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Heuristic Search

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Title: Heuristic Search


1
Heuristic Search
  • CIS 479/579
  • Bruce R. Maxim
  • UM-Dearborn

2
State Space Search
  • Many AI problems can be conceptualized as
    searching a well defined set of related problem
    states
  • Puzzle solving
  • Game playing
  • Generate and test
  • Genetic algorithms
  • Scheduling algorithms

3
Water Jug Problem
  • Problem
  • You have a four gallon jug and a three gallon jug
    and the goal is to come up with exactly two
    gallons of water.
  • Operations
  • Dump bucket contents on the ground
  • Dump bucket contents in other bucket
  • Fill bucket to top with water

4
Tree Representation
  • (0,0)
  •   
  • (4,0) (0,3)
  •   (0,3) (0,0) (4,3) (1,3) (3,0) (4,3) (0,0)

5
Digraph Representation
  • (0,0)
  • (4,0) (0,3)
  • (1,3) (4,3) (3,0)

6
Adjacency List
  • (0 0) ? ((4 0) (0 3))
  • (4 0) ? (( 4 3) (0 0) (1 3) (0 3))
  • (0 3) ? ((4 3) (3 0) (0 0))
  • (1 3) ? ((1 0) (4 3) (4 0) (0 3))

7
Good Knowledge Representations
  • Important things made clear /explicit
  • Expose natural constraints
  • Must be complete
  • Are concise
  • Transparent (easily understood)
  • Information can be retrieved stored quickly
  • Detail suppressed (can be found as needed)
  • Computable using existing procedures

8
River Puzzle
  • Problem
  • There are four items a farmer, wolf, goose, and
    corn. The farmer can only take one item across
    the river at a time.
  • Constraints
  • Wolf will eat the goose if left alone with it
  • Goose will eat the corn if left alone with it

9
Problem Analysis
  • Each of the 4 problem elements can be considered
    a Boolean variable based on its bank location
  • There are 24 or 16 possible states
  • 6 of these states fail the no eat test
  • That leaves 10 states to consider which could be
    linked n C(10,2) 45 ways
  • However only 10 of these links can really be used
    to connect states

10
FFarmer WWolf GGoose CCorn River
  • W F
  • W
  • F G
  • F W F G G F
  • W C W C C G F
  • G C F W
  • C F C F W W G
  • G G G C C C
  • F C
  • W
  • G W

11
Solution
  • Once graph is constructed finding solution is
    easy (simply find a path)
  • AI programs would rarely construct the entire
    graph explicitly before searching
  • AI programs would generate nodes as needed and
    restrict the path search to the nodes generated
  • May use forward reasoning (initial to goal) or
    backward reasoning (goal to initial)

12
Rules
  • Many time these state transitions are written as
    rules
  • If ((Wolf Corn) (Farmer Goose))
  • Then ((Wolf Corn Farmer) (Goose))
  • Depending on which direction you are reasoning
    you match either the left (if) or right (then)
    part

13
Potential Problems
  • If you have more than one state to move to then
    you need a procedure to choose one
  • Exact matches often do not occur in the real
    world so you may need to measure how close you
    are to an exact match

14
Control Strategies
  • A good control strategy causes motion (ideally
    toward the goal state)
  • The control strategy should be systematic and not
    allow repeated use of the same rule sequences (to
    avoid infinite loops)

15
Heuristics
  • AI programming often relies on the use of
    heuristics
  • Heuristics are techniques that improves
    efficiency by trading speed for completeness

16
Search Considerations
  • Can the search algorithm work for the problem
    space?
  • Is the search algorithm efficient?
  • Is it easy to implement?
  • Is search the best approach or is more knowledge
    better?

