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Instructor: Tamer Elsayed
[Many slides were created by Dan Klein and Pieter Abbeel at UC Berkeley (ai.berkeley.edu)]
Ch 3: 3.1-3.4
 What’s the difference between General AI and Narrow AI?
 What do we mean by “acting rational”?
 What’s the course in one sentence?
 What are the key lessons we can leverage from the brain?
2
 Agents that Plan Ahead
 Search Problems
3
4
 Reflex agents:
 Choose action based on current percept (and maybe memory)
 May have memory or a model of the world’s current state
 Do not consider the future consequences of their actions
 Consider how the world IS
 Can a reflex agent be rational?
5
6
7
 Planning agents:
 Ask “what if”
 Decisions based on (hypothesized) consequences of actions
 Must have a model of how the world evolves in response to actions
 Must formulate a goal (test)
 Consider how the world WOULD BE
 Optimal vs. complete planning
 Planning vs. replanning
8
9
10
11
 A search problem consists of:
 A state space
 A successor function
(with actions, costs)
 A start state and a goal test
 A solution is a sequence of actions (a plan) which transforms the start
state to a goal state.
“N”, 1.0
“E”, 1.0
12
13
 State space:
 Cities
 Successor function:
 Roads: Go to adjacent city with
cost = distance
 Start state:
 Arad
 Goal test:
 Is state == Bucharest?
 Solution?
14
 Problem: Pathing
 States: (x,y) location
 Successor: update location
only
 Goal test: is (x,y)=END
 Problem: Eat-All-Dots
 States: {(x,y), dot booleans}
 Successor: update location
and possibly a dot boolean
 Goal test: dots all false
The world state includes every last detail of the environment
A search state keeps only the details needed for planning (abstraction)
15
 World state:
 Agent positions: 120
 Food count: 30
 Ghost positions: 12
 Agent facing: NSEW
 How many
 World states?
120x(230)x(122)x4
 States for pathing?
120
 States for eat-all-dots?
120x(230)
16
 Problem: eat all dots while keeping the ghosts scared at all times.
 What does the state space have to specify?
 (agent position, dot booleans, power dot booleans, ghost positions, remaining
scared time)
17
18
 State space graph: A mathematical
representation of a search problem
 Nodes are (abstracted) world configurations
 Arcs represent successors (action results)
 The goal test is a set of goal nodes (maybe only one)
 In a state space graph, each state occurs only
once!
 We can rarely build this full graph in memory
(it’s too big), but it’s a useful idea.
19
 State space graph: A mathematical
representation of a search problem
 Nodes are (abstracted) world configurations
 Arcs represent successors (action results)
 The goal test is a set of goal nodes (maybe only one)
 In a state space graph, each state occurs only
once!
 We can rarely build this full graph in memory
(it’s too big), but it’s a useful idea
S
G
d
b
p
q
c
e
h
a
f
r
Tiny state space graph for a tiny
search problem
20
 A search tree:
 A “what if” tree of plans and their outcomes
 The start state is the root node
 Children correspond to successors
 Nodes show states, but correspond to PLANS that achieve those states
 For most problems, we can never actually build the whole tree
“E”, 1.0
“N”, 1.0
This is now / start
Possible futures
21
S
a
b
d p
a
c
e
p
h
f
r
q
q c G
a
q
e
p
h
f
r
q
q c G
a
S
G
d
b
p q
c
e
h
a
f
r
We construct both
on demand – and
we construct as
little as possible.
Each NODE in the
search tree is an
entire PATH in the
state space graph.
Search Tree
State Space Graph
22
S G
b
a
Consider this 4-state graph:
Important: Lots of repeated structure in the search tree!
How big is its search tree (from S)?
s
b
b G a
a
G
a G b G
… …
24
25
26
 Search:
 Expand out potential plans (tree nodes)
 Maintain a fringe of partial plans under consideration
 Try to expand as few tree nodes as possible
27
 Important ideas:
 Fringe
 Expansion
 Exploration strategy
 Main question: which fringe nodes to explore?
