These slides are part of a course about interactive objects in games. The lectures cover some of the most widely used methodologies that allow smart objects and non-player characters (NPCs) to exhibit autonomy and flexible behavior through various forms of decision making, including techniques for pathfinding, reactive behavior through automata and processes, and goal-oriented action planning. More information can be found here: http://tinyurl.com/sv-intobj-2013
These slides are part of a course about interactive objects in games. The lectures cover some of the most widely used methodologies that allow smart objects and non-player characters (NPCs) to exhibit autonomy and flexible behavior through various forms of decision making, including techniques for pathfinding, reactive behavior through automata and processes, and goal-oriented action planning. More information can be found here: http://tinyurl.com/sv-intobj-2013
The document discusses different search methods for problem solving, including uninformed search, heuristic search, and informed search using heuristic functions. It provides examples of heuristic functions that estimate the cost to reach the goal state and explores greedy best-first search and A* search algorithms. A* combines the cost to reach a node and a heuristic estimate of remaining cost to ensure optimal, efficient search.
This document discusses heuristic search algorithms. It begins by introducing heuristic search as trying to be smarter in how alternatives are chosen during search. It then discusses best-first search, which exploits state descriptions to estimate how promising each search node is using an evaluation function. The document focuses on constructing admissible heuristic functions and how A* search uses both the cost of the path found so far and an admissible heuristic estimate to guide its search. It proves that A* is complete and optimal if the heuristic is admissible and consistent.
This document discusses various heuristic search algorithms including A*, iterative-deepening A*, and recursive best-first search. It begins by introducing the concept of using evaluation functions to guide best-first search and preferentially expand nodes with lower heuristic values. It then presents the general graph search algorithm and describes how A* specifically reorders nodes using an evaluation function that considers path cost and estimated cost to the goal. Consistency conditions for the heuristic function are discussed which guarantee A* finds optimal solutions.
16890 unit 2 heuristic search techniquesJais Balta
The document discusses heuristic search techniques for artificial intelligence. It covers greedy search which uses a heuristic function f(n) = h(n) to choose the successor node with the lowest estimated cost to reach the goal. An example of the travelling salesman problem is provided to illustrate greedy search.
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.
The document discusses various informed search strategies including best-first search, greedy best-first search, A* search, and local search algorithms like hill-climbing search and simulated annealing search. It explains how heuristic functions can help guide search toward solutions more efficiently. Key aspects covered are how A* search uses an evaluation function f(n) = g(n) + h(n) to expand the most promising nodes first, and how hill-climbing search gets stuck at local optima but simulated annealing incorporates randomness to help escape them.
This document provides an overview of various informed search algorithms including best-first search, greedy best-first search, A* search, local search algorithms like hill-climbing and simulated annealing, and genetic algorithms. It discusses concepts like heuristics, admissible heuristics, consistent heuristics, and how they relate to the optimality of A* search. Examples are provided for route finding and solving the 8-puzzle and n-queens problems.
These slides are part of a course about interactive objects in games. The lectures cover some of the most widely used methodologies that allow smart objects and non-player characters (NPCs) to exhibit autonomy and flexible behavior through various forms of decision making, including techniques for pathfinding, reactive behavior through automata and processes, and goal-oriented action planning. More information can be found here: http://tinyurl.com/sv-intobj-2013
The document discusses different search methods for problem solving, including uninformed search, heuristic search, and informed search using heuristic functions. It provides examples of heuristic functions that estimate the cost to reach the goal state and explores greedy best-first search and A* search algorithms. A* combines the cost to reach a node and a heuristic estimate of remaining cost to ensure optimal, efficient search.
This document discusses heuristic search algorithms. It begins by introducing heuristic search as trying to be smarter in how alternatives are chosen during search. It then discusses best-first search, which exploits state descriptions to estimate how promising each search node is using an evaluation function. The document focuses on constructing admissible heuristic functions and how A* search uses both the cost of the path found so far and an admissible heuristic estimate to guide its search. It proves that A* is complete and optimal if the heuristic is admissible and consistent.
