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Introduction to
Artificial Intelligence
Artificial intelligence (AI) is the human-like intelligence exhibited by
machines or software - wikipedia
•8-queens problem 8皇后問題
•Sudoku 數獨
•8-puzzle
•Global Positioning
System(GPS)
•Artificial Intelligence in
Games
將8位皇后按照規則在棋盤上排好
任2位皇后不得同一條線上 (直、橫、斜)
如圖所示 ->
 將空格排上數字
 任一小方格 直行 橫列都必須由1~9數字組成
 將空格排上數字
 任一小方格 直行 橫列都必須由1~9數字組成
將數字順序依12345678_排好
6
4
2 7
8 1
3 5
6
4
2 7
8 1
3 5
將數字順序依12345678_排好
6
4
2 7
8 1
3 5
6
4
2 7
8 1
3 5
6
4
2 7
8 1
3 5
6 2 7
8 1
3 5
將數字順序依12345678_排好
6
4
2 7
8 1
3 5
6
4
2 7
8 1
3 5
6
4
2 7
8 1
3 5
6 2 7
8 1
3 5
6
4
2 7
8 1
3
1 2 3
5 6
87
 And more … <vid>
Blizzard Starcraft I Counter-strike
Solutions are oftentimes
simulating how humans solve
the problems and expressed
in a systematic way.
Problem-based thinking
- Divide and Conquer
- Implementation
- Recursive / DFS
Suppose you adopt a strategy as follows:
- You continue walking in the same direction until you come
upon an intersection or a dead end
- Your direction Priority: Right > Down > Left > Up
Suppose you adopt a strategy as follows:
- You continue walking in the same direction until you come
upon an intersection or a dead end
- Your direction Priority: Right > Down > Left > Up
What’s the problem ?
Suppose you adopt a strategy as follows:
- You continue walking in the same direction until you come
upon an intersection or a dead end
- Your direction Priority: Right > Down > Left > Up
What’s the problem ?
Walking back
Suppose you adopt a strategy as follows:
- You continue walking in the same direction until you come
upon an intersection or a dead end
- Your direction Priority: Right > Down > Left > Up
What’s the problem ?
Walking back Cycle
 Ideas ?
Walking back Cycle
 Ideas ?
Walking back Cycle
* Mark visited areas
 A 說B 在說謊
 B 說 C 在說謊
 C 說 A、B 都在說謊
 請問到底誰在說謊?
 A 說B 在說謊
 B 說 C 在說謊
 C 說 A、B 都在說謊
 請問到底誰在說謊?
I think now you have a great sense of
what to learn next : )
- 如何表示一個問題
。state 狀態
。cost 成本
- 基本的Search演算法、優缺點比較
- 進階演算法
 觀察問題性質,選定適當演算法
 Initial State及Goal State
 每個點的狀態內容
 如何Search (如何編寫程式步驟)
 針對問題深入思考,做最佳化處理
New States
Next State
Generate the
neighboring states
If the next state is retrieved in the FIFO order, it’s a BFS.
If the next state is retrieved in the LIFO order, it’s a DFS.
 If we have problem-relevant information,
we can retrieve the next state in other
possible ways.
› the state with the smallest paid cost
› the state with the smallest estimated cost-to-
goal
› the state with the smallest sum of both
› etc.
 設定初始狀態 s0
 標示初始狀態 s0已拜訪
 While (1) {
If 鄰狀態為空 return failure
If 如果找到解 return s
For each s’ in N(s)
if s’未被拜訪 then
s’成本 = s成本+cost(拜訪成本)
標示s’已被拜訪
搜索(s’)
}
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
W S E N
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
W S E N
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
W S E N
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
N
S
W E
W S E N
W S E N
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
W S E N
此教學軟體由國科會資訊科學主題式應用與技術
探索計畫-認識資訊科學體驗學習計畫團隊開發
DFS
 Recursive Functions
 Stack
BFS
 Queue
有哪些因素使得一個搜索方式比另一個更好?
› Completeness: 找得到解?
› Time complexity: 需要多少時間?
› Space complexity: 記憶體用量?
› Optimality: 找得到最佳解?
* 編程複雜度
DFS
BFS
 Completeness?
 Time complexity?
 Space complexity?
 Optimality?
 Completeness?
› Yes
 Time complexity?
› O(|S |), *剪枝
 Space complexity?
› O(d), d為搜索中最大到達深度
 Optimality?
› No 
 Completeness?
› Yes
 Time complexity?
› O(bd)
 Space complexity?
› O(bd) 
 Optimality?
› Yes
 8-Queens Chess Problem
 SuDoKu
 UVa 989 Su DoKu
 喵喵捉老鼠 - 2008 NPSC 國中組決賽
 Exponentiation by squaring - UVa 374 Big
Mod.
基於DFS BFS發展出的演算法
Iterative Deepening (DFS_ID)
Bidirectional BFS (Bi-BFS)
A* Search
IDA* Search
 限制深度 逐步增加,可用來模擬BFS
 Completeness?
› Yes 
 Time complexity?
› O(bd), 甚至不必判斷重點! 
 Space complexity?
› O(d) 
 Optimality?
› Yes 
雙向 BFS – 從狀態起點及終點同時BFS
這樣有什麼幫助?
› bd vs 2bl/2d
為何此演算法難以實做?
1
3 4
8 9 10 11 12
2
13
75 6
…
Sometimes the details of algorithms don’t matter,
What matters is what you can learn from them.
What can you learn from Bi-BFS?
Things have just started to
get interesting
 最廣泛被使用在遊戲A.I. 的演算法
 <vid>
 <PPT>
 上述Search沒有利用的條件
 上述Search沒有利用的條件
->狀態本身的訊息
 上述Search沒有利用的條件
->狀態本身的訊息
 什麼樣的訊息?
 如何評估一個狀態?
 Admissible ?
 如何評估一個狀態?
 Admissible ?
 A* is a Best First Search
1+2
1+2
1+4
1+2
1+4
1+4
1+2
1+4
1+4
1+4
1+2
1+4
1+4
1+4
1+2
1+4
1+4
1+4
3+2
1+2
1+4
1+4
1+4
2+5
3+2
1+2
1+4
1+4
1+4
2+5 2+5
3+2
1+2
1+4
1+4
1+4
2+5
2+5 2+5
3+2
1+2
1+4
1+4
1+4
3+4
2+5
2+5 2+5
3+2
1+2
1+4
1+4
1+4
3+4
2+5
2+5 2+5
3+2
1+2
1+4
1+4
1+4
 A* 與BFS乍看十分相似,不過其實有些差異
A* BFS
 function A*(start,goal)
 closedset := the empty set // The set of nodes already evaluated.
 openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node

