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Informed search algorithms Chapter 3, Sections 56 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 56 1 Review: Tree search function Tree-Search


  1. Informed search algorithms Chapter 3, Sections 5–6 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 1

  2. Review: Tree search function Tree-Search ( problem ) returns a solution, or failure frontier ← { Make-Node ( Initial-State [ problem ]) } loop do if frontier is empty then return failure node ← Remove-Front ( frontier ) if Goal-Test ( problem , State [ node ]) then return node frontier ← InsertAll ( Expand ( node , problem ), frontier ) A strategy is defined by picking the order of node expansion of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 2

  3. Best-first search Idea: use an evaluation function for each node – estimate of “desirability” ⇒ Expand most desirable unexpanded node Implementation: frontier is a queue sorted in decreasing order of desirability Special cases: greedy search A ∗ search of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 3

  4. Romania with step costs in km Straight−line distance Oradea to Bucharest 71 Arad Neamt 366 Bucharest 87 0 Zerind 151 Craiova 75 160 Dobreta Iasi 242 Eforie Arad 140 161 92 Fagaras 178 Sibiu 99 Fagaras Giurgiu 77 118 Hirsova Vaslui 151 80 Iasi 226 Rimnicu Vilcea Lugoj Timisoara 244 Mehadia 142 241 211 111 Neamt Pitesti 97 234 Lugoj Oradea 380 70 98 Pitesti 98 Hirsova 85 146 101 Rimnicu Vilcea Mehadia Urziceni 193 Sibiu 86 75 138 253 Timisoara Bucharest 329 120 Urziceni Dobreta 90 80 Vaslui Craiova Eforie 199 Giurgiu Zerind 374 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 4

  5. Greedy best-first search Evaluation function h ( n ) ( h euristic) = estimate of cost from n to the closest goal E.g., h SLD ( n ) = straight-line distance from n to Bucharest Greedy search expands the node that appears to be closest to goal of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 5

  6. Greedy search example Arad 366 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 6

  7. Greedy search example Arad Sibiu Timisoara Zerind 253 329 374 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 7

  8. Greedy search example Arad Sibiu Timisoara Zerind 329 374 Arad Fagaras Oradea Rimnicu Vilcea 366 176 380 193 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 8

  9. Greedy search example Arad Sibiu Timisoara Zerind 329 374 Arad Fagaras Oradea Rimnicu Vilcea 366 380 193 Sibiu Bucharest 253 0 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 9

  10. Properties of greedy search Complete?? No–it can get stuck in loops, e.g., Iasi → Neamt → Iasi → Neamt → Complete in finite space with repeated-state checking Time?? O ( b m ) , but a good heuristic can give dramatic improvement Space?? O ( b m ) —keeps all nodes in memory Optimal?? No of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 10

  11. A ∗ search Idea: avoid expanding paths that are already expensive Evaluation function f ( n ) = g ( n ) + h ( n ) g ( n ) = cost so far to reach n h ( n ) = estimated cost to goal from n f ( n ) = estimated total cost of path through n to goal A ∗ search uses an admissible heuristic i.e., h ( n ) ≤ h ∗ ( n ) where h ∗ ( n ) is the true cost from n . (Also require h ( n ) ≥ 0 , so h ( G ) = 0 for any goal G .) E.g., h SLD ( n ) never overestimates the actual road distance Theorem: A ∗ search is optimal of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 11

  12. A ∗ search example Arad 366=0+366 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 12

  13. A ∗ search example Arad Sibiu Timisoara Zerind 393=140+253 447=118+329 449=75+374 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 13

  14. A ∗ search example Arad Sibiu Timisoara Zerind 447=118+329 449=75+374 Arad Fagaras Oradea Rimnicu Vilcea 646=280+366 415=239+176 671=291+380 413=220+193 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 14

  15. A ∗ search example Arad Sibiu Timisoara Zerind 447=118+329 449=75+374 Arad Fagaras Oradea Rimnicu Vilcea 646=280+366 415=239+176 671=291+380 Craiova Pitesti Sibiu 526=366+160 417=317+100 553=300+253 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 15

  16. A ∗ search example Arad Sibiu Timisoara Zerind 447=118+329 449=75+374 Arad Fagaras Oradea Rimnicu Vilcea 646=280+366 671=291+380 Sibiu Bucharest Craiova Pitesti Sibiu 526=366+160 417=317+100 591=338+253 450=450+0 553=300+253 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 16

  17. A ∗ search example Arad Sibiu Timisoara Zerind 447=118+329 449=75+374 Arad Fagaras Oradea Rimnicu Vilcea 646=280+366 671=291+380 Sibiu Bucharest Craiova Pitesti Sibiu 526=366+160 591=338+253 450=450+0 553=300+253 Bucharest Craiova Rimnicu Vilcea 418=418+0 615=455+160 607=414+193 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 17

  18. Optimality of A ∗ Lemma: A ∗ expands nodes in order of increasing f value Gradually adds “ f -contours” of nodes (cf. breadth-first adds layers) Contour i has all nodes with f = f i , where f i < f i +1 O N Z I A S 380 F V 400 T R P L H M U B 420 D E C G of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 18

  19. Properties of A ∗ Complete?? Yes, unless there are infinitely many nodes with f ≤ f ( G ) Time?? O ( b ǫm ) —where ǫ = ( h ∗ − h ) /h ∗ is the relative error in h If h = 0 , then ǫ = 1 and we get uniform-cost search If h = h ∗ , then it is perfect and we find the solution immediately Space?? O ( b m ) —it keeps all nodes in memory Optimal?? Yes—it cannot expand f i +1 until f i is finished A ∗ expands all nodes with f ( n ) < C ∗ A ∗ expands some nodes with f ( n ) = C ∗ A ∗ expands no nodes with f ( n ) > C ∗ of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 19

  20. Admissible heuristics E.g., for the 8-puzzle: h 1 ( n ) = number of misplaced tiles h 2 ( n ) = total Manhattan distance (i.e., no. of squares from desired location of each tile) h 1 ( S ) =?? h 2 ( S ) =?? of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 20

  21. Admissible heuristics E.g., for the 8-puzzle: h 1 ( n ) = number of misplaced tiles h 2 ( n ) = total Manhattan distance (i.e., no. of squares from desired location of each tile) h 1 ( S ) =?? 8 h 2 ( S ) =?? 3+1+2+2+2+3+3+2 = 18 of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 21

  22. Dominance If h 2 ( n ) ≥ h 1 ( n ) for all n (both admissible) then h 2 dominates h 1 and is better for search Typical search costs: d = 14 IDS = 3,473,941 nodes A ∗ ( h 1 ) = 539 nodes A ∗ ( h 2 ) = 113 nodes d = 24 IDS ≈ 54,000,000,000 nodes A ∗ ( h 1 ) = 39,135 nodes A ∗ ( h 2 ) = 1,641 nodes Given any admissible heuristics h a , h b , h ( n ) = max( h a ( n ) , h b ( n )) is also admissible and dominates h a , h b of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 22

  23. Relaxed problems Admissible heuristics can be derived from the exact solution cost of a relaxed version of the problem If the rules of the 8-puzzle are relaxed so that a tile can move anywhere , then h 1 ( n ) gives the shortest solution If the rules are relaxed so that a tile can move to any adjacent square , then h 2 ( n ) gives the shortest solution Key point: the optimal solution cost of a relaxed problem is no greater than the optimal solution cost of the real problem of; based on AIMA Slides c Artificial Intelligence, spring 2013, Peter Ljungl¨ � Stuart Russel and Peter Norvig, 2004 Chapter 3, Sections 5–6 23

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