The document discusses the A* search algorithm, which is an informed search or heuristic search algorithm. A* combines the best aspects of uniform cost search and greedy best-first search. It is guaranteed to find the shortest path to the goal, if such a path exists. A* evaluates nodes by using both the path cost from the start node to the current node, plus an estimate of the cost to get from the current node to the goal node. It prioritizes expanding the most promising nodes first, those with the lowest combined cost. A* is optimal and admissible if the heuristic function never overestimates the actual cost to the goal.
Artificial Intelligence: Introduction, Typical Applications. State Space Search: Depth Bounded
DFS, Depth First Iterative Deepening. Heuristic Search: Heuristic Functions, Best First Search,
Hill Climbing, Variable Neighborhood Descent, Beam Search, Tabu Search. Optimal Search: A
*
algorithm, Iterative Deepening A*
, Recursive Best First Search, Pruning the CLOSED and OPEN
Lists
This presentation discuses the following topics:
What is A-Star (A*) Algorithm in Artificial Intelligence?
A* Algorithm Steps
Why is A* Search Algorithm Preferred?
A* and Its Basic Concepts
What is a Heuristic Function?
Admissibility of the Heuristic Function
Consistency of the Heuristic Function
The A* algorithm is used to find the shortest path between nodes on a graph. It uses two lists - OPEN and CLOSED - to track nodes. The algorithm calculates f(n)=g(n)+h(n) to determine which node to expand next, where g(n) is the cost to reach node n from the starting node and h(n) is a heuristic estimate of the cost to reach the goal from n. The document provides an example of using A* to solve an 8-puzzle problem and find the shortest path between two nodes on a graph where edge distances and heuristic values are provided.
The document describes best first search algorithms. It discusses how best first search algorithms work by always selecting the most promising path based on a heuristic function. The algorithm expands the node closest to the goal at each step. The document provides pseudocode for the best first search algorithm and discusses its advantages of being more efficient than breadth-first and depth-first search, but that it can also get stuck in loops like depth-first search. An example of applying best first search to a problem is given.
Lecture 14 Heuristic Search-A star algorithmHema Kashyap
A* is a search algorithm that finds the shortest path through a graph to a goal state. It combines the best aspects of Dijkstra's algorithm and best-first search. A* uses a heuristic function to evaluate the cost of a path passing through each state to guide the search towards the lowest cost goal state. The algorithm initializes the start state, then iteratively selects the lowest cost node from its open list to expand, adding successors to the open list until it finds the goal state. A* is admissible, complete, and optimal under certain conditions relating to the heuristic function and graph structure.
The document discusses the A* search algorithm, which is an informed search or heuristic search algorithm. A* combines the best aspects of uniform cost search and greedy best-first search. It is guaranteed to find the shortest path to the goal, if such a path exists. A* evaluates nodes by using both the path cost from the start node to the current node, plus an estimate of the cost to get from the current node to the goal node. It prioritizes expanding the most promising nodes first, those with the lowest combined cost. A* is optimal and admissible if the heuristic function never overestimates the actual cost to the goal.
This document discusses different search algorithms for traversing tree structures:
- Depth-first search (DFS) explores the deepest paths first, using a stack data structure. It is complete but not optimal.
- Breadth-first search (BFS) explores all nodes at each depth level first, before deeper levels, using a queue. It finds the minimum depth goal node.
- Uniform cost search prioritizes exploring the lowest cost path first, using a priority queue ordered by path cost. It is optimal, finding the least cost goal node.
The document discusses the A* search algorithm, which is an informed search or heuristic search algorithm. A* combines the best aspects of uniform cost search and greedy best-first search. It is guaranteed to find the shortest path to the goal, if such a path exists. A* evaluates nodes by using both the path cost from the start node to the current node, plus an estimate of the cost to get from the current node to the goal node. It prioritizes expanding the most promising nodes first, those with the lowest combined cost. A* is optimal and admissible if the heuristic function never overestimates the actual cost to the goal.
Artificial Intelligence: Introduction, Typical Applications. State Space Search: Depth Bounded
DFS, Depth First Iterative Deepening. Heuristic Search: Heuristic Functions, Best First Search,
Hill Climbing, Variable Neighborhood Descent, Beam Search, Tabu Search. Optimal Search: A
*
algorithm, Iterative Deepening A*
, Recursive Best First Search, Pruning the CLOSED and OPEN
Lists
This presentation discuses the following topics:
What is A-Star (A*) Algorithm in Artificial Intelligence?
A* Algorithm Steps
Why is A* Search Algorithm Preferred?
A* and Its Basic Concepts
What is a Heuristic Function?
Admissibility of the Heuristic Function
Consistency of the Heuristic Function
The A* algorithm is used to find the shortest path between nodes on a graph. It uses two lists - OPEN and CLOSED - to track nodes. The algorithm calculates f(n)=g(n)+h(n) to determine which node to expand next, where g(n) is the cost to reach node n from the starting node and h(n) is a heuristic estimate of the cost to reach the goal from n. The document provides an example of using A* to solve an 8-puzzle problem and find the shortest path between two nodes on a graph where edge distances and heuristic values are provided.
