Solving problems by searching
Chapter 3

Outline
Problem-solving agents
Problem types
Problem formulation
Example problems
Basic search algorithms

Problem-solving agents

Example: Romania
On holiday in Romania; currently in Arad.
Flight leaves tomorrow from Bucharest
Formulate goal:
be in Bucharest
Formulate problem:
states: various cities
actions: drive between cities
Find solution:
sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest

Example: Romania

Problem types
Deterministic, fully observable à single-state problem
Agent knows exactly which state it will be in; solution is a sequence
Non-observable à sensorless problem (conformant problem)
Agent may have no idea where it is; solution is a sequence
Nondeterministic and/or partially observable à contingency problem
percepts provide new information about current state
often interleave} search, execution
Unknown state space à exploration problem

Example: vacuum world
Single-state, start in #5. Solution?

Example: vacuum world
Single-state, start in #5.
Solution? [Right, Suck]
Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?

Example: vacuum world
Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck,Left,Suck]
Contingency
Nondeterministic: Suck may
dirty a clean carpet
Partially observable: location, dirt at current location.
Percept: [L, Clean], i.e., start in #5 or #7
Solution?

Example: vacuum world
Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck,Left,Suck]
Contingency
Nondeterministic: Suck may
dirty a clean carpet
Partially observable: location, dirt at current location.
Percept: [L, Clean], i.e., start in #5 or #7
Solution? [Right, if dirt then Suck]

Single-state problem formulation
A problem is defined by four items:
initial state e.g., "at Arad"
actions or successor function S(x) = set of action–state pairs
e.g., S(Arad) = {<Arad à Zerind, Zerind>, … }
goal test, can be
explicit, e.g., x = "at Bucharest"
implicit, e.g., Checkmate(x)
path cost (additive)
e.g., sum of distances, number of actions executed, etc.
c(x,a,y) is the step cost, assumed to be ≥ 0
A solution is a sequence of actions leading from the initial state to a goal state

Selecting a state space
Real world is absurdly complex
à state space must be abstracted for problem solving
(Abstract) state = set of real states
(Abstract) action = complex combination of real actions
e.g., "Arad à Zerind" represents a complex set of possible routes, detours, rest stops, etc.
For guaranteed realizability, any real state "in Arad“ must get to some real state "in Zerind"
(Abstract) solution =
set of real paths that are solutions in the real world
Each abstract action should be "easier" than the original problem

Vacuum world state space graph
states?
actions?
goal test?
path cost?

Vacuum world state space graph
states? integer dirt and robot location
actions? Left, Right, Suck
goal test? no dirt at all locations
path cost? 1 per action

Example: The 8-puzzle
states?
actions?
goal test?
path cost?

Example: The 8-puzzle
states? locations of tiles
actions? move blank left, right, up, down
goal test? = goal state (given)
path cost? 1 per move
[Note: optimal solution of n-Puzzle family is NP-hard]

Example: robotic assembly
states?: real-valued coordinates of robot joint angles parts of the object to be assembled
actions?: continuous motions of robot joints
goal test?: complete assembly
path cost?: time to execute

Tree search algorithms
Basic idea:
offline, simulated exploration of state space by generating successors of already-explored states (a.k.a.~expanding states)

Tree search example

Tree search example

Tree search example

Implementation: general tree search

Implementation: states vs. nodes
A state is a (representation of) a physical configuration
A node is a data structure constituting part of a search tree includes state, parent node, action, path cost g(x), depth
The Expand function creates new nodes, filling in the various fields and using the SuccessorFn of the problem to create the corresponding states.

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?
time complexity: number of nodes generated
space complexity: maximum number of nodes in memory
optimality: does it always find a least-cost solution?
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 depth of the state space (may be ∞)

Uninformed search strategies
Uninformed search strategies use only the information available in the problem definition
Breadth-first search
Uniform-cost search
Depth-first search
Depth-limited search
Iterative deepening search

Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go at end

Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go at end

Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go at end

Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go at end

Properties of breadth-first search
Complete? Yes (if b is finite)
Time? 1+b+b2+b3+… +bd + b(bd-1) = O(bd+1)
Space? O(bd+1) (keeps every node in memory)
Optimal? Yes (if cost = 1 per step)
Space is the bigger problem (more than time)

Uniform-cost search
Expand least-cost unexpanded node
Implementation:
fringe = queue ordered by path cost
Equivalent to breadth-first if step costs all equal
Complete? Yes, if step cost ≥ ε
Time? # of nodes with g ≤ cost of optimal solution, O(bceiling(C*/ ε)) where C* is the cost of the optimal solution
Space? # of nodes with g ≤ cost of optimal solution, O(bceiling(C*/ ε))
Optimal? Yes – nodes expanded in increasing order of g(n)

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front

Properties of depth-first search
Complete? No: fails in infinite-depth spaces, spaces with loops
Modify to avoid repeated states along path
à complete in finite spaces
Time? O(bm): terrible if m is much larger than d
 but if solutions are dense, may be much faster than breadth-first
Space? O(bm), i.e., linear space!
Optimal? No

Depth-limited search
= depth-first search with depth limit l,
i.e., nodes at depth l have no successors
Recursive implementation:

Iterative deepening search

Iterative deepening search l =0

Iterative deepening search l =1

Iterative deepening search l =2

Iterative deepening search l =3

Iterative deepening search
Number of nodes generated in a depth-limited search to depth d with branching factor b:
NDLS = b0 + b1 + b2 + … + bd-2 + bd-1 + bd
Number of nodes generated in an iterative deepening search to depth d with branching factor b:
NIDS = (d+1)b0 + d b^1 + (d-1)b^2 + … + 3bd-2 +2bd-1 + 1bd
For b = 10, d = 5,
NDLS = 1 + 10 + 100 + 1,000 + 10,000 + 100,000 = 111,111
NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456
Overhead = (123,456 - 111,111)/111,111 = 11%

Properties of iterative deepening search
Complete? Yes
Time? (d+1)b0 + d b1 + (d-1)b2 + … + bd = O(bd)
Space? O(bd)
Optimal? Yes, if step cost = 1

Summary of algorithms

Repeated states
Failure to detect repeated states can turn a linear problem into an exponential one!

Graph search

Summary
Problem formulation usually requires abstracting away real-world details to define a state space that can feasibly be explored
Variety of uninformed search strategies
Iterative deepening search uses only linear space and not much more time than other uninformed algorithms