This document discusses various heuristic search algorithms including A*, iterative-deepening A*, and recursive best-first search. It begins by introducing the concept of using evaluation functions to guide best-first search and preferentially expand nodes with lower heuristic values. It then presents the general graph search algorithm and describes how A* specifically reorders nodes using an evaluation function that considers path cost and estimated cost to the goal. Consistency conditions for the heuristic function are discussed which guarantee A* finds optimal solutions.
16890 unit 2 heuristic search techniquesJais Balta
The document discusses heuristic search techniques for artificial intelligence. It covers greedy search which uses a heuristic function f(n) = h(n) to choose the successor node with the lowest estimated cost to reach the goal. An example of the travelling salesman problem is provided to illustrate greedy search.
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.
The document discusses various informed search strategies including best-first search, greedy best-first search, A* search, and local search algorithms like hill-climbing search and simulated annealing search. It explains how heuristic functions can help guide search toward solutions more efficiently. Key aspects covered are how A* search uses an evaluation function f(n) = g(n) + h(n) to expand the most promising nodes first, and how hill-climbing search gets stuck at local optima but simulated annealing incorporates randomness to help escape them.
This document provides an overview of various informed search algorithms including best-first search, greedy best-first search, A* search, local search algorithms like hill-climbing and simulated annealing, and genetic algorithms. It discusses concepts like heuristics, admissible heuristics, consistent heuristics, and how they relate to the optimality of A* search. Examples are provided for route finding and solving the 8-puzzle and n-queens problems.
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.
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
Solving problems by searching Informed (heuristics) Searchmatele41
This document discusses various informed (heuristic) search strategies for solving problems, including greedy best-first search, A* search, and memory-bounded variations. Greedy best-first search uses the heuristic function h(n) alone to select nodes for expansion. A* search combines the path cost g(n) and heuristic estimate h(n) to select nodes, guaranteeing an optimal solution if h is admissible. The document provides examples of applying these searches to route finding between cities in Romania. A* search is identified as finding the optimal solution for this problem if using an admissible heuristic like straight-line distance.
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.
The document outlines various informed search algorithms including best-first search, greedy best-first search, A* search, local search algorithms like hill-climbing and simulated annealing, genetic algorithms, and others. It discusses properties like completeness, optimality, time and space complexity for each algorithm. Examples provided include solving the 8-puzzle and n-queens problems.
The document summarizes informed search strategies, including best-first search algorithms like greedy search, uniform-cost search (UCS), and A* search. It provides an overview of how heuristics can be used to guide search toward more promising solutions. A* search is described as using both path cost g(n) and heuristic estimate h(n) to determine the best order of node expansion. The properties of A*, including admissibility, completeness, and optimality, are proven assuming h(n) underestimates cost to the goal. Performance depends on heuristic accuracy, with exponential growth possible if errors are large.
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.
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.
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.
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.
Heuristic search techniques use heuristics or rules of thumb to guide the search for a solution more efficiently than uninformed search. A* search is a best-first search algorithm that finds optimal solutions by evaluating nodes with a cost function f(n) = g(n) + h(n), where g(n) is the cost from the starting node to node n and h(n) is a heuristic estimate of the cost from n to the goal. The better the heuristic approximates the actual remaining cost, the more efficient the A* search is, with the optimal case being linear time if h(n) exactly equals the true cost.
Abstract: This PDSG workship introduces basic concepts on Greedy and A-STAR search. Examples are given pictorially, as pseudo code and in Python.
Level: Fundamental
Requirements: Should have prior familiarity with Graph Search. No prior programming knowledge is required.
