nodes • Odd degree nodes
  • 16. Graph is Traversable ? • Graph is traversable if you can trace the shape without lifting your pen and without going over an edge more than once
  • 18. YES !
  • 20. YES !
  • 22. No
  • 24. No !
  • 25. Rule !!! • For a graph to be traversable – All vertices are of even degree OR – Exactly two vertices are of odd degree and the rest of them are even
  • 28. Can you cross over each bridge exactly once ?
  • 29. Graph Theory (Definitions) • A graph consists of: – A set of "nodes" N1, N2, …, Nn, … which need not be finite. – A set of "arcs" that connect pairs of nodes. (Arcs are often described as an ordered pair of nodes; e.g. the arc (N3,N4) connects nodes N3 with N4). • A "labeled graph" has one or more descriptors (labels) attached to each node that distinguish that node from any other node in the graph. • In the state space model of problem solving – The nodes of a graph are taken to represent discrete "states" in a problem solving process (such as the result of logical inferences or configurations of a game board). – The arcs of the graph represent transitions between states. (These transitions correspond to logical inferences or legal moves of a game). • In "Expert Systems”, states describe our knowledge of a problem instance at some stage of a reasoning process. • Expert knowledge in the form of “if … then” rules, allows us to generate new information; the act of applying a rule is represented as an arc between states. • A “directed graph” has an indicated direction for traversing each arc. For example, a directed graph might have (N3,N4) as an arc but not (N4,N3). Thus a “path” could go from node N3 to N4 but not from N4 to N3.
  • 30. Graph Theory Definitions (continued …) – If a directed arc connects Nj to Nk, then Nj is called the “parent” of Nk and Nk is called the child of Nj. If the graph also contains an arc (Nj,Nl), then Nk and Nl are called “siblings”. – An ordered sequence of nodes [N1,N2, …, Nn], where each Ni, Ni+1 in the sequence represents an arc (Ni,Ni+1), is called a “path” of length n-1 in the graph. – A “rooted graph” has a unique node Ns from which all paths in the graph originate. That is, the root has no parent in the graph. (The state space graphs of the most games are usually rooted graphs, with the start of the game at the root). – A “tip” or “leaf” node is a node that has no children. – On rooted graph, a node is said to be the “ancestor” of all nodes positioned after it (or to its right) and a “descendant” of all nodes before it (or to its left).
  • 31. Graph Theory Definitions (continued …) – A path that contains any node more than once, is said to contain a “cycle” or “loop”. – A “tree” is a graph in which there is a unique path between every pair of nodes. (The paths in a tree contain no cycles). – The edges in a rooted tree are directed away from the root. – Each node in a rooted tree has a unique parent. – Two nodes in a graph are said to be “connected” if a path exists that includes them both.
  • 32. Tic-Tac-Toe – Consider the game of Noughts and Crosses (tic-tac-toe). – There are nine spaces that can be occupied by either a space, a nought or a cross. – Each square has a given state and the playing area as a whole has a given state defined by the states of the squares comprising it. – Assume you have just started a new game and your opponent has placed a nought in the centre square. The board is now in a state which is your Initial State and your Goal State is to have three crosses in a line without three noughts in a line. – From your Initial State you need to find the next state that will bring you closest to your Goal State and this is where search comes in.
  • 33. Tic-Tac-Toe (continued…) – Looking at this game as a whole, we can see that there is a reasonably large number of possible states, some of which represent a win, some a lose and some are mid-game. – From any given state only a small subset of the possible states can be arrived at in one move and this subset will be defined by the rules and the current state. – A graph can be constructed that starts with the empty board - the first node - which then branches along the nine possible moves from this state to give the nine possible states that can be arrived at. For each of these new nodes, more branches may be drawn and new nodes added until the board is full or a game is won.
  • 34. Tic-Tac-Toe (continued …) – The picture shows a graph representing just three moves and the game tree produced just by following that game, as you can imagine it gets pretty big if you draw all the possible nodes for each level of the game. – If the empty board is level 0 and the board after the first move is level 1 then by level 4 the tree has widened to 3024 nodes! – This is just a very simple game yet it demonstrates very well the way that the number of states to search explodes as you seek to look further and further down the tree. – The entire set of possible states makes up the State Space for the game and this is smaller than the total possible number of nodes in the tree, why? – The reason is that many of the nodes in the tree are identical! – Although they are arrived at by a different route, the actual position of the noughts and crosses can be the same. – Two ways of arriving at the same state: Game One 1 O at Top Left 2 X at Top Right 3 O at Centre Game Two 1 O at Centre 2 X at Top Right 3 O at Top Left
  • 35. The Traveling Salesman Given a map with a number of cities on and given that you can get to each city directly from any other city on the map with the distance for each of these, what is the minimum distance needed to visit every city only once? Well we can draw a tree again, picking any city at random to start with and branch out to other cities from this city. At each node we keep a record of cities visited and the total distance traveled thus far. In this case, the tree is finite again as in Tic-Tac-Toe, you may not visit a city twice, so the tree can only be as many levels deep as there are cities to visit. A variation on the problem can be insoluble; if cities are not always reachable from other cities, i.e. you have to go via C to get from A to B, then there exist maps for which there is NO solution. So how do we solve this one? These are all difficult problems of different types and they each require some form of search algorithm to come to a sensible solution, if any solution exists! We will look at some of these different techniques and try to ascertain how to decide which type of search to use. To formalize the approach, we can use Graph Theoretical Concepts. Graph theory can be used to "analyze the structure and complexity" of both the "problem" and the "procedures used to solve it".
  • 36. The 8 puzzle problem
  • 37. The 8 puzzle problem