Notes
Slide Show
Outline
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Informed search algorithms
  • Chapter 4
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Material
  • Chapter 4 Section 1 - 3
  • Excludes memory-bounded heuristic search
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Outline
  • Best-first search
  • Greedy best-first search
  • A* search


  • Heuristics


  • Local search algorithms


  • Online search problems


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Review: Tree search





  • A search strategy is defined by picking the order of node expansion
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Best-first search
  • Idea: use an evaluation function f(n) for each node
    • estimate of "desirability"
    • Expand most desirable unexpanded node


  • Implementation:
  • Order the nodes in fringe in decreasing order of desirability


  • Special cases:
    • greedy best-first search
    • A* search
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Romania with step costs in km
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Greedy best-first search
  • Evaluation function f(n) = h(n) (heuristic)
  • = estimate of cost from n to goal
  • e.g., hSLD(n) = straight-line distance from n to Bucharest
  • Greedy best-first search expands the node that appears to be closest to goal
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Greedy best-first search example
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Greedy best-first search example
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Greedy best-first search example
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Greedy best-first search example
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Properties of greedy best-first search
  • Complete? No – can get stuck in loops,
    e.g., Iasi à Neamt à Iasi à Neamt à …
  • Time? O(bm), but a good heuristic can give
    dramatic improvement
  • Space? O(bm): keeps all nodes in memory
  • Optimal? No
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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 from n to goal
  • f(n) = estimated total cost of path through n to goal
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A* search example
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A* search example
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A* search example
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A* search example
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A* search example
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A* search example
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Admissible heuristics
  • A heuristic h(n) is admissible if for every node n,
  • h(n) ≤ h*(n), where h*(n) is the true cost to reach the goal state from n.
  • An admissible heuristic never overestimates the cost to reach the goal, i.e., it is optimistic
  • Example: hSLD(n) (never overestimates the actual road distance)
  • Theorem: If h(n) is admissible, A* using TREE-SEARCH is optimal
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Optimality of A* (proof)
  • Suppose some suboptimal goal G2 has been generated and is in the fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G.






  • f(G2)  = g(G2) since h(G2) = 0
  • g(G2) > g(G) since G2 is suboptimal
  • f(G)   = g(G) since h(G) = 0
  • f(G2)  > f(G) from above
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Optimality of A* (proof)
  • Suppose some suboptimal goal G2 has been generated and is in the fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G.






  • f(G2) > f(G) from above
  • h(n) ≤ h^*(n) since h is admissible
  • g(n) + h(n) ≤ g(n) + h*(n)
  • f(n) ≤ f(G)
  • Hence f(G2) > f(n), and A* will never select G2 for expansion


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Consistent heuristics
  • A heuristic is consistent if for every node n, every successor n' of n generated by any action a,


  • h(n) ≤ c(n,a,n') + h(n')


  • If h is consistent, we have
  • f(n') = g(n') + h(n')
  •       = g(n) + c(n,a,n') + h(n')
  •       ≥ g(n) + h(n)
  •       = f(n)


  • i.e., f(n) is non-decreasing along any path.


  • Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is optimal
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Optimality of A*
  • A* expands nodes in order of increasing f value


  • Gradually adds "f-contours" of nodes
  • Contour i has all nodes with f=fi, where fi < fi+1
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Properties of A*
  • Complete? Yes (unless there are infinitely many nodes with f ≤ f(G) )
  • Time? Exponential
  • Space? Keeps all nodes in memory
  • Optimal? Yes
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Admissible heuristics
  • E.g., for the 8-puzzle:
  • h1(n) = number of misplaced tiles
  • h2(n) = total Manhattan distance
  • (i.e., no. of squares from desired location of each tile)





  • h1(S) = ?
  • h2(S) = ?
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Admissible heuristics
  • E.g., for the 8-puzzle:
  • h1(n) = number of misplaced tiles
  • h2(n) = total Manhattan distance
  • (i.e., no. of squares from desired location of each tile)