Example of iterative deepening search & bidirectional searchAbhijeet Agarwal
There are the some examples of Iterative deepening search & Bidirectional Search with some definitions and some theory related to the both searches. If you have any query please ask in comment or mail i will be happy to help you
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
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 summarizes a presentation on a new bidirectional A* search algorithm with shorter post-processing for solving 8-puzzle problems. It introduces bidirectional A* search and balanced heuristics. The new algorithm uses an inequality to reject nodes during search and trim the post-processing phase. Experimental results on the 8-puzzle and 15-puzzle show that the symmetric heuristic outperforms the balanced heuristic, reducing the number of states generated and solving problems faster.
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 document discusses various search algorithms for problem solving, including breadth-first search, uniform-cost search, and depth-first search. It provides examples of applying these algorithms to problems like the 8-puzzle and vacuum world. Breadth-first search expands the shallowest nodes first and is complete but uses significant memory. Uniform-cost search expands the lowest-cost nodes first and is optimal. Depth-first search expands the deepest nodes first and is not complete in all cases.
Informed-search TECHNIQUES IN ai ml data sciencedevvpillpersonal
Informed search algorithms use problem-specific heuristics to improve search efficiency over uninformed methods. The most common informed methods are best-first search, A* search, and memory-bounded variants like RBFS and SMA*. A* is optimal if the heuristic is admissible for tree searches or consistent for graph searches. Heuristics provide an estimate of the remaining cost to the goal and can significantly speed up search. Common techniques for generating heuristics include Manhattan distance.
Heuristic search techniques use problem-specific knowledge beyond what is given in the problem statement to guide the search for a solution more efficiently. This document discusses various heuristic search algorithms including best-first search, greedy best-first search, A* search, local search techniques like hill-climbing and simulated annealing, and genetic algorithms. Key aspects like admissibility and monotonicity of heuristics that allow algorithms like A* to find optimal solutions are also covered. Examples of applying these techniques to problems like the 8-puzzle and n-queens are provided.
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.
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
Solving problems by searching Informed (heuristics) Searchmatele41
This document discusses various informed (heuristic) search strategies for solving problems, including greedy best-first search, A* search, and memory-bounded variations. Greedy best-first search uses the heuristic function h(n) alone to select nodes for expansion. A* search combines the path cost g(n) and heuristic estimate h(n) to select nodes, guaranteeing an optimal solution if h is admissible. The document provides examples of applying these searches to route finding between cities in Romania. A* search is identified as finding the optimal solution for this problem if using an admissible heuristic like straight-line distance.
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.
The document outlines various informed search algorithms including best-first search, greedy best-first search, A* search, local search algorithms like hill-climbing and simulated annealing, genetic algorithms, and others. It discusses properties like completeness, optimality, time and space complexity for each algorithm. Examples provided include solving the 8-puzzle and n-queens problems.
The document summarizes informed search strategies, including best-first search algorithms like greedy search, uniform-cost search (UCS), and A* search. It provides an overview of how heuristics can be used to guide search toward more promising solutions. A* search is described as using both path cost g(n) and heuristic estimate h(n) to determine the best order of node expansion. The properties of A*, including admissibility, completeness, and optimality, are proven assuming h(n) underestimates cost to the goal. Performance depends on heuristic accuracy, with exponential growth possible if errors are large.
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.
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.
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.
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.
Heuristic search techniques use heuristics or rules of thumb to guide the search for a solution more efficiently than uninformed search. A* search is a best-first search algorithm that finds optimal solutions by evaluating nodes with a cost function f(n) = g(n) + h(n), where g(n) is the cost from the starting node to node n and h(n) is a heuristic estimate of the cost from n to the goal. The better the heuristic approximates the actual remaining cost, the more efficient the A* search is, with the optimal case being linear time if h(n) exactly equals the true cost.
Abstract: This PDSG workship introduces basic concepts on Greedy and A-STAR search. Examples are given pictorially, as pseudo code and in Python.
Level: Fundamental
Requirements: Should have prior familiarity with Graph Search. No prior programming knowledge is required.
