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Chapter 3
Solving problems by searching
Search
We will consider the problem of designing goal-based
agents in observable, deterministic, discrete, known
environments
The solution is a fixed sequence of actions
Search is the process of looking for the sequence of
actions that reaches the goal
Once the agent begins executing the search solution, it can
ignore its percepts (open-loop system)
2
Search problem components
• Initial state
• Actions
• Transition model
– What is the result of
performing a given action
in a given state?
• Goal state
• Path cost
– Assume that it is a sum of
nonnegative step costs
• The optimal solution is the sequence of actions that gives the
lowest path cost for reaching the goal
Initial
state
Goal
state
3
Example: Romania
• Initial state
– Arad
• Actions
– Go from one city to another
• Transition model
– If you go from city A to
city B, you end up in city B
• Goal state
– Bucharest
• Path cost
– Sum of edge costs
• On vacation in Romania; currently in Arad
• Flight leaves tomorrow from Bucharest
4
State space
• The initial state, actions, and transition model
define the state space of the problem
– The set of all states reachable from initial state by any
sequence of actions
– Can be represented as a directed graph where the
nodes are states and links between nodes are actions
• What is the state space for the Romania problem?
5
Example: Vacuum world
• States
– Agent location and dirt location
– How many possible states?
– What if there are n possible locations?
• Actions
– Left, right, suck
• Transition model
6
Vacuum world state space graph
•
7
Example: The 8-puzzle
• States
– Locations of tiles
• 8-puzzle: 181,440 states
• 15-puzzle: 1.3 trillion states
• 24-puzzle: 1025 states
• Actions
– Move blank left, right, up, down
• Path cost
– 1 per move
• Optimal solution of n-Puzzle is NP-hard
8
Example: Robot motion planning
• States
– Real-valued coordinates of robot joint angles
• Actions
– Continuous motions of robot joints
• Goal state
– Desired final configuration (e.g., object is grasped)
• Path cost
– Time to execute, smoothness of path, etc.
9
Other Real-World Examples
• Routing
• Touring
• VLSI layout
• Assembly sequencing
• Protein design
10
Tree Search
Let’s begin at the start node and expand it by
making a list of all possible successor states
Maintain a fringe or a list of unexpanded states
At each step, pick a state from the fringe to expand
Keep going until you reach the goal state
Try to expand as few states as possible
11
Search tree
• “What if” tree of possible actions
and outcomes
• The root node corresponds to the
starting state
• The children of a node
correspond to the successor
states of that node’s state
• A path through the tree
corresponds to a sequence of
actions
– A solution is a path ending in the
goal state
… … …
…
Starting
state
Successor
state
Action
Goal state
12
Tree Search Algorithm Outline
• Initialize the fringe using the starting state
• While the fringe is not empty
– Choose a fringe node to expand according to search strategy
– If the node contains the goal state, return solution
– Else expand the node and add its children to the fringe
13
Tree search example
14
Tree search example
15
Tree search example
Fringe
16
Search strategies
• A search strategy is defined by picking the order of node
expansion
• Strategies are evaluated along the following dimensions:
– Completeness: does it always find a solution if one exists?
– Optimality: does it always find a least-cost solution?
– Time complexity: number of nodes generated
– Space complexity: maximum number of nodes in memory
• Time and space complexity are measured in terms of
– b: maximum branching factor of the search tree
– d: depth of the least-cost solution
– m: maximum length of any path in the state space (may be infinite)
17
Uninformed search strategies
• Uninformed search strategies use only the
information available in the problem definition
• Breadth-first search
• Uniform-cost search
• Depth-first search
• Iterative deepening search
18
Breadth-first search
• Expand shallowest unexpanded node
• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
A
D F
B C
E G
19
Breadth-first search
• Expand shallowest unexpanded node
• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
A
D F
B C
E G
20
Breadth-first search
• Expand shallowest unexpanded node
• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
A
D F
B C
E G
21
Breadth-first search
• Expand shallowest unexpanded node
• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
A
D F
B C
E G
22
Breadth-first search
• Expand shallowest unexpanded node
• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
A
D F
B C
E G
23
Properties of breadth-first search
• Complete?
Yes (if branching factor b is finite)
• Optimal?
Yes – if cost = 1 per step
• Time?
Number of nodes in a b-ary tree of depth d: O(bd)
(d is the depth of the optimal solution)
• Space?
