Constraint Satisfaction Problems
Chapter 5
Sections 1 – 3

Outline
Constraint Satisfaction Problems (CSP)
Backtracking search for CSPs
Local search for CSPs

Constraint satisfaction problems (CSPs)
Standard search problem:
state is a “black box” – any data structure that supports successor function, heuristic function, and goal test
CSP:
state is defined by variables Xi with values from domain Di
goal test is a set of constraints specifying allowable combinations of values for subsets of variables
Simple example of a formal representation language
Allows useful general-purpose algorithms with more power than standard search algorithms

Example: Map-Coloring
Variables WA, NT, Q, NSW, V, SA, T
Domains Di = {red,green,blue}
Constraints: adjacent regions must have different colors
e.g., WA ≠ NT, or (WA,NT) in {(red,green),(red,blue),(green,red), (green,blue),(blue,red),(blue,green)}

Example: Map-Coloring
Solutions are complete and consistent assignments, e.g., WA = red, NT = green,Q = red,NSW = green,V = red,SA = blue,T = green

Constraint graph
Binary CSP: each constraint relates two variables
Constraint graph: nodes are variables, arcs are constraints

Varieties of CSPs
Discrete variables
finite domains:
n variables, domain size d à O(dn) complete assignments
e.g., Boolean CSPs, incl.~Boolean satisfiability (NP-complete)
infinite domains:
integers, strings, etc.
e.g., job scheduling, variables are start/end days for each job
need a constraint language, e.g., StartJob1 + 5 ≤ StartJob3
Continuous variables
e.g., start/end times for Hubble Space Telescope observations
linear constraints solvable in polynomial time by linear programming

Varieties of constraints
Unary constraints involve a single variable,
e.g., SA ≠ green
Binary constraints involve pairs of variables,
e.g., SA ≠ WA
Higher-order constraints involve 3 or more variables,
e.g., cryptarithmetic column constraints

Example: Task Scheduling

Example: Cryptarithmetic
Variables: F T U W
R O X1 X2 X3
Domains: {0,1,2,3,4,5,6,7,8,9}
Constraints: Alldiff (F,T,U,W,R,O)
O + O = R + 10 · X1
X1 + W + W = U + 10 · X2
X2 + T + T = O + 10 · X3
X3 = F, T ≠ 0, F ≠ 0

Real-world CSPs
Assignment problems
e.g., who teaches what class
Timetabling problems
e.g., which class is offered when and where?
Transportation scheduling
Factory scheduling
Notice that many real-world problems involve real-valued variables

Standard search formulation (incremental)
Let's start with the straightforward approach, then fix it
States are defined by the values assigned so far
Initial state: the empty assignment { }
Successor function: assign a value to an unassigned variable that does not conflict with current assignment
à fail if no legal assignments
Goal test: the current assignment is complete
This is the same for all CSPs
Every solution appears at depth n with n variables
à use depth-first search
Path is irrelevant, so can also use complete-state formulation

CSP Search tree size
b = (n - l )d at depth l, hence n! · dn leaves

Backtracking search
Variable assignments are commutative, i.e.,
[ WA = red then NT = green ] same as [ NT = green then WA = red ]
Only need to consider assignments to a single variable at each node
Fix an order in which we’ll examine the variables
à b = d and there are dn leaves
Depth-first search for CSPs with single-variable assignments is called backtracking search
Is the basic uninformed algorithm for CSPs
Can solve n-queens for n ≈ 25

Backtracking search

Backtracking example

Backtracking example

Backtracking example

Backtracking example

Exercise - paint the town!
Districts across corners can be colored using the same color.

Constraint Graph

Improving backtracking efficiency
General-purpose methods can give huge gains in speed:
Which variable should be assigned next?
In what order should its values be tried?
Can we detect inevitable failure early?

Most constrained variable
Most constrained variable:
choose the variable with the fewest legal values
a.k.a. minimum remaining values (MRV) heuristic

Most constraining variable
Tie-breaker among most constrained variables
Most constraining variable:
choose the variable with the most constraints on remaining variables

Least constraining value
Given a variable, choose the least constraining value:
the one that rules out the fewest values in the remaining variables
Combining these heuristics makes 1000 queens feasible

Forward checking
Idea:
Keep track of remaining legal values for unassigned variables
Terminate search when any variable has no legal values

Forward checking
Idea:
Keep track of remaining legal values for unassigned variables
Terminate search when any variable has no legal values

Forward checking
Idea:
Keep track of remaining legal values for unassigned variables
Terminate search when any variable has no legal values

Forward checking
Idea:
Keep track of remaining legal values for unassigned variables
Terminate search when any variable has no legal values

Constraint propagation
Forward checking propagates information from assigned to unassigned variables, but doesn't provide early detection for all failures:
NT and SA cannot both be blue!
Constraint propagation repeatedly enforces constraints locally

Arc consistency
Simplest form of propagation makes each arc consistent
X àY is consistent iff
for every value x of X there is some allowed y

More on arc consistency
Arc consistency is based on a very simple concept
if we can look at just one constraint and see that x=v is impossible …
obviously we can remove the value x=v from consideration
How do we know a value is impossible?
If the constraint provides no support for the value
e.g. if Dx = {1,4,5} and Dy = {1, 2, 3}
then the constraint x > y provides no support for x=1
we can remove x=1 from Dx