Example of iterative deepening search & bidirectional searchAbhijeet Agarwal
There are the some examples of Iterative deepening search & Bidirectional Search with some definitions and some theory related to the both searches. If you have any query please ask in comment or mail i will be happy to help you
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
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 summarizes a presentation on a new bidirectional A* search algorithm with shorter post-processing for solving 8-puzzle problems. It introduces bidirectional A* search and balanced heuristics. The new algorithm uses an inequality to reject nodes during search and trim the post-processing phase. Experimental results on the 8-puzzle and 15-puzzle show that the symmetric heuristic outperforms the balanced heuristic, reducing the number of states generated and solving problems faster.
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 document discusses various search algorithms for problem solving, including breadth-first search, uniform-cost search, and depth-first search. It provides examples of applying these algorithms to problems like the 8-puzzle and vacuum world. Breadth-first search expands the shallowest nodes first and is complete but uses significant memory. Uniform-cost search expands the lowest-cost nodes first and is optimal. Depth-first search expands the deepest nodes first and is not complete in all cases.
Informed-search TECHNIQUES IN ai ml data sciencedevvpillpersonal
Informed search algorithms use problem-specific heuristics to improve search efficiency over uninformed methods. The most common informed methods are best-first search, A* search, and memory-bounded variants like RBFS and SMA*. A* is optimal if the heuristic is admissible for tree searches or consistent for graph searches. Heuristics provide an estimate of the remaining cost to the goal and can significantly speed up search. Common techniques for generating heuristics include Manhattan distance.
Heuristic search techniques use problem-specific knowledge beyond what is given in the problem statement to guide the search for a solution more efficiently. This document discusses various heuristic search algorithms including best-first search, greedy best-first search, A* search, local search techniques like hill-climbing and simulated annealing, and genetic algorithms. Key aspects like admissibility and monotonicity of heuristics that allow algorithms like A* to find optimal solutions are also covered. Examples of applying these techniques to problems like the 8-puzzle and n-queens are provided.
1. The document discusses various search strategies including uninformed strategies like breadth-first search, depth-first search, iterative deepening search, and uniform cost search as well as informed strategies like greedy best-first search and A* search.
2. It explains how A* search uses both the cost to reach a node (g(n)) and an admissible heuristic estimate of the cost to reach the goal from that node (h(n)) to efficiently guide the search towards optimal solutions.
3. For A* to be optimal, the heuristic must be admissible, meaning it cannot overestimate actual costs. If the heuristic is also consistent, A* is guaranteed to find optimal solutions for graph search problems
Types of inference engines
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
As Expert Systems evolved many new techniques were incorporated into various types of inference engines. Some of the most important of these were:
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification.
Truth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology ClassificationTruth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology ClassificationTruth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology ClassificationTruth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology ClassificationTruth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology ClassificationTruth Maintenance.
Hypothetical Reasoning.
Fuzzy Logic.
Ontology Classification
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.
What is A * Search? What is Heuristic Search? What is Tree search Algorithm?Santosh Pandeya
What is A * Search? What is Heuristic Search? What is Tree search Algorithm?
Moving from one place to another is a task that we humans do almost every day. We try to find the shortest path that enables us to reach our destinations faster and make the whole process of traveling as efficient as possible. In the old days, we would trial and error with the paths available and had to assume which path taken was shorter or longer.
What is a Search Algorithm?
Tree search Algorithm
Breadth-First Search
Depth-First Search
Bidirectional Search
Uniform Cost Search
Iterative Deepening Depth-First Search
Heuristic Search
Manhattan distance
Pure Heuristic Search
A * Search
Formula
A * Search Explanation
This document discusses informed search algorithms, including best-first search and A* search. It begins by contrasting uninformed search strategies that do not use any knowledge of the problem, with informed strategies that use an evaluation function f(n) to estimate the cost to reach the goal from each node n. Best-first search uses a heuristic function h(n) as its evaluation function f(n)=h(n), while A* search uses f(n)=g(n)+h(n) to combine the path cost g(n) and heuristic h(n). The document provides examples of how A* search can find optimal solutions when provided with a consistent heuristic function that is close to the actual cost. Methods
The document discusses the A* search algorithm. It begins by providing references for route planning and heuristic search. It then explains that A* search evaluates nodes using a cost function f(n) = g(n) + h(n), 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. It provides an example of running A* to find the shortest path between two cities. The document also discusses properties of A*, including that it is complete, optimal if h is admissible, and runs in exponential time and space in the worst case.