O(bd)
• Space is the bigger problem (more than time)
24
Uniform-cost search
• Expand least-cost unexpanded node
• Implementation: fringe is a queue ordered by path cost (priority
queue)
• Equivalent to breadth-first if step costs all equal
• Complete?
Yes, if step cost is greater than some positive constant ε
• Optimal?
Yes – nodes expanded in increasing order of path cost
• Time?
Number of nodes with path cost ≤ cost of optimal solution (C*), O(bC*/ ε)
This can be greater than O(bd): the search can explore long paths consisting
of small steps before exploring shorter paths consisting of larger steps
• Space?
O(bC*/ ε)
25
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
26
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
27
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
28
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
29
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
30
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
31
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
32
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
33
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
A
D F
B C
E G
34
Properties of depth-first search
• Complete?
Fails in infinite-depth spaces, spaces with loops
Modify to avoid repeated states along path
 complete in finite spaces
• Optimal?
No – returns the first solution it finds
• Time?
Could be the time to reach a solution at maximum depth m: O(bm)
Terrible if m is much larger than d
But if there are lots of solutions, may be much faster than BFS
• Space?
O(bm), i.e., linear space!
35
Iterative deepening search
• Use DFS as a subroutine
1. Check the root
2. Do a DFS searching for a path of length 1
3. If there is no path of length 1, do a DFS searching
for a path of length 2
4. If there is no path of length 2, do a DFS searching
for a path of length 3…
36
Iterative deepening search
37
Iterative deepening search
38
Iterative deepening search
39
Iterative deepening search
40
Properties of iterative deepening
search
• Complete?
Yes
• Optimal?
Yes, if step cost = 1
• Time?
(d+1)b0 + d b1 + (d-1)b2 + … + bd = O(bd)
• Space?
O(bd)
41
Informed search
• Idea: give the algorithm “hints” about the
desirability of different states
– Use an evaluation function to rank nodes and
select the most promising one for expansion
• Greedy best-first search
• A* search
42
Heuristic function
• Heuristic function h(n) estimates the cost of
reaching goal from node n
• Example: Start state
Goal state
43
Heuristic for the Romania problem
44
Greedy best-first search
• Expand the node that has the lowest value of
the heuristic function h(n)
45
Greedy best-first search example
46
Greedy best-first search example
47
Greedy best-first search example
48
Greedy best-first search example
49
Properties of greedy best-first search
• Complete?
No – can get stuck in loops
start
goal
50
Properties of greedy best-first search
• Complete?
No – can get stuck in loops
• Optimal?
No
51
Properties of greedy best-first search
• Complete?
No – can get stuck in loops
• Optimal?
No
• Time?
Worst case: O(bm)
Best case: O(bd) – If h(n) is 100% accurate
• Space?
Worst case: O(bm)
52
A* search
• Idea: avoid expanding paths that are already expensive
• The evaluation function f(n) is the estimated total cost
of the path through node n to the goal:
f(n) = g(n) + h(n)
g(n): cost so far to reach n (path cost)
h(n): estimated cost from n to goal (heuristic)
53
A* search example
54
A* search example
55
A* search example
56
A* search example
57
A* search example
58
A* search example
59
Properties of A*
• Complete?
Yes – unless there are infinitely many nodes with f(n) ≤ C*
• Optimal?
Yes
• Time?
Number of nodes for which f(n) ≤ C* (exponential)
• Space?
Exponential
60
Admissible heuristics
• 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
state from n
• An admissible heuristic never overestimates the cost
to reach the goal, i.e., it is optimistic
• Example: straight line distance never overestimates
the actual road distance
• Theorem: If h(n) is admissible, A* is optimal
61
Designing heuristic functions
• Heuristics for the 8-puzzle
h1(n) = number of misplaced tiles
h2(n) = total Manhattan distance (number of squares from
desired location of each tile)
h1(start) = 8
h2(start) = 3+1+2+2+2+3+3+2 = 18
• Are h1 and h2 admissible? 62
Comparison of search strategies
Algorithm Complete? Optimal?