The document describes best first search algorithms. It discusses how best first search algorithms work by always selecting the most promising path based on a heuristic function. The algorithm expands the node closest to the goal at each step. The document provides pseudocode for the best first search algorithm and discusses its advantages of being more efficient than breadth-first and depth-first search, but that it can also get stuck in loops like depth-first search. An example of applying best first search to a problem is given.
Lecture 14 Heuristic Search-A star algorithmHema Kashyap
A* is a search algorithm that finds the shortest path through a graph to a goal state. It combines the best aspects of Dijkstra's algorithm and best-first search. A* uses a heuristic function to evaluate the cost of a path passing through each state to guide the search towards the lowest cost goal state. The algorithm initializes the start state, then iteratively selects the lowest cost node from its open list to expand, adding successors to the open list until it finds the goal state. A* is admissible, complete, and optimal under certain conditions relating to the heuristic function and graph structure.
The document discusses the A* search algorithm, which is an informed search or heuristic search algorithm. A* combines the best aspects of uniform cost search and greedy best-first search. It is guaranteed to find the shortest path to the goal, if such a path exists. A* evaluates nodes by using both the path cost from the start node to the current node, plus an estimate of the cost to get from the current node to the goal node. It prioritizes expanding the most promising nodes first, those with the lowest combined cost. A* is optimal and admissible if the heuristic function never overestimates the actual cost to the goal.
This document discusses different search algorithms for traversing tree structures:
- Depth-first search (DFS) explores the deepest paths first, using a stack data structure. It is complete but not optimal.
- Breadth-first search (BFS) explores all nodes at each depth level first, before deeper levels, using a queue. It finds the minimum depth goal node.
- Uniform cost search prioritizes exploring the lowest cost path first, using a priority queue ordered by path cost. It is optimal, finding the least cost goal node.
This document summarizes key topics from a session on problem solving by search algorithms in artificial intelligence. It discusses uninformed search strategies like breadth-first search and depth-first search. It also covers informed, heuristic search strategies such as greedy best-first search and A* search which use heuristic functions to estimate distance to the goal. Examples are provided to illustrate best first search, and it describes how this algorithm expands nodes and uses priority queues to order nodes by estimated cost. The next session is slated to cover the A* search algorithm in more detail.
This document provides an overview of representing graphs and Dijkstra's algorithm in Prolog. It discusses different ways to represent graphs in Prolog, including using edge clauses, a graph term, and an adjacency list. It then explains Dijkstra's algorithm for finding the shortest path between nodes in a graph and provides pseudocode for implementing it in Prolog using rules for operations like finding the minimum value and merging lists.
1) The document discusses various search algorithms including uninformed searches like breadth-first search as well as informed searches using heuristics.
2) It describes greedy best-first search which uses a heuristic function to select the node closest to the goal at each step, and A* search which uses both path cost and heuristic cost to guide the search.
3) Genetic algorithms are introduced as a search technique that generates successors by combining two parent states through crossover and mutation rather than expanding single nodes.
A star algorithm | A* Algorithm in Artificial Intelligence | EdurekaEdureka!
YouTube Link: https://youtu.be/amlkE0g-YFU
** Artificial Intelligence and Deep Learning: https://www.edureka.co/ai-deep-learni... **
This Edureka PPT on 'A Star Algorithm' teaches you all about the A star Algorithm, the uses, advantages and disadvantages and much more. It also shows you how the algorithm can be implemented practically and has a comparison between the Dijkstra and itself.
Check out our playlist for more videos: http://bit.ly/2taym8X
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The solution to the single-source shortest-path tree problem in graph theory. This slide was prepared for Design and Analysis of Algorithm Lab for B.Tech CSE 2nd Year 4th Semester.
Heuristic search algorithms use heuristics, or problem-specific knowledge, to guide the search for a solution. Some heuristics guarantee completeness while others may sacrifice completeness to improve efficiency. A heuristic function estimates the cost to reach the goal state from the current state. For example, in the 8-puzzle problem the Manhattan distance heuristic estimates this cost as the sum of the distances each misplaced tile would need to move to reach its goal position. The example shows applying the Manhattan distance heuristic to guide the search for a solution to instances of the 8-puzzle problem.
This document discusses different informed search strategies for artificial intelligence problems. It begins by introducing best-first search and how it selects nodes for expansion based on an evaluation function. A* search is then described, which uses an admissible heuristic function to estimate costs. The document provides an example of running A* search on a problem involving traveling between cities in Romania. It evaluates A* search and discusses variants like iterative-deepening A* and recursive best-first search that aim to reduce its space complexity issues.
The document discusses several shortest path algorithms for graphs, including Dijkstra's algorithm, Bellman-Ford algorithm, and Floyd-Warshall algorithm. Dijkstra's algorithm finds the shortest path from a single source node to all other nodes in a graph with non-negative edge weights. Bellman-Ford can handle graphs with negative edge weights but is slower. Floyd-Warshall can find shortest paths in a graph between all pairs of nodes.
This document discusses hashing and different techniques for implementing dictionaries using hashing. It begins by explaining that dictionaries store elements using keys to allow for quick lookups. It then discusses different data structures that can be used, focusing on hash tables. The document explains that hashing allows for constant-time lookups on average by using a hash function to map keys to table positions. It discusses collision resolution techniques like chaining, linear probing, and double hashing to handle collisions when the hash function maps multiple keys to the same position.