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.
1) The document discusses various search techniques used in artificial intelligence including uninformed searches like breadth-first search and depth-first search as well as informed heuristic searches like greedy best-first search and A* search.
2) It provides examples to illustrate different search techniques including the bridges of Konigsberg problem and traveling salesperson problem.
3) Key concepts discussed include search spaces, heuristic functions, and evaluating search performance based on completeness, optimality, time complexity and space complexity.
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.
A* search is a best-first informed search algorithm that finds the shortest path by evaluating nodes with an f(n) value. f(n) combines the actual cost to reach the node (g(n)) and the estimated cost to reach the goal from that node (h(n)), so f(n)=g(n)+h(n). A* expands nodes with the lowest f(n) value first. In the example, A* finds the optimal path from A to G of cost 7 by expanding nodes in order of lowest f(n). A* is optimal, complete, and has time and space complexity of O(bd) where b is branching factor and d is depth of shallowest goal
Informed search algorithms aim to be smarter than blind search about which paths to explore by using an evaluation function to estimate the cost to the goal for each node, with best-first search always expanding the node with the lowest estimated cost; A* search combines the cost so far and estimated remaining cost to provide an optimal search when the heuristic is admissible or consistent; pattern database heuristics derive more accurate estimates of moves required by solving subproblems exactly and combining the solutions.
This document summarizes material from a course on advanced topics in artificial intelligence search. It covers uninformed search techniques like depth-first search and breadth-first search as well as informed search techniques like A* search that use heuristics. The document explains that heuristics estimate how close a state is to the goal and discusses properties like admissibility that are required for A* to find optimal solutions. Examples of heuristic functions for pathfinding problems are provided.
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
Heuristic search techniques like A* use heuristics to guide the search for a solution. A* balances the cost to reach a node and an estimate of the remaining cost to reach the goal. If the heuristic is admissible (does not overestimate cost), A* is guaranteed to find an optimal solution. A worked example demonstrates A* finding the optimal path through a maze using Manhattan distance as the heuristic.
Similar to Pathfinding - Part 1: Α* heuristic search (20)
These slides are part of a course about interactive objects in games. The lectures cover some of the most widely used methodologies that allow smart objects and non-player characters (NPCs) to exhibit autonomy and flexible behavior through various forms of decision making, including techniques for pathfinding, reactive behavior through automata and processes, and goal-oriented action planning. More information can be found here: http://tinyurl.com/sv-intobj-2013
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This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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http://stavros.lostre.org/2011/09/12/simplefps-int4-2011/
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1. INTERACTIVE OBJECTS IN
GAMING APPLICATIONS
Basic principles and practical scenarios in Unity
June 2013Stavros Vassos Sapienza University of Rome, DIAG, Italy vassos@dis.uniroma1.it
2. Interactive objects in games
2
Pathfinding
Part 1: A* heuristic search on a grid
Part 2: Examples in Unity
Part 3: Beyond the basics
Action-based decision making
AI Architectures
4. Interactive objects in games
4
Pathfinding
Part 1: A* heuristic search on a grid
Part 2: Examples in Unity
Part 3: Beyond the basics
Action-based decision making
AI Architectures
6. Pathfinding
6
Find a path that connects two points in the game world
Fundamental requirement in most video games
Traditionally considered as “AI for games”
Typically dealt as separate component of the game
that is used “as a service” by other AI components,
e.g., the decision making component of characters
7. Pathfinding
7
Find a path that connects two points in the game world
Fundamental requirement in most video games
Traditionally considered as “AI for games”
Typically dealt as separate component of the game
that is used “as a service” by other AI components,
e.g., the decision making component of characters
More complicated than it looks!