17
Example Graph
A
F
S
B
C
18
Adjacency List
  • (setf (get 's 'children) '(a b)) (setf (get
    'a 'children) '(s b f)) (setf (get 'b
    'children) '(s a c)) (setf (get 'c 'children)
    '(b f)) (setf (get 'f 'children) '(a c))

19
Any Path Search Algorithms
  • Depth First Search
  • Hill Climbing
  • Best First Search
  • Breadth First Search
  • Beam Search

20
Depth First Search
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • add its children to the front of the queue of the
    partial paths
  • If goal is attained then
  • announce success

21
Depth First Output
  • gt (depth 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((b a s) (f a s) (b s))
  • ((c b a s) (f a s) (b s))
  • ((f c b a s) (f a s) (b s))
  • (s a b c f)

22
Depth First Weakness
  • Depth first is not good for tall trees when it
    is possible to over commit to a bad path early
  • In our example depth first missed a complete
    solution because it focused on checking the first
    partial path and did not test the others in the
    queue

23
Depth First Search
  • (defun depth (start finish)
  • (depth1 (list (list start)) finish))(defun
    depth1 (queue finish)
  • (cond ((null queue) nil) ((equal
    finish (caar queue))
  • (print queue) (reverse
    (car queue))) (t (print queue)
    (depth1 (append (expand (car queue))
  • (cdr queue)) finish))))

24
expand
  • (defun expand (path)
  • kills cycles
  • (remove-if (lambda (path)
  • (member (car path) (cdr path))
  • )
  • (mapcar '(lambda (child)(cons child path))
  • (get (car path) 'children)
  • )
  • )
  • )
  • gt (expand '(a s))
  • ((b a s) (f a s))

25
Recursive Depth First
  • (defun simple-depth (tree goal)
  • (cond (( (car tree) goal) tree)
  • ((atom tree) nil)
  • (t (cons (car tree)
  • (or (simple-depth (cadr tree)
    goal)
  • (simple-depth (caadr tree)
    goal)
  • )
  • )
  • )
  • )
  • )

26
Breadth First Search
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • add its children to the rear of the queue of the
    partial paths
  • If goal is attained then
  • announce success

27
Breadth First Output
  • gt (breadth 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((b s) (b a s) (f a s))
  • ((b a s) (f a s) (a b s) (c b s))
  • ((f a s) (a b s) (c b s) (c b a s))
  • (s a f)

28
Breadth First Weakness
  • Breadth first is not good for fat trees where
    the nodes have high branching factors
  • Can also be bad choice when several partial paths
    lead to the same node several levels down
    (bottleneck)
  • Not always fast but it will never miss a complete
    solution

29
Breadth First Search
  • (defun breadth (start finish)
  • (breadth1 (list (list start)) finish))
  • (defun breadth1 (queue finish)
  • (cond ((null queue) nil) ((equal finish
    (caar queue))
  • (print queue)
  • (reverse (car queue)))
    (t (print queue) (breadth1 (append
    (cdr queue)
  • (expand (car queue)))
  • finish))))

30
Improving Search
  • We will need to add knowledge to our algorithms
    to make them perform better
  • We will need to add some distance estimates, even
    using best guesses would help
  • We will need to begin sorting part of the the
    queue of partial paths

31
Insertion Sort
  • (defun insertion-sort (s predicate)
  • insertion sort for lists (cond ((null s)
    nil) (t (splice-in (car s)
  • (insertion-sort (cdr s) predicate)
    predicate)))

32
Insertion Sort Helper
  • (defun splice-in (element s predicate)
  • insert in order (cond ((null s) (list
    element))
  • end of s? ((funcall predicate
    element (car s)) (cons element s))
  • add here? (t (cons (car s)
  • (splice-in element (cdr s)
    predicate)))
  • try further down
  • ))

33
sort
  • Common Lisp has a built in sort function that
    allows you to sort any list using a predicate
    capable of comparing two list elements
  • Examples
  • gt (sort '(1 2 3 4 5) 'gt)
  • (5 4 3 2 1)
  • gt (sort '(5 4 3 2 1) 'lt)
  • (1 2 3 4 5)

34
closerp
  • When could define a predicate function that
    either retrieves or computes the distance to the
    goal for the nodes
  • (defun closerp (x y)
  • (lt (get (car x) 'distance)
  • (get (car y) 'distance)
  • )
  • )

35
Example Graph
1
A
0
2
F
S
B
C
1
2
36
Using closerp
  • gt (setf (get 's 'distance) 2)
  • gt (setf (get 'a 'distance) 1)
  • gt (setf (get 'b 'distance) 2)
  • gt (setf (get 'c 'distance) 1)
  • gt (setf (get 'f 'distance) 0)
  • gt (sort '((b s) (b a s) (f a s)) 'closerp)
  • ((f a s) (b s) (b a s))