Lecture 21 problem reduction search ao star searchHema Kashyap
The AO* search algorithm is used to find optimal solutions for AND/OR search problems. It uses two arrays (OPEN and CLOSE) and a heuristic function h(n) to estimate the cost to reach the goal. The algorithm selects the most promising node from OPEN, expands it to find successors, and calculates their h(n) values, adding them to OPEN. It continues until the start node is marked as solved or unsolvable. AO* finds optimal solutions but can be inefficient for unsolvable problems compared to other algorithms.
The document discusses greedy algorithms and their application to optimization problems. It provides examples of problems that can be solved using greedy approaches, such as fractional knapsack and making change. However, it notes that some problems like 0-1 knapsack and shortest paths on multi-stage graphs cannot be solved optimally with greedy algorithms. The document also describes various greedy algorithms for minimum spanning trees, single-source shortest paths, and fractional knapsack problems.
Search techniques in ai, Uninformed : namely Breadth First Search and Depth First Search, Informed Search strategies : A*, Best first Search and Constraint Satisfaction Problem: criptarithmatic
The slide covers various search techniques including DFS, BFS, Hill climbing, A*, Greedy, Simulated Annealing, Minimax Algorithm and Alpha Beta Pruning.
- The document discusses various problem solving techniques in artificial intelligence including search strategies like BFS, DFS, A*, heuristic search, and beyond classical search methods.
- It describes local search algorithms like hill climbing, simulated annealing, and genetic algorithms that are used for large search spaces and optimization problems.
- Various hill climbing techniques - simple, steepest ascent, stochastic, and random restart hill climbing - are explained along with state space diagrams and concepts like local maxima.
- The next session will cover local search in continuous spaces.
AI Greedy & A* Informed Search Strategies by ExampleAhmed Gad
Explaining how informed search strategies in Artificial Intelligence (AI) works by an example.
Two informed search strategies are explained by an example:
Greedy Best-First Search.
A* Search.
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Artificial Intelligence-- Search Algorithms Syed Ahmed
This document provides an overview of search techniques for problem solving. It discusses formulating problems as search tasks by defining states, operators, an initial state, and a goal test. It also covers uninformed search methods like breadth-first, depth-first, and iterative deepening, as well as informed search using heuristics. Example problems discussed include the vacuum world, 8-puzzle, 8-queens, and traveling salesman problem. State spaces and search graphs are used to represent problems formally.
The document discusses algorithm analysis and asymptotic notation. It defines algorithm analysis as comparing algorithms based on running time and other factors as problem size increases. Asymptotic notation such as Big-O, Big-Omega, and Big-Theta are introduced to classify algorithms based on how their running times grow relative to input size. Common time complexities like constant, logarithmic, linear, quadratic, and exponential are also covered. The properties and uses of asymptotic notation for equations and inequalities are explained.
Greedy algorithms work by making locally optimal choices at each step to arrive at a global optimal solution. They require that the problem exhibits the greedy choice property and optimal substructure. Examples that can be solved with greedy algorithms include fractional knapsack problem, minimum spanning tree, and activity selection. The fractional knapsack problem is solved greedily by sorting items by value/weight ratio and filling the knapsack completely. The 0/1 knapsack problem differs in that items are indivisible.
FellowBuddy.com is an innovative platform that brings students together to share notes, exam papers, study guides, project reports and presentation for upcoming exams.
We connect Students who have an understanding of course material with Students who need help.
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# Students can catch up on notes they missed because of an absence.
# Underachievers can find peer developed notes that break down lecture and study material in a way that they can understand
# Students can earn better grades, save time and study effectively
Our Vision & Mission – Simplifying Students Life
Our Belief – “The great breakthrough in your life comes when you realize it, that you can learn anything you need to learn; to accomplish any goal that you have set for yourself. This means there are no limits on what you can be, have or do.”
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This document summarizes various informed search algorithms including greedy best-first search, A* search, and memory-bounded heuristic search algorithms like recursive best-first search and simple memory-bounded A* search. It discusses how heuristics can be used to guide the search towards optimal solutions more efficiently. Admissible and consistent heuristics are defined and their role in guaranteeing optimality of A* search is explained. Methods for developing effective heuristic functions are also presented.
A* search is an algorithm that finds the shortest path between a starting node and a goal node. It uses a heuristic function to determine the order in which it explores nodes. The heuristic estimates the cost to get from each node to the goal. A* search explores nodes with the lowest total cost, which is the cost to reach the node plus the heuristic estimate to reach the goal from that node. A* search is admissible and optimal if the heuristic is admissible, meaning it never overestimates the actual cost. While efficient, A* search can require significant memory for large search problems. Future work could apply A* search techniques to pathfinding for robots.
This document summarizes key topics from a session on problem solving by search algorithms in artificial intelligence. It discusses uninformed search strategies like breadth-first search and depth-first search. It also covers informed, heuristic search strategies such as greedy best-first search and A* search which use heuristic functions to estimate distance to the goal. Examples are provided to illustrate best first search, and it describes how this algorithm expands nodes and uses priority queues to order nodes by estimated cost. The next session is slated to cover the A* search algorithm in more detail.