Time
complexity
Space
complexity
BFS
UCS
DFS
IDS
Greedy
A*
Yes
Yes
No
Yes
If all step
costs are equal
If all step
costs are equal
Yes
No
O(bd)
Number of nodes with g(n) ≤ C*
O(bm)
O(bd)
O(bd)
O(bm)
O(bd)
No No
Worst case: O(bm)
Yes Yes
Best case: O(bd)
Number of nodes with g(n)+h(n) ≤ C*
63

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Chapter 3.pptx

  • 2. Search We will consider the problem of designing goal-based agents in observable, deterministic, discrete, known environments The solution is a fixed sequence of actions Search is the process of looking for the sequence of actions that reaches the goal Once the agent begins executing the search solution, it can ignore its percepts (open-loop system) 2
  • 3. Search problem components • Initial state • Actions • Transition model – What is the result of performing a given action in a given state? • Goal state • Path cost – Assume that it is a sum of nonnegative step costs • The optimal solution is the sequence of actions that gives the lowest path cost for reaching the goal Initial state Goal state 3
  • 4. Example: Romania • Initial state – Arad • Actions – Go from one city to another • Transition model – If you go from city A to city B, you end up in city B • Goal state – Bucharest • Path cost – Sum of edge costs • On vacation in Romania; currently in Arad • Flight leaves tomorrow from Bucharest 4
  • 5. State space • The initial state, actions, and transition model define the state space of the problem – The set of all states reachable from initial state by any sequence of actions – Can be represented as a directed graph where the nodes are states and links between nodes are actions • What is the state space for the Romania problem? 5
  • 6. Example: Vacuum world • States – Agent location and dirt location – How many possible states? – What if there are n possible locations? • Actions – Left, right, suck • Transition model 6
  • 7. Vacuum world state space graph • 7
  • 8. Example: The 8-puzzle • States – Locations of tiles • 8-puzzle: 181,440 states • 15-puzzle: 1.3 trillion states • 24-puzzle: 1025 states • Actions – Move blank left, right, up, down • Path cost – 1 per move • Optimal solution of n-Puzzle is NP-hard 8
  • 9. Example: Robot motion planning • States – Real-valued coordinates of robot joint angles • Actions – Continuous motions of robot joints • Goal state – Desired final configuration (e.g., object is grasped) • Path cost – Time to execute, smoothness of path, etc. 9
  • 10. Other Real-World Examples • Routing • Touring • VLSI layout • Assembly sequencing • Protein design 10
  • 11. Tree Search Let’s begin at the start node and expand it by making a list of all possible successor states Maintain a fringe or a list of unexpanded states At each step, pick a state from the fringe to expand Keep going until you reach the goal state Try to expand as few states as possible 11
  • 12. Search tree • “What if” tree of possible actions and outcomes • The root node corresponds to the starting state • The children of a node correspond to the successor states of that node’s state • A path through the tree corresponds to a sequence of actions – A solution is a path ending in the goal state … … … … Starting state Successor state Action Goal state 12
  • 13. Tree Search Algorithm Outline • Initialize the fringe using the starting state • While the fringe is not empty – Choose a fringe node to expand according to search strategy – If the node contains the goal state, return solution – Else expand the node and add its children to the fringe 13
  • 17. Search strategies • A search strategy is defined by picking the order of node expansion • Strategies are evaluated along the following dimensions: – Completeness: does it always find a solution if one exists? – Optimality: does it always find a least-cost solution? – Time complexity: number of nodes generated – Space complexity: maximum number of nodes in memory • Time and space complexity are measured in terms of – b: maximum branching factor of the search tree – d: depth of the least-cost solution – m: maximum length of any path in the state space (may be infinite) 17
  • 18. Uninformed search strategies • Uninformed search strategies use only the information available in the problem definition • Breadth-first search • Uniform-cost search • Depth-first search • Iterative deepening search 18
  • 19. Breadth-first search • Expand shallowest unexpanded node • Implementation: – fringe is a FIFO queue, i.e., new successors go at end A D F B C E G 19
  • 20. Breadth-first search • Expand shallowest unexpanded node • Implementation: – fringe is a FIFO queue, i.e., new successors go at end A D F B C E G 20
  • 21. Breadth-first search • Expand shallowest unexpanded node • Implementation: – fringe is a FIFO queue, i.e., new successors go at end A D F B C E G 21
  • 22. Breadth-first search • Expand shallowest unexpanded node • Implementation: – fringe is a FIFO queue, i.e., new successors go at end A D F B C E G 22