37
Euclidean Distance
  • Distance could be computed based on properties of
    the node instead
  • Another possibility
  • (defun distance (n1 n2)
  • (sqrt ( (expt (- (get n1 x) (get n2 x)) 2)
  • (expt (- (get n1 y) (get n2 y)) 2)
  • )
  • )
  • )

38
Hill Climbing
  • An improved depth first search
  • Requires the ability to guess the distance to the
    goal using an ordinal scale (does not require
    exact distances)
  • Children are sorted before being added to the
    front of the queue of partial paths

39
Uses for Hill Climbing
  • You must have adjustable (and reversible)
    operations to control progress
  • Adjusting thermostat without numbers
  • Adjusting fuzzy TV signal
  • Mountain climbing in the fog using an altimeter

40
Hill Climbing
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • sort its children based on distance to goal
  • add children to the front of the queue of the
    partial paths
  • If goal is attained then
  • announce success

41
Hill Climbing Output
  • gt (hill 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((f a s) (b a s) (b s))
  • (s a f)

42
Hill Climbing
  • (defun hill (start finish)
  • (hill1 (list (list start)) finish))
  • (defun hill1 (queue finish)
  • (cond ((null queue) nil)
  • ((equal finish (caar queue))
  • (print queue)
  • (reverse (car queue)))
  • (t (print queue) (hill1
  • (append
  • (sort (expand (car queue))
    'closerp) (cdr queue)
  • ) finish))))

43
Hill Climbing Weaknesses
  • Foothill problem
  • Local peaks attract procedures attention away
    from trying to reach the top
  • Plateau problem
  • Area flat so there is very little to attract
    procedure to one path over another
  • Ridge problem
  • Every step is down though not at a local minimum
    (e.g. at the Northpole every step is south)

44
Best First Search
  • An improved hill climbing or depth first search
  • Requires the ability to guess the distance to the
    goal using an ordinal scale (does not require
    exact distances)
  • Entire queue of partial path is sorted after it
    is modified

45
Best First Search
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • add its children to the front of the queue of the
    partial paths
  • sort the queue of partial paths
  • If goal is attained then
  • announce success

46
Best First Output
  • gt (best 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((f a s) (b a s) (b s))
  • (s a f)

47
Best First Search
  • (defun best (start finish)
  • (best1 (list (list start)) finish))
  • (defun best1 (queue finish)
  • (cond ((null queue) nil)
  • ((equal finish (caar queue))
  • (print queue)
  • (reverse (car queue)))
  • (t (print queue) (best1
  • (sort
  • (append
  • (expand (car queue)) (cdr
    queue)) 'closerp)
    finish))))

48
Best First Weaknesses
  • Still requires the use of a natural distance
    measure
  • Sorting takes time
  • Tends to produce shorter paths than other depth
    first search algorithms, but is not guaranteed to
    produce the shortest path

49
Beam First Search
  • Improved version of breadth first search
  • Good for fat trees
  • Does not guarantee it will find shortest path
  • Trades speed for completeness

50
Beam First Search
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • If length (queue) gt then then
  • take first queue elements as new queue
  • remove the first queue element
  • add its sorted children to the rear of the
    queue of the partial paths
  • If goal is attained then announce success

51
Beam First Output
  • gt (beam 's 'f 3)
  • ((s))
  • ((a s) (b s))
  • ((f a s) (a b s) (c b s) (b a s))
  • (s a f)

52
Beam First Search
  • (defun beam (start finish width)
  • (beam1 (list (list start)) finish width))
  • (defun beam1 (queue finish width)
  • (cond ((null queue) nil)
  • ((equal finish (caar queue))
  • (print queue) (reverse
    (car queue))) (t (print queue)
    (beam1
  • (sort (apply 'nconc
  • (mapcar 'expand
    (if (lt (length queue) width)
    queue (first-n queue width))))
    'closerp) finish width)))

53
first-n
  • (defun first-n (l n) (cond ((zerop n) nil)
    (t (cons (car l)
  • (first-n (cdr l) (1- n))))))