9. Pathfinding: A* heuristic search
9
Let’s start with a textbook approach
Game-world as a grid, A* heuristic search
10. Pathfinding: A* heuristic search
10
Let’s start with a textbook approach
Using tool from http://www.policyalmanac.org/
11. Pathfinding: A* heuristic search
11
Let’s start with a textbook approach
Game-world as a grid, A* heuristic search
Simple forward search
Explore until the target is found
Open list
Possible nodes to visit next
Closed list
Visited nodes
Choose next node using
A cost function g(n) – cost so far
A heuristic function h(n) – remaining
12. Pathfinding: A* heuristic search
12
Let’s start with a textbook approach
Game-world as a grid, A* heuristic search
Open list
Possible nodes to visit next
Closed list in blue
Visited nodes
13. Pathfinding: A* heuristic search
13
Let’s start with a textbook approach
Game-world as a grid, A* heuristic search
Open list in green
Possible nodes to visit next
Closed list
Visited nodes
14. Pathfinding: A* heuristic search
14
Let’s start with a textbook approach
Game-world as a grid, A* heuristic search
Open list in green
Possible nodes to visit next
Closed list in blue
Visited nodes
Here exactly one node is
expanded (i.e., the starting node)
15. Pathfinding: A* heuristic search
15
Let’s start with a textbook approach
Game-world as a grid, A* heuristic search
Use f(n) = g(n) + h(n) for each
node in the open list to pick the
next one to expand
f(n) is computed when node n is
added to the open list, when
node n’ is expanded, e.g.:
g(n) = g(n’) + 10 if straight
g(n) = g(n’) + 14 if diagonal
h(n) = manhattan distance to target
17. Pathfinding: A* heuristic search
17
Manhattan distance: x2-x1 + y2-y1
Here it is an accurate estimate as the example is trivial
g(n) = 0+10
h(n) = 80
f(n) = 90
21. Pathfinding: A* heuristic search
21
Things become more interesting when there are
obstacles in the way
22. Pathfinding: A* heuristic search
22
What percentage of the search space will be
expanded (i.e., explored) in this case?
23. Pathfinding: A* heuristic search
23
We expect that the search would go directly
toward the destination expanding only nodes to the
right, until it hits the wall and then go toward up
and down in parallel
Then, as the g(n) cost of each expanded node
increases though, it forces the search method to look
back and expand also in the other directions away
from the goal
This way, following a dead-end for too long is
avoided, but also more nodes are explored
30. Pathfinding: A* heuristic search
30
Some important details
What happens when a node is already visited
The closed list keeps track about visited nodes
Also keeps track of the best way so far to get there
When a node n is expanded by node n’, and f(n) is
better than the value stored in the closed list, then we
update the f(n) value
31. Pathfinding: A* heuristic search
31
This node is considered both when
the two other nodes are expanded
32. Pathfinding: A* heuristic search
32
Some important details
What happens when a node is already visited
The closed list keeps track about visited nodes
Also keeps track of the best way so far to get there
When a node n is expanded by node n’, and f(n) is
better than the value stored in the closed list, then we
update the f(n) value
We also need to update the best path that leads there
33. Pathfinding: A* heuristic search
33
Keeping track of the best path that leads to a node
In general we could store with each node also the path
that takes us there (we will see this in heuristic search A*
planning later)
Here we just need to store the parent of the node n,
i.e., the node n’ that we expanded to get n with the
best f(n) value
34. Pathfinding: A* heuristic search
34
Keeping track of the best path that leads to a node
In general we could store with each node also the path
that takes us there (we will see this in heuristic search A*
planning later)
Here we just need to store the parent of the node n,
i.e., the node n’ that we expanded to get n with the
best f(n) value
This is what these little arrows do in the images we saw
37. Pathfinding: A* heuristic search
37
f(n1) = 58+60 = 118
In fact more costly than the other
f(n2) = 10+100 = 110
38. Pathfinding: A* heuristic search
38
f(n1) = 58+60 = 118
In fact more costly than the other
f(n2) = 10+100 = 110
Put it differently: a
lot of cost g(n1) has
been invested, but
the estimated cost
h(n1) is not small
enough to make the
overall cost f(n1) the
best promising
43. Pathfinding: A* heuristic search
43
Important point about A*!