This document provides an overview of representing graphs and Dijkstra's algorithm in Prolog. It discusses different ways to represent graphs in Prolog, including using edge clauses, a graph term, and an adjacency list. It then explains Dijkstra's algorithm for finding the shortest path between nodes in a graph and provides pseudocode for implementing it in Prolog using rules for operations like finding the minimum value and merging lists.
1) The document discusses various search algorithms including uninformed searches like breadth-first search as well as informed searches using heuristics.
2) It describes greedy best-first search which uses a heuristic function to select the node closest to the goal at each step, and A* search which uses both path cost and heuristic cost to guide the search.
3) Genetic algorithms are introduced as a search technique that generates successors by combining two parent states through crossover and mutation rather than expanding single nodes.
A star algorithm | A* Algorithm in Artificial Intelligence | EdurekaEdureka!
YouTube Link: https://youtu.be/amlkE0g-YFU
** Artificial Intelligence and Deep Learning: https://www.edureka.co/ai-deep-learni... **
This Edureka PPT on 'A Star Algorithm' teaches you all about the A star Algorithm, the uses, advantages and disadvantages and much more. It also shows you how the algorithm can be implemented practically and has a comparison between the Dijkstra and itself.
Check out our playlist for more videos: http://bit.ly/2taym8X
Follow us to never miss an update in the future.
YouTube: https://www.youtube.com/user/edurekaIN
Instagram: https://www.instagram.com/edureka_learning/
Facebook: https://www.facebook.com/edurekaIN/
Twitter: https://twitter.com/edurekain
LinkedIn: https://www.linkedin.com/company/edureka
Castbox: https://castbox.fm/networks/505?country=in
The solution to the single-source shortest-path tree problem in graph theory. This slide was prepared for Design and Analysis of Algorithm Lab for B.Tech CSE 2nd Year 4th Semester.
Heuristic search algorithms use heuristics, or problem-specific knowledge, to guide the search for a solution. Some heuristics guarantee completeness while others may sacrifice completeness to improve efficiency. A heuristic function estimates the cost to reach the goal state from the current state. For example, in the 8-puzzle problem the Manhattan distance heuristic estimates this cost as the sum of the distances each misplaced tile would need to move to reach its goal position. The example shows applying the Manhattan distance heuristic to guide the search for a solution to instances of the 8-puzzle problem.
This document discusses different informed search strategies for artificial intelligence problems. It begins by introducing best-first search and how it selects nodes for expansion based on an evaluation function. A* search is then described, which uses an admissible heuristic function to estimate costs. The document provides an example of running A* search on a problem involving traveling between cities in Romania. It evaluates A* search and discusses variants like iterative-deepening A* and recursive best-first search that aim to reduce its space complexity issues.
The document discusses several shortest path algorithms for graphs, including Dijkstra's algorithm, Bellman-Ford algorithm, and Floyd-Warshall algorithm. Dijkstra's algorithm finds the shortest path from a single source node to all other nodes in a graph with non-negative edge weights. Bellman-Ford can handle graphs with negative edge weights but is slower. Floyd-Warshall can find shortest paths in a graph between all pairs of nodes.
This document discusses hashing and different techniques for implementing dictionaries using hashing. It begins by explaining that dictionaries store elements using keys to allow for quick lookups. It then discusses different data structures that can be used, focusing on hash tables. The document explains that hashing allows for constant-time lookups on average by using a hash function to map keys to table positions. It discusses collision resolution techniques like chaining, linear probing, and double hashing to handle collisions when the hash function maps multiple keys to the same position.
Lecture 21 problem reduction search ao star searchHema Kashyap
The AO* search algorithm is used to find optimal solutions for AND/OR search problems. It uses two arrays (OPEN and CLOSE) and a heuristic function h(n) to estimate the cost to reach the goal. The algorithm selects the most promising node from OPEN, expands it to find successors, and calculates their h(n) values, adding them to OPEN. It continues until the start node is marked as solved or unsolvable. AO* finds optimal solutions but can be inefficient for unsolvable problems compared to other algorithms.
The document discusses greedy algorithms and their application to optimization problems. It provides examples of problems that can be solved using greedy approaches, such as fractional knapsack and making change. However, it notes that some problems like 0-1 knapsack and shortest paths on multi-stage graphs cannot be solved optimally with greedy algorithms. The document also describes various greedy algorithms for minimum spanning trees, single-source shortest paths, and fractional knapsack problems.
Search techniques in ai, Uninformed : namely Breadth First Search and Depth First Search, Informed Search strategies : A*, Best first Search and Constraint Satisfaction Problem: criptarithmatic
The slide covers various search techniques including DFS, BFS, Hill climbing, A*, Greedy, Simulated Annealing, Minimax Algorithm and Alpha Beta Pruning.
- The document discusses various problem solving techniques in artificial intelligence including search strategies like BFS, DFS, A*, heuristic search, and beyond classical search methods.
- It describes local search algorithms like hill climbing, simulated annealing, and genetic algorithms that are used for large search spaces and optimization problems.
- Various hill climbing techniques - simple, steepest ascent, stochastic, and random restart hill climbing - are explained along with state space diagrams and concepts like local maxima.
- The next session will cover local search in continuous spaces.
AI Greedy & A* Informed Search Strategies by ExampleAhmed Gad
Explaining how informed search strategies in Artificial Intelligence (AI) works by an example.
Two informed search strategies are explained by an example:
Greedy Best-First Search.