  • 23. Breadth-first search • Expand shallowest unexpanded node • Implementation: – fringe is a FIFO queue, i.e., new successors go at end A D F B C E G 23
  • 24. Properties of breadth-first search • Complete? Yes (if branching factor b is finite) • Optimal? Yes – if cost = 1 per step • Time? Number of nodes in a b-ary tree of depth d: O(bd) (d is the depth of the optimal solution) • Space? O(bd) • Space is the bigger problem (more than time) 24
  • 25. Uniform-cost search • Expand least-cost unexpanded node • Implementation: fringe is a queue ordered by path cost (priority queue) • Equivalent to breadth-first if step costs all equal • Complete? Yes, if step cost is greater than some positive constant ε • Optimal? Yes – nodes expanded in increasing order of path cost • Time? Number of nodes with path cost ≤ cost of optimal solution (C*), O(bC*/ ε) This can be greater than O(bd): the search can explore long paths consisting of small steps before exploring shorter paths consisting of larger steps • Space? O(bC*/ ε) 25
  • 26. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 26
  • 27. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 27
  • 28. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 28
  • 29. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 29
  • 30. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 30
  • 31. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 31
  • 32. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 32
  • 33. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 33
  • 34. Depth-first search • Expand deepest unexpanded node • Implementation: – fringe = LIFO queue, i.e., put successors at front A D F B C E G 34
  • 35. Properties of depth-first search • Complete? Fails in infinite-depth spaces, spaces with loops Modify to avoid repeated states along path  complete in finite spaces • Optimal? No – returns the first solution it finds • Time? Could be the time to reach a solution at maximum depth m: O(bm) Terrible if m is much larger than d But if there are lots of solutions, may be much faster than BFS • Space? O(bm), i.e., linear space! 35
  • 36. Iterative deepening search • Use DFS as a subroutine 1. Check the root 2. Do a DFS searching for a path of length 1 3. If there is no path of length 1, do a DFS searching for a path of length 2 4. If there is no path of length 2, do a DFS searching for a path of length 3… 36
  • 41. Properties of iterative deepening search • Complete? Yes • Optimal? Yes, if step cost = 1 • Time? (d+1)b0 + d b1 + (d-1)b2 + … + bd = O(bd) • Space? O(bd) 41
  • 42. Informed search • Idea: give the algorithm “hints” about the desirability of different states – Use an evaluation function to rank nodes and select the most promising one for expansion • Greedy best-first search • A* search 42
  • 43. Heuristic function • Heuristic function h(n) estimates the cost of reaching goal from node n • Example: Start state Goal state 43
  • 44. Heuristic for the Romania problem 44
  • 45. Greedy best-first search • Expand the node that has the lowest value of the heuristic function h(n) 45
  • 50. Properties of greedy best-first search • Complete? No – can get stuck in loops start goal 50
  • 51. Properties of greedy best-first search • Complete? No – can get stuck in loops • Optimal? No 51
  • 52. Properties of greedy best-first search • Complete? No – can get stuck in loops • Optimal? No • Time? Worst case: O(bm) Best case: O(bd) – If h(n) is 100% accurate • Space? Worst case: O(bm) 52
  • 53. A* search • Idea: avoid expanding paths that are already expensive • The evaluation function f(n) is the estimated total cost of the path through node n to the goal: f(n) = g(n) + h(n) g(n): cost so far to reach n (path cost) h(n): estimated cost from n to goal (heuristic) 53
  • 60. Properties of A* • Complete? Yes – unless there are infinitely many nodes with f(n) ≤ C* • Optimal? Yes • Time? Number of nodes for which f(n) ≤ C* (exponential) • Space? Exponential 60
  • 61. Admissible heuristics • 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 state from n • An admissible heuristic never overestimates the cost to reach the goal, i.e., it is optimistic • Example: straight line distance never overestimates the actual road distance • Theorem: If h(n) is admissible, A* is optimal 61
  • 62. Designing heuristic functions • Heuristics for the 8-puzzle h1(n) = number of misplaced tiles h2(n) = total Manhattan distance (number of squares from desired location of each tile) h1(start) = 8 h2(start) = 3+1+2+2+2+3+3+2 = 18 • Are h1 and h2 admissible? 62
  • 63. Comparison of search strategies Algorithm Complete? Optimal? Time complexity Space complexity BFS UCS DFS IDS Greedy A* Yes Yes No Yes If all step costs are equal If all step costs are equal Yes No O(bd) Number of nodes with g(n) ≤ C* O(bm) O(bd) O(bd) O(bm) O(bd) No No Worst case: O(bm) Yes Yes Best case: O(bd) Number of nodes with g(n)+h(n) ≤ C* 63