Informed search algorithms
Chapter 4

Material
Chapter 4 Section 1 - 3
Excludes memory-bounded heuristic search

Outline
Best-first search
Greedy best-first search
A* search
Heuristics
Local search algorithms
Online search problems

Review: Tree search
A search strategy is defined by picking the order of node expansion

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

Romania with step costs in km

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

Greedy best-first search example

Greedy best-first search example

Greedy best-first search example

Greedy best-first search example

Properties of greedy best-first search
Complete? No ¨C can get stuck in loops,
e.g., Iasi
¨¤ Neamt ¨¤ Iasi ¨¤ Neamt ¨¤ ¡­
Time? O(bm), but a good heuristic can give
dramatic improvement
Space? O(bm): keeps all nodes in memory
Optimal? No

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

A* search example

A* search example

A* search example

A* search example

A* search example

A* search example

Admissible heuristics
A heuristic h(n) is admissible if for every node n,
h(n) ¡Ü 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

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

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

Consistent heuristics
A heuristic is consistent if for every node n, every successor n' of n generated by any action a,
h(n) ¡Ü 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')
¡¡¡¡¡¡¡¡¡¡ ¡Ý 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

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

Properties of A*
Complete? Yes (unless there are infinitely many nodes with f ¡Ü f(G) )
Time? Exponential
Space? Keeps all nodes in memory
Optimal? Yes

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) = ?

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

Dominance
If h2(n) ¡Ý 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

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

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

Example: n-queens
Put n queens on an n ¡Á n board with no two queens on the same row, column, or diagonal

Hill-climbing search
"Like climbing Everest in thick fog with amnesia"

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

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

Hill-climbing search: 8-queens problem

Simulated annealing search
Idea: escape local maxima by allowing some "bad" moves but gradually decrease their frequency

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

Local Beam Search
Why keep just one best state?
Can be used with randomization too

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

Genetic algorithms
Fitness function: number of non-attacking pairs of queens (min = 0, max = 8 ¡Á 7/2 = 28)
24/(24+23+20+11) = 31%
23/(24+23+20+11) = 29% etc.

Genetic algorithms

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

Competitive Ratio
Actual cost of path
Best possible cost
(if agent knew space in advance)
30/20 = 1.5
For cost, lower is better

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)

Hex!

Hex!

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.

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?