A* Search.
Find me on:
AFCIT
http://www.afcit.xyz
YouTube
https://www.youtube.com/channel/UCuewOYbBXH5gwhfOrQOZOdw
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https://www.researchgate.net/profile/Ahmed_Gad13
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https://www.academia.edu/
Google Scholar
https://scholar.google.com.eg/citations?user=r07tjocAAAAJ&hl=en
Mendelay
https://www.mendeley.com/profiles/ahmed-gad12/
ORCID
https://orcid.org/0000-0003-1978-8574
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http://stackoverflow.com/users/5426539/ahmed-gad
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Artificial Intelligence-- Search Algorithms Syed Ahmed
This document provides an overview of search techniques for problem solving. It discusses formulating problems as search tasks by defining states, operators, an initial state, and a goal test. It also covers uninformed search methods like breadth-first, depth-first, and iterative deepening, as well as informed search using heuristics. Example problems discussed include the vacuum world, 8-puzzle, 8-queens, and traveling salesman problem. State spaces and search graphs are used to represent problems formally.
The document discusses algorithm analysis and asymptotic notation. It defines algorithm analysis as comparing algorithms based on running time and other factors as problem size increases. Asymptotic notation such as Big-O, Big-Omega, and Big-Theta are introduced to classify algorithms based on how their running times grow relative to input size. Common time complexities like constant, logarithmic, linear, quadratic, and exponential are also covered. The properties and uses of asymptotic notation for equations and inequalities are explained.
Greedy algorithms work by making locally optimal choices at each step to arrive at a global optimal solution. They require that the problem exhibits the greedy choice property and optimal substructure. Examples that can be solved with greedy algorithms include fractional knapsack problem, minimum spanning tree, and activity selection. The fractional knapsack problem is solved greedily by sorting items by value/weight ratio and filling the knapsack completely. The 0/1 knapsack problem differs in that items are indivisible.
FellowBuddy.com is an innovative platform that brings students together to share notes, exam papers, study guides, project reports and presentation for upcoming exams.
We connect Students who have an understanding of course material with Students who need help.
Benefits:-
# Students can catch up on notes they missed because of an absence.
# Underachievers can find peer developed notes that break down lecture and study material in a way that they can understand
# Students can earn better grades, save time and study effectively
Our Vision & Mission – Simplifying Students Life
Our Belief – “The great breakthrough in your life comes when you realize it, that you can learn anything you need to learn; to accomplish any goal that you have set for yourself. This means there are no limits on what you can be, have or do.”
Like Us - https://www.facebook.com/FellowBuddycom
This document summarizes various informed search algorithms including greedy best-first search, A* search, and memory-bounded heuristic search algorithms like recursive best-first search and simple memory-bounded A* search. It discusses how heuristics can be used to guide the search towards optimal solutions more efficiently. Admissible and consistent heuristics are defined and their role in guaranteeing optimality of A* search is explained. Methods for developing effective heuristic functions are also presented.
A* search is an algorithm that finds the shortest path between a starting node and a goal node. It uses a heuristic function to determine the order in which it explores nodes. The heuristic estimates the cost to get from each node to the goal. A* search explores nodes with the lowest total cost, which is the cost to reach the node plus the heuristic estimate to reach the goal from that node. A* search is admissible and optimal if the heuristic is admissible, meaning it never overestimates the actual cost. While efficient, A* search can require significant memory for large search problems. Future work could apply A* search techniques to pathfinding for robots.
An overview of the most simple algorithms used in data structures for path finding. Dijkstra, Breadth First Search, Depth First Search, Best First Search and A-star
Naturally feel free to copy for assignments and all
This document provides information about the A* search algorithm. It begins with an overview of A* search and its advantages and disadvantages. It then discusses the concepts of admissibility and consistency which are required for A* search to be optimal. The standard A* algorithm is presented involving maintaining OPEN and CLOSE lists. An example of running A* search on a graph is provided. Finally, it discusses how to make A* search admissible by ensuring the heuristic function underestimates the actual cost rather than overestimating it.
Lecture slides by Mustafa Jarrar at Birzeit University, Palestine.
See the course webpage at: http://jarrar-courses.blogspot.com/2012/04/aai-spring-jan-may-2012.html
and http://www.jarrar.info
and on Youtube:
http://www.youtube.com/watch?v=aNpLekq6-oA&list=PL44443F36733EF123
The document discusses various informed search algorithms including A*, greedy search, and uniform cost search. It provides instructional objectives for learning about heuristic functions, designing heuristics for problems, and comparing heuristic functions. Key aspects of A* search are summarized, including that it uses an admissible heuristic function to find optimal solutions, and conditions like admissibility and consistency that guarantee its optimality.
Prim's algorithm is used to find the minimum spanning tree of a connected, undirected graph. It works by continuously adding edges to a growing tree that connects vertices. The algorithm maintains two lists - a closed list of vertices already included in the minimum spanning tree, and a priority queue of open vertices. It starts with a single vertex in the closed list. Then it selects the lowest cost edge that connects an open vertex to a closed one, adds it to the tree and updates the lists. This process repeats until all vertices are in the closed list and connected by edges in the minimum spanning tree. The algorithm runs in O(E log V) time when using a binary heap priority queue.