 g_score[start] := 0 // Cost from start along best known path.
 // Estimated total cost from start to goal through y.
 f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal)

 while openset is not empty
 current := the node in openset having the lowest f_score[] value
 if current = goal
 return found

 remove current from openset
 add current to closedset
 for each neighbor in neighbor_nodes(current)
 if neighbor in closedset
 continue
 tentative_g_score := g_score[current] + dist_between(current,neighbor)

 if neighbor not in openset or tentative_g_score < g_score[neighbor]
 g_score[neighbor] := tentative_g_score
 f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal)
 if neighbor not in openset
 add neighbor to openset

 return failure
Adapted from http://en.wikipedia.org/wiki/A*_search_algorithm
 The Dijkstra’s algorithm, a well-known
single-source-shortest-path algorithm,
can be viewed as the A* search with
zero cost-to-goal
 8-Puzzle
 You have a board with 3x3=9 tiles
 Starting from a random board, you want to
move the tiles to attain a specific state
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1] [2]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1] [2]
[2]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1] [2]
[2] [3]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1] [2]
[2] [3]
[2]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1] [2]
[2] [3]
[2] [2]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1] [2]
[2] [3]
[2] [2] [3]
 8-puzzle
 Two common estimation functions of cost-to-goal
 - h1: the number of misplaced tiles (8)
 - h2: Manhattan distance (18)
Both are admissible.
[3] [1] [2]
[2] [3]
[2] [2] [3]
18
 A* is complete, optimal, and optimally
efficient.
 For the completeness, it requires that there
is only finitely many nodes with cost no
greater than the optimal cost.
 For the optimality, it requires that we do not
over-estimate the cost-to-goal.
 No optimal algorithm can guarantee to
expand fewer nodes than A*.
 為何A*在競賽中實用度不高?
 如何改進此缺點?
 A* 的缺點在於Memory Usage
 Improve!
 IDA* - A smarter and easier way to
realize the concept of heuristic cost
function
 Much less memory Usage, Still fast
 編程簡單 => 適合競賽
 UVa 10181 _ 15-Puzzle Problem
 TIOJ 1198 _ 8-Puzzle (O_Q)
 TIOJ 1573 _ 15-Puzzle (O_Q)
2 Key things to note:
 Recall in the Maze example – be careful
not to walk back. (Diff. in IDA* and A*)
 Puzzle Solvability
 Parity: For each of the tiles, count how
many preceding numbers that are
greater than itself, then sum up and see
whether the result is even or odd.
 For 15 Puzzles, you need to add the row
number where the empty tile is located
at, to the parity calculation.
 Order of counting:
From Left to right, top to bottom
 Parity of 8-Puzzles
 Parity of 8-Puzzles
0
 Parity of 8-Puzzles
0 0
 Parity of 8-Puzzles
0 0 1
 Parity of 8-Puzzles
0 0 1
2
 Parity of 8-Puzzles
0 0 1
2 0
 Parity of 8-Puzzles
0 0 1
2 0
4
 Parity of 8-Puzzles
0 0 1
2 0
4 2
 Parity of 8-Puzzles
0 0 1
2 0
4 2 3
 Parity of 8-Puzzles
0 0 1
2 0
4 2 3
0 + 0 + 1 + 2 + 0
+ 4 + 2 + 3 = 12
 Parity of 8-Puzzles
0 0 1
2 0
4 2 3
0 + 0 + 1 + 2 + 0
+ 4 + 2 + 3 = 12
Even Parity
 If Parity(Initial State) = Parity(Goal State)
Then the puzzle is solvable
 If Parity(Initial State) = Parity(Goal State)
Then the puzzle is solvable
12
Even Parity
Initial State
 If Parity(Initial State) = Parity(Goal State)
Then the puzzle is solvable
12
Even Parity
0
Even Parity
Initial State Goal State
 If Parity(Initial State) = Parity(Goal State)
Then the puzzle is solvable
12
Even Parity
0
Even Parity
Therefore, the puzzle is solvable
Initial State Goal State
1
Odd Parity
0+0+0+2+0+4+2+3=11
Odd Parity
Goal State with Even Parity
However, if you set either one as the
Initial State, the other as the Goal State,
this is solvable
1
Odd Parity
0+0+0+2+0+4+2+3=11
Odd Parity
Goal State with Even Parity
However, if you set either one as the
Initial State, the other as the Goal State,
this is solvable
Why is this method correct?
 Elevators – What if elevator controllers
have more information available?
 Exact number of waiting passengers on
each floor ?
 Type of departments on each floor ?
 Gestures, Posture, Moods?
 Goal: Least amount of total waiting time?
Max Productivity? Max satisfaction for
specific customers?
 These are just my ideas
 These are just my ideas
 What is yours ?
 Thank you for your listening

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