Does A* provide the shortest path?
44. Pathfinding: A* heuristic search
44
Important point about A*!
Does A* provide the shortest path?
It depends on the heuristic
One particular class of heuristics that ensure optimal
solutions are the admissible heuristics
These are optimistic heuristics that always
underestimate the remaining cost
45. Pathfinding: A* heuristic search
45
Important point about A*!
Does A* provide the shortest path?
It depends on the heuristic
One particular class of heuristics that ensure optimal
solutions are the admissible heuristics
These are optimistic heuristics that always
underestimate the remaining cost
Intuition1: Think of a heuristic that hugely overestimates
the optimal path and is zero for all other nodes.
46. Pathfinding: A* heuristic search
46
Important point about A*!
Does A* provide the shortest path?
It depends on the heuristic
One particular class of heuristics that ensure optimal
solutions are the admissible heuristics
These are optimistic heuristics that always
underestimate the remaining cost
Intuition2: When heuristic is zero for all nodes, the best
node is based on total cost so the optimal path is found.
47. Pathfinding: A* heuristic search
47
Important point about A*!
Does A* provide the shortest path?
It depends on the heuristic
One particular class of heuristics that ensure optimal
solutions are the admissible heuristics
These are optimistic heuristics that always
underestimate the remaining cost
(Understanding heuristics will become very important
when we talk about heuristic search A* planning later)
48. Pathfinding: A* heuristic search
48
Basic options to consider for pathfinding problems
Forward/backward/bi-directional search
A*/best-first/weighted A*/…
Domain-dependent/independent heuristics
Manhattan, Chebyshev, Euclidian
Heuristics on Amit's A* pages
Diagonal movement: 4-connected vs 8-connected grid
A* playground to try out different combinations
http://qiao.github.io/PathFinding.js/visual/
54. Pathfinding: A* heuristic search
54
In many cases this is all you need to handle
pathfinding in a game (modulo tuning your
implementation to be efficient)
In AAA modern games though, the game-world is
more complicated both in terms of features and in
terms of size, and tricks (or research) is needed!
55. Pathfinding: A* heuristic search
55
More complicated game-worlds
Different types of terrain different cost
Road, path, water, terrain, mud, …
Different type of characters different cost/ability
Walking units, vehicles, air-units, scouters, …
More than one level
Stairs, elevators, hills, slopes, …
“Nicer” paths are needed!
Smoother curves, more “organic”, with variation, …
The game-world is huge!
Need for memory and CPU efficiency
56. Pathfinding: A* heuristic search
56
More complicated game-worlds
Different types of terrain different cost
Different type of characters different cost/ability
More than one level
“Nicer” paths are needed!
The game-world is huge!
We can deal with some of these with simple tricks
There is a lot of applied and research work!
E.g., AI Programming Wisdom book series
Also in top AI/Robotics conferences, e.g., AAAI, ICAPS,
AIIDE, IROS
58. Pathfinding: A* heuristic search
58
GPPC: Grid-Based Path Planning Competition
http://movingai.com/GPPC/cfp.html
Maps
Size at most 2048x2048
Static (unchanging)
8-connected
Diagonal actions in an optimal path cost sqrt(2)
59. Pathfinding: A* heuristic search
59
Many neat tricks for efficient/nice pathfinding
Alternative game-world representations
Better heuristics
Beyond A*
But first let’s see how this simple grid representation
and A* heuristic works in a game setting in Unity