This document summarizes a student project that implemented the A* pathfinding algorithm using a heap data structure to improve performance in a 2D Pacman game. The project aimed to make the AI of enemy ghosts more challenging by increasing the efficiency of the pathfinding algorithm. It describes A* pathfinding and how using a heap data structure to store node data improves performance over the traditional stack structure by decreasing search time. Experimental results showed that implementing A* with a heap reduced pathfinding time compared to without a heap. The conclusion states that machine learning for pathfinding was not used due to the time required for development and potential unpredictability in games.
This document discusses dynamic pathfinding algorithms. It begins with an overview of A* pathfinding and how it works. It then explains how dynamic pathfinding algorithms differ by modifying search data when the graph connections change, rather than recomputing the entire path from scratch. The document focuses on the dynamic pathfinding algorithms D* Lite and LPA*, explaining how they use node inconsistency checks and priority queue reordering to efficiently handle changes in the graph structure during a search.
Algorithm Design and Complexity - Course 7Traian Rebedea
The document discusses algorithms for graphs, including breadth-first search (BFS) and depth-first search (DFS). BFS uses a queue to traverse nodes level-by-level from a starting node, computing the shortest path. DFS uses a stack, exploring as far as possible along each branch before backtracking, and computes discovery and finish times for nodes. Both algorithms color nodes white, gray, black to track explored status and maintain predecessor pointers to reconstruct paths. Common graph representations like adjacency lists and matrices are also covered.
The document describes a lecture on informed search strategies for artificial intelligence given at Sri Krishna College of Engineering and Technology. It discusses various informed search techniques including best-first search, greedy search, A* search, and heuristic functions. Completing the lecture will help students understand search strategies and solve problems using strategic approaches. Key concepts covered include heuristic search, local search and optimization techniques like hill-climbing, simulated annealing and genetic algorithms.
Crystal Ball Event Prediction and Log Analysis with Hadoop MapReduce and SparkJivan Nepali
This document summarizes a student's Big Data project using MapReduce (Hadoop) and Spark that analyzes log data. It describes implementations of three approaches (pair, stripe, hybrid) to predict event co-occurrence relationships. It also describes using Spark and Scala to analyze web server log files to find top products, categories, and client IPs. Pseudocode and results are shown for each technique.
The document describes the A* algorithm, a pathfinding algorithm that is an improvement on Dijkstra's algorithm. A* uses a heuristic function to estimate the cost of the shortest path to the goal, in order to guide the search towards the most promising paths. This makes it more efficient than Dijkstra's algorithm for large graphs. The heuristic must be admissible, meaning it cannot overestimate costs, to guarantee an optimal solution. Consistent heuristics also guarantee optimality. A* minimizes the cost function f(n)=g(n)+h(n), where g(n) is the cost to reach node n and h(n) is the heuristic estimate from n to the goal. Examples are given
The document discusses optimization problems and various graph search algorithms. It covers:
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- Graph search algorithms like breadth-first search and depth-first search that can be used to find optimal solutions by traversing graphs.
- Dijkstra's algorithm, a graph search algorithm that finds the shortest paths between nodes in a graph.
The document discusses the AO* algorithm for solving problems represented as AND/OR graphs. It begins by explaining AND/OR graphs and how they can represent achieving subgoals simultaneously or independently. It then introduces the AO* algorithm, which extends A* search to AND/OR graphs by examining multiple nodes simultaneously. The algorithm is described in pseudocode and an example is provided. Finally, the document shows an example of generating a proof tree using forward and backward chaining on a set of logical statements and translating the statements into predicate logic.
Best-first search is a heuristic search algorithm that expands the most promising node first. It uses an evaluation function f(n) that estimates the cost to reach the goal from each node n. Nodes are ordered in the fringe by increasing f(n). A* search is a special case of best-first search that uses an admissible heuristic function h(n) and is guaranteed to find the optimal solution.
This document discusses various graph algorithms including depth-first search (DFS), breadth-first search (BFS), union find, Kruskal's algorithm, Floyd-Warshall's algorithm, Dijkstra's algorithm, and bipartite graphs. It provides definitions, pseudocode, sample code, and sample problems for implementing each algorithm.
talk at Virginia Bioinformatics Institute, December 5, 2013ericupnorth
Extensible domain-specific programming for the sciences
The notion of scientists as programmers begs the question of what sort of programming language would be a good fit. The common answer seems to be both none of them and all of them. Many scientific applications are a combination of general-purpose and domain-specific languages: R for statistical elements, MATLAB for matrix-based computations, Perl-based regular expressions for string matching, C or FORTRAN for high performance parallel computations, and scripting languages such as Python to glue them all together. This clumsy situation demonstrates the need for different domain-specific language features.
Our hypothesis is that programming could be made easier, less error-prone and result in higher-quality code if languages could be easily extended, by the programmer, with the domain-specific features that a programmer or scientists needs for their particular task at hand. This talk demonstrates the meta-language processing tools that support this composition of programmer-selected language features, with several extensions chosen from the previously mentioned list of features.