Arc consistency
Simplest form of propagation makes each arc consistent
X àY is consistent iff
for every value x of X there is some allowed y
Arcs are directed, a binary constraint becomes two arcs
NSW Þ SA arc originally not consistent, is consistent after deleting blue

Arc consistency
Simplest form of propagation makes each arc consistent
X àY is consistent iff
for every value x of X there is some allowed y
If X loses a value, neighbors of X need to be (re)checked

Arc Consistency Propagation
When we remove a value from Dx, we may get new removals because of it
E.g. Dx = {1,4,5}, Dy = {1, 2, 3}, Dz= {2, 3, 4, 5}
x > y,  z > x
As before we can remove 1 from Dx, so Dx = {4,5}
But now there is no support for Dz = 2,3,4
So we can remove those values, Dz = {5}, so z=5
Before AC applied to y-x, we could not change Dz
This can cause a chain reaction

Arc consistency
Simplest form of propagation makes each arc consistent
X àY is consistent iff
for every value x of X there is some allowed y
If X loses a value, neighbors of X need to be (re)checked
Arc consistency detects failure earlier than forward checking
Can be run as a preprocessor or after each assignment

Arc consistency algorithm AC-3
Time complexity: O(n2d3)

Time complexity of AC-3
CSP has n2 directed
arcs
Each arc Xi,Xj has d
possible values.
For each value we
can reinsert the
neighboring arc
Xk,Xi at most d times because Xi has d values
Checking an arc requires at most d2 time
O(n2 * d * d2) = O(n2d3)

Maintaining AC (MAC)
Like any other propagation, we can use AC in search
i.e. search proceeds as follows:
establish AC at the root
when AC3 terminates, choose a new variable/value
re-establish AC given the new variable choice (i.e. maintain AC)
repeat;
backtrack if AC gives domain wipe out
The hard part of implementation is undoing effects of AC

Special kinds of Consistency
Some kinds of constraint lend themselves to special kinds of arc-consistency
Consider the all-different constraint
the named variables must all take different values
not a binary constraint
can be expressed as n(n-1)/2 not-equals constraints
We can apply (e.g.) AC3 as usual
But there is a much better option

All Different
Suppose Dx = {2,3} = Dy, Dz = {1,2,3}
All the constraints x¹y, y¹z, z¹x are all arc consistent
e.g. x=2 supports the value z = 3
The single ternary constraint AllDifferent(x,y,z) is not!
We must set z = 1
A special purpose algorithm exists for All-Different to establish GAC in efficient time
Special purpose propagation algorithms are vital

K-consistency
Arc Consistency (2-consistency) can be extended to k-consistency
3-consistency (path consistency): any pair of adjacent variables can always be extended to a third neighbor.
Catches problem with Dx, Dy and Dz, as assignment of Dz = 2 and Dx = 3 will lead to domain wipe out.
But is expensive, exponential time
n-consistency means the problem is solvable in linear time
As any selection of variables would lead to a solution
In general, need to strike a balance between consistency and search.
This is usually done by experimentation.

Local search for CSPs
Hill-climbing, simulated annealing typically work with "complete" states, i.e., all variables assigned
To apply to CSPs:
allow states with unsatisfied constraints
operators reassign variable values
Variable selection: randomly select any conflicted variable
Value selection by min-conflicts heuristic:
choose value that violates the fewest constraints
i.e., hill-climb with h(n) = total number of violated constraints

Example: 4-Queens
States: 4 queens in 4 columns (44 = 256 states)
Actions: move queen in column
Goal test: no attacks
Evaluation: h(n) = number of attacks
Given random initial state, can solve n-queens in almost constant time for arbitrary n with high probability (e.g., n = 10,000,000)

Summary
CSPs are a special kind of problem:
states defined by values of a fixed set of variables
goal test defined by constraints on variable values
Backtracking = depth-first search with one variable assigned per node
Variable ordering and value selection heuristics help significantly
Forward checking prevents assignments that guarantee later failure
Constraint propagation (e.g., arc consistency) does additional work to constrain values and detect inconsistencies
Iterative min-conflicts is usually effective in practice

Midterm test
Five questions, first hour of class
(be on time!)
Topics to be covered (CSP is not on the midterm):
Chapter 2 – Agents
Chapter 3 – Uninformed Search
Chapter 4 – Informed Search
Not including the parts of 4.1 (memory-bounded heuristic search) and 4.5
Chapter 6 – Adversarial Search
Not including 6.5 (games with chance)

Homework #1
Due today by 23:59:59 in the IVLE workbin.
Late policy given on website.  Only one submission will be graded, whichever one is latest.
Your tagline is used to generate the ID to identify your agent on the scoreboard.
If you don’t have an existing account fill out: https://mysoc.nus.edu.sg/~eform/new and send me e-mail ASAP.

Checklist for HW #1
Does it compile?
Is my code in a single file?
Did I comment my code so that it’s understandable to the reader?
Is the main class appropriately named?
Did I place a unique tagline so I can identify my player on the scoreboard?