  • h1(S) = ? 8
  • h2(S) = ? 3+1+2+2+2+3+3+2 = 18
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Dominance
  • If h2(n) ≥ h1(n) for all n (both admissible)
  • then h2 dominates h1
  • h2 is better for search


  • Typical search costs (average number of nodes expanded):


  • d=12 IDS = 3,644,035 nodes
    A*(h1) = 227 nodes
    A*(h2) = 73 nodes
  • d=24 IDS = too many nodes
    A*(h1) = 39,135 nodes
    A*(h2) = 1,641 nodes
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Relaxed problems
  • A problem with fewer restrictions on the actions is called a relaxed problem
  • The cost of an optimal solution to a relaxed problem is an admissible heuristic for the original problem
  • If the rules of the 8-puzzle are relaxed so that a tile can move anywhere, then h1(n) gives the shortest solution
  • If the rules are relaxed so that a tile can move to any adjacent square, then h2(n) gives the shortest solution
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Local search algorithms
  • In many optimization problems, the path to the goal is irrelevant; the goal state itself is the solution


  • State space = set of "complete" configurations
  • Find configuration satisfying constraints, e.g., n-queens


  • In such cases, we can use local search algorithms
  • keep a single "current" state, try to improve it
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Example: n-queens
  • Put n queens on an n × n board with no two queens on the same row, column, or diagonal
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Hill-climbing search
  • "Like climbing Everest in thick fog with amnesia"


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Hill-climbing search
  • Problem: depending on initial state, can get stuck in local maxima


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Hill-climbing search: 8-queens problem

  • h = number of pairs of queens that are attacking each other, either directly or indirectly
  • h = 17 for the above state
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Hill-climbing search: 8-queens problem
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Simulated annealing search
  • Idea: escape local maxima by allowing some "bad" moves but gradually decrease their frequency


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Properties of simulated annealing search
  • One can prove: If T decreases slowly enough, then simulated annealing search will find a global optimum with probability approaching 1


  • Widely used in VLSI layout, airline scheduling, etc
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Local Beam Search
  • Why keep just one best state?







  • Can be used with randomization too
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Genetic algorithms
  • A successor state is generated by combining two parent states


  • Start with k randomly generated states (population)


  • A state is represented as a string over a finite alphabet (often a string of 0s and 1s)


  • Evaluation function (fitness function). Higher values for better states.


  • Produce the next generation of states by selection, crossover, and mutation
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Genetic algorithms





  • Fitness function: number of non-attacking pairs of queens (min = 0, max = 8 × 7/2 = 28)
  • 24/(24+23+20+11) = 31%
  • 23/(24+23+20+11) = 29% etc.
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Genetic algorithms
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Online search and exploration
  • Many problems are offline
    • Do search for action and then perform action

  • Online search interleave search & execution
    • Necessary for exploration problems
    • New observations only possible after acting


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Competitive Ratio
  • Actual cost of path
  • Best possible cost
  • (if agent knew space in advance)



  • 30/20 = 1.5


  • For cost, lower is better



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Exploration problems
  • Exploration problems: agent physically in some part of the state space.
    • e.g. solving a maze using an agent with local wall sensors
    • Sensible to expand states easily accessible to agent (i.e. local states)
      • Local search algorithms apply (e.g.,
        hill-climbing)
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Hex!
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Hex!
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Assignment
  • Build a game player
  • Restricted by time per move (specifics TBA)


  • Interact with the game driver through command line
    • Each turn, we will run your program, providing a a grid as input.
    • Your output will be just the coordinates of your stone placement.
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Homework #1 - Hex

  • Note: we haven’t yet covered all of the methods to solve this problem


  • This week: start thinking about it, discuss among yourselves (remember the G.I. Rule!)
    • What heuristics are good to use?
    • What type of search makes sense to use?