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
hematic appreciation test is a psychological assessment tool used to measure an individual's appreciation and understanding of specific themes or topics. This test helps to evaluate an individual's ability to connect different ideas and concepts within a given theme, as well as their overall comprehension and interpretation skills. The results of the test can provide valuable insights into an individual's cognitive abilities, creativity, and critical thinking skills
ESR spectroscopy in liquid food and beverages.pptxPRIYANKA PATEL
With increasing population, people need to rely on packaged food stuffs. Packaging of food materials requires the preservation of food. There are various methods for the treatment of food to preserve them and irradiation treatment of food is one of them. It is the most common and the most harmless method for the food preservation as it does not alter the necessary micronutrients of food materials. Although irradiated food doesn’t cause any harm to the human health but still the quality assessment of food is required to provide consumers with necessary information about the food. ESR spectroscopy is the most sophisticated way to investigate the quality of the food and the free radicals induced during the processing of the food. ESR spin trapping technique is useful for the detection of highly unstable radicals in the food. The antioxidant capability of liquid food and beverages in mainly performed by spin trapping technique.
Unlocking the mysteries of reproduction: Exploring fecundity and gonadosomati...AbdullaAlAsif1
The pygmy halfbeak Dermogenys colletei, is known for its viviparous nature, this presents an intriguing case of relatively low fecundity, raising questions about potential compensatory reproductive strategies employed by this species. Our study delves into the examination of fecundity and the Gonadosomatic Index (GSI) in the Pygmy Halfbeak, D. colletei (Meisner, 2001), an intriguing viviparous fish indigenous to Sarawak, Borneo. We hypothesize that the Pygmy halfbeak, D. colletei, may exhibit unique reproductive adaptations to offset its low fecundity, thus enhancing its survival and fitness. To address this, we conducted a comprehensive study utilizing 28 mature female specimens of D. colletei, carefully measuring fecundity and GSI to shed light on the reproductive adaptations of this species. Our findings reveal that D. colletei indeed exhibits low fecundity, with a mean of 16.76 ± 2.01, and a mean GSI of 12.83 ± 1.27, providing crucial insights into the reproductive mechanisms at play in this species. These results underscore the existence of unique reproductive strategies in D. colletei, enabling its adaptation and persistence in Borneo's diverse aquatic ecosystems, and call for further ecological research to elucidate these mechanisms. This study lends to a better understanding of viviparous fish in Borneo and contributes to the broader field of aquatic ecology, enhancing our knowledge of species adaptations to unique ecological challenges.
Nucleophilic Addition of carbonyl compounds.pptxSSR02
Nucleophilic addition is the most important reaction of carbonyls. Not just aldehydes and ketones, but also carboxylic acid derivatives in general.
Carbonyls undergo addition reactions with a large range of nucleophiles.
Comparing the relative basicity of the nucleophile and the product is extremely helpful in determining how reversible the addition reaction is. Reactions with Grignards and hydrides are irreversible. Reactions with weak bases like halides and carboxylates generally don’t happen.
Electronic effects (inductive effects, electron donation) have a large impact on reactivity.
Large groups adjacent to the carbonyl will slow the rate of reaction.
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BREEDING METHODS FOR DISEASE RESISTANCE.pptxRASHMI M G
Plant breeding for disease resistance is a strategy to reduce crop losses caused by disease. Plants have an innate immune system that allows them to recognize pathogens and provide resistance. However, breeding for long-lasting resistance often involves combining multiple resistance genes
The debris of the ‘last major merger’ is dynamically youngSérgio Sacani
The Milky Way’s (MW) inner stellar halo contains an [Fe/H]-rich component with highly eccentric orbits, often referred to as the
‘last major merger.’ Hypotheses for the origin of this component include Gaia-Sausage/Enceladus (GSE), where the progenitor
collided with the MW proto-disc 8–11 Gyr ago, and the Virgo Radial Merger (VRM), where the progenitor collided with the
MW disc within the last 3 Gyr. These two scenarios make different predictions about observable structure in local phase space,
because the morphology of debris depends on how long it has had to phase mix. The recently identified phase-space folds in Gaia
DR3 have positive caustic velocities, making them fundamentally different than the phase-mixed chevrons found in simulations
at late times. Roughly 20 per cent of the stars in the prograde local stellar halo are associated with the observed caustics. Based
on a simple phase-mixing model, the observed number of caustics are consistent with a merger that occurred 1–2 Gyr ago.
We also compare the observed phase-space distribution to FIRE-2 Latte simulations of GSE-like mergers, using a quantitative
measurement of phase mixing (2D causticality). The observed local phase-space distribution best matches the simulated data
1–2 Gyr after collision, and certainly not later than 3 Gyr. This is further evidence that the progenitor of the ‘last major merger’
did not collide with the MW proto-disc at early times, as is thought for the GSE, but instead collided with the MW disc within
the last few Gyr, consistent with the body of work surrounding the VRM.
The debris of the ‘last major merger’ is dynamically young
Astar algorithm
1. CSCI 6212
Presented by Team Flash
Member: Shuqing Zhang
Yang Cao
Tong Qiao
A* Algorithm
Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 1
2. A* is one of the many search algorithm that take an input, evaluates a
number of possible paths and returns a solution.
A* combines feartures of uniform-cost search and pure heuristic search to
effectively compute optimal solutions
A* evaluates nodes by combining g(n) and h(n) f(n) = g(n) + h(n)
f(n) is called evaluation function.
A* is both complete and optimal.