28
S
G
d
b
p q
c
e
h
a
f
r
Search Tree In Code
a a p
q
h
f
r
q
c G
a
q
q
p
q
a
S
G
d
b
p q
c
e
h
a
f
r
f
d
e
r
S
d e p
e
h r
f
c G
b c
s
s  d
s  e
s  p
s  d  b
s  d  c
s  d  e
s  d  e  h
s  d  e  r
s  d  e  r  f
s  d  e  r  f  c
s  d  e  r  f  G
30
Search Tree In Code

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2.a-CMPS 403-F20-Session 2-Search Problems.pdf

  • 1. Instructor: Tamer Elsayed [Many slides were created by Dan Klein and Pieter Abbeel at UC Berkeley (ai.berkeley.edu)] Ch 3: 3.1-3.4
  • 2.  What’s the difference between General AI and Narrow AI?  What do we mean by “acting rational”?  What’s the course in one sentence?  What are the key lessons we can leverage from the brain? 2
  • 3.  Agents that Plan Ahead  Search Problems 3
  • 4. 4
  • 5.  Reflex agents:  Choose action based on current percept (and maybe memory)  May have memory or a model of the world’s current state  Do not consider the future consequences of their actions  Consider how the world IS  Can a reflex agent be rational? 5
  • 6. 6
  • 7. 7
  • 8.  Planning agents:  Ask “what if”  Decisions based on (hypothesized) consequences of actions  Must have a model of how the world evolves in response to actions  Must formulate a goal (test)  Consider how the world WOULD BE  Optimal vs. complete planning  Planning vs. replanning 8
  • 9. 9
  • 10. 10
  • 11. 11
  • 12.  A search problem consists of:  A state space  A successor function (with actions, costs)  A start state and a goal test  A solution is a sequence of actions (a plan) which transforms the start state to a goal state. “N”, 1.0 “E”, 1.0 12
  • 13. 13
  • 14.  State space:  Cities  Successor function:  Roads: Go to adjacent city with cost = distance  Start state:  Arad  Goal test:  Is state == Bucharest?  Solution? 14
  • 15.  Problem: Pathing  States: (x,y) location  Successor: update location only  Goal test: is (x,y)=END  Problem: Eat-All-Dots  States: {(x,y), dot booleans}  Successor: update location and possibly a dot boolean  Goal test: dots all false The world state includes every last detail of the environment A search state keeps only the details needed for planning (abstraction) 15
  • 16.  World state:  Agent positions: 120  Food count: 30  Ghost positions: 12  Agent facing: NSEW  How many  World states? 120x(230)x(122)x4  States for pathing? 120  States for eat-all-dots? 120x(230) 16
  • 17.  Problem: eat all dots while keeping the ghosts scared at all times.  What does the state space have to specify?  (agent position, dot booleans, power dot booleans, ghost positions, remaining scared time) 17
  • 18. 18
  • 19.  State space graph: A mathematical representation of a search problem  Nodes are (abstracted) world configurations  Arcs represent successors (action results)  The goal test is a set of goal nodes (maybe only one)  In a state space graph, each state occurs only once!  We can rarely build this full graph in memory (it’s too big), but it’s a useful idea. 19
  • 20.  State space graph: A mathematical representation of a search problem  Nodes are (abstracted) world configurations  Arcs represent successors (action results)  The goal test is a set of goal nodes (maybe only one)  In a state space graph, each state occurs only once!  We can rarely build this full graph in memory (it’s too big), but it’s a useful idea S G d b p q c e h a f r Tiny state space graph for a tiny search problem 20
  • 21.  A search tree:  A “what if” tree of plans and their outcomes  The start state is the root node  Children correspond to successors  Nodes show states, but correspond to PLANS that achieve those states  For most problems, we can never actually build the whole tree “E”, 1.0 “N”, 1.0 This is now / start Possible futures 21
  • 22. S a b d p a c e p h f r q q c G a q e p h f r q q c G a S G d b p q c e h a f r We construct both on demand – and we construct as little as possible. Each NODE in the search tree is an entire PATH in the state space graph. Search Tree State Space Graph 22
  • 23. S G b a Consider this 4-state graph: Important: Lots of repeated structure in the search tree! How big is its search tree (from S)? s b b G a a G a G b G … … 24
  • 24. 25
  • 25. 26
  • 26.  Search:  Expand out potential plans (tree nodes)  Maintain a fringe of partial plans under consideration  Try to expand as few tree nodes as possible 27
  • 27.  Important ideas:  Fringe  Expansion  Exploration strategy  Main question: which fringe nodes to explore? 28
  • 29. a a p q h f r q c G a q q p q a S G d b p q c e h a f r f d e r S d e p e h r f c G b c s s  d s  e s  p s  d  b s  d  c s  d  e s  d  e  h s  d  e  r s  d  e  r  f s  d  e  r  f  c s  d  e  r  f  G 30 Search Tree In Code