Introduction
Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 2
3. f(n) = g(n) + h(n)
f(n) is the estimated total cost of the cheapest solution through n
g(n) gives the path cost from the start node to node n
h(n) named as heuristic function is the estimated cost of the cheapest path
from n to the goal node.
Evaluation Function
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4. Algorithm Process
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Given: A graph of nodes, is start, is goal
Aim: To find out the path from to with the minimum cost
Procedure
1. Create a search graph G, consisting solely of the start node s. Put s on a list called OPEN.
2. Create a list called CLOSED that is initially empty.
3. LOOP: if OPEN is empty, exit with failure
4. Select the first node on OPEN, remove it from OPEN and put it into CLOSED. Call this node n.
5. If n is a goal node, exit successfully with the solution obtained by tracing a path along the pointers from n to s in G.
6. Expand node n, generating the set M of its successors and install them as successors of n in G.
7. Establish a pointer to n from those members of M that were not already in G(i.e not already on either OPEN or CLOSED). Add these members of M to
OPEN. For each member of M that was already on OPEN or CLOSED, decide whether or not to redircet its pointer to n. For each member of M already
on CLOSED, decide for each its descendents in G whether or not to redirect its pointer.
8. Recorder the list OPEN, eitheraccording to some scheme or some heuristic merit
9. Goto LOOP
sn gn
sn gn
5. Find the shortest path from Arad to Bucharest
Example
Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 5
11. Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 11
OS {(Timisoara,118, 329), (Zerind, 75, 374),
(Oradea, 291, 380), (Craiova, 366, 160),
(Bucharest, 450, 0), (Bucharest, 418, 0),
(Craiova, 455, 160)}
CS { (Arad, 0, 366), (Sibiu, 140, 253),
(Rimnicu Vikea, 220, 193), (Fagaras, 239,176),
(Pitesti, 317, 100) }
OS {(Timisoara,118, 329), (Zerind, 75, 374),
(Oradea, 291, 380), (Craiova, 366, 160),
(Bucharest, 450, 0), (Bucharest, 418, 0),
(Craiova, 455, 160)}
CS { (Arad, 0, 366), (Sibiu, 140, 253),
(Rimnicu Vikea, 220, 193), (Fagaras, 239,176),
(Pitesti, 317, 100), (Bucharest, 418, 0) }
Construct the path:
Set pointer from each node to its predecessor.
Construct the path start from the goal, then reverse it.
The path:
Arad->Sibiu->Rimnicu Vikea->Pitesti->Bucharest
12. Pseudocode
Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 12
1: initialize the open list
2: initialize the closed list
3: put the starting node on the open list (leave its f at zero)
-
4: while the open list is not empty
5: find the node with the least f on the open list, call it “q”
6: pop q off the open list
7: generate q’s successors and set their parents to q
8: for each successor
9: if successor is the goal, stop the search
10: successor.g = q.g + distance between successor and q
11: successor.h = distance from goal to successor
12: successor.f = successor.g + successor.h
-
13: if a same node is in the open list which has a lower f than successor, skip this successor
14: if a same node is in the closed list which has a lower f than successor, skip this successor
15: otherwise, add the node to the open list
16: end
17: push q on the closed list
18: end
14. 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 from n.
An admissible heuristics never overestimates the cost to reach the goal
Property: The tree-search version of A* is optimal if h(n) is admissible
Admissible Heuristics
Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 14
15. A heuristic is consistent if for every node n, every successor n’ of n generated
by any action a,
If h is consistent, we have
Property: The graph-search version of A* is optimal if h(n) is consistent.
Consistent Heuristics
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h(n) ≤ c(n, a, n’) + h(n’)
f(n’) = g(n’) + h(n’)
= g(n) + c(n, a, n’) + h(n’)
f(n’) ≥ g(n) + h(n)
f(n’) ≥ f(n)
16. The time complexity depends on heuristic function
In worst case of an unbound search space: O(bd)
The time complexity is polynomial,when
Search space is tree
There is a single goal state
Heuristic function meets: | h(x) – h*(x)| = O(logh*(x)), where h* is the optimal heuristic, the
exact cost to get from x to the goal
Time Complexity
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17. A* algorithm
f(n) = g(n) + h(n)
Each step expand the node with lowest value of f(n)
No other optimal algorithm is guaranteed to expand fewer nodes than A*
Dijkstra’s algorithm
f(n) = g(n), as a special case of A* where h(n) = 0
Each step expand all closest unexamined nodes
Can be implemented more efficiently without a h(x) value at each node
Compare to Dijkstra’s Algorithm
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18. Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 18
Conclusion
Advantage:
The A* algorithm is complete, optimal, and optimally efficient among all such algorithms.
Disadvantage:
A* is not practical for many large-scale problems, due to space time complexity is O(bd). That means A*
usually runs out of space long before it runs out of time.
Applications
Network routing
Image processing
A.I path finding
19. Artificial Intelligence: A Modern Approach, third edition by Stuart Russell & Peter Norvig
Principles of Artificial Intelligence by Nils J.Nilsson
https://en.wikipedia.org/wiki/A*_search_algorithm
https://www.ics.uci.edu/~welling/teaching/ICS175winter12/A-starSearch.ppt
http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html
http://web.mit.edu/eranki/www/tutorials/search/
Reference
Shuqing Zhang/Yang Cao/Tong Qiao CSCI 6121/Arora/2015 FALL 19