54
Improving Things
  • We would still like to find optimal paths faster
    then breadth first search does
  • More knowledge should mean less search
  • Dont try to tune the search efficiency,
    improve understanding and try to remove the need
    for search

55
British Museum Search
  • If enough monkeys had enough type writers and
    enough time then they could recreate all the
    knowledge housed in the British Museum
  • So we could compute every path by trial and error
    then pick the shortest

56
Branch and Bound
  • An optimal depth first search
  • Requires the ability to measure the distance
    traveled so far using an ordinal scale (does
    not require exact distances)
  • Entire queue of partial path is sorted after it
    is modified

57
Branch and Bound
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • add its children to the front of the queue of the
    partial paths
  • sort the queue of partial paths by distance
    traveled
  • If goal is attained then announce success

58
Branch and Bound Output
  • gt (branch 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((b s) (b a s) (f a s))
  • ((a b s) (c b s) (b a s) (f a s))
  • ((c b s) (b a s) (f a s) (f a b s))
  • ((b a s) (f a s) (f c b s) (f a b s))
  • ((f a s) (c b a s) (f c b s) (f a b s))
  • (s a f)

59
Branch and Bound
  • (defun branch (start finish)
  • (branch1 (list (list start)) finish))
  • (defun branch1 (queue finish)
  • (cond ((null queue) nil)
  • ((equal finish (caar queue))
  • (print queue)
  • (reverse (car queue)))
  • (t (print queue) (branch1
  • (sort new predicate
    used
  • (append
  • (expand (car queue)) (cdr
    queue))
  • 'shorterp) finish))))

60
shorterp
  • These distances should be computable for most
    problem spaces
  • For this example using path length as the cost
    of traveling so far
  • (defun shorterp (p1 p2)
  • check path length
  • (lt (length p1) (length p2)))

61
Branch and Bound Weaknesses
  • Still requires the use of a natural distance
    measure
  • Sorting takes time
  • Produces shorter paths, but like many optimal
    path algorithms it requires more work

62
Branch and Bound with Underestimator
  • If we can get a good estimate of the remaining
    distance to the goal we could get a better
    estimate of the real cost of traversing each
    evolving path
  • It is essential that our estimate of the
    remaining distance never exceed the actual
    distance to the goal (to ensure the promise that
    the algorithm return the shortest path)

63
Branch and Bound with Underestimator
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • add its children to the front of the queue of the
    partial paths
  • sort the queue of partial paths by distance
    traveled plus the estimate of the distance to the
    goal
  • If goal is attained then announce success

64
Branch and Bound with Underestimator Output
  • gt (under 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((f a s) (b s) (b a s))
  • (s a f)

65
Branch and Bound with Underestimator
  • (defun under (start finish)
  • (under1 (list (list start)) finish))
  • (defun under1 (queue finish)
  • (cond ((null queue) nil)
  • ((equal finish (caar queue))
  • (print queue)
  • (reverse (car queue)))
  • (t (print queue)
  • (under1
  • (sort
  • (append (expand (car queue))
  • (cdr queue))
  • 'betterp)
  • finish))))

66
betterp
  • For this example using path length as the cost
    of traveling so far
  • We are pretending the the distances are
    underestimators of the distance to the goal
  • (defun betterp (p1 p2) (if (lt ( (length p1)
    (get (car p1) 'distance)) ( (length p2)
    (get (car p2) 'distance))
  • )
  • t nil))

67
Branch and Bound with Underestimator Weaknesses
  • Still requires the use of a natural distance
    measure
  • Underestimator is a guess as best
  • Sorting takes time
  • Allows redundant paths to evolve (like ordinary
    branch and bound)

68
Branch and Bound with Dynamic Programming
  • If we can have tried to improve Branch and Bound
    by eliminating redundant paths
  • We will not use an underestimator in this version
    of the algorithm

69
Branch and Bound with Dynamic Programming
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • add its children to the front of the queue of the
    partial paths
  • sort the queue of partial paths by distance
    traveled
  • remove redundant paths
  • If goal is attained then announce success

70
Branch and Bound with Dynamic Programming Output
  • gt (dynamic 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((b s) (f a s))
  • ((a b s) (c b s) (f a s))
  • ((c b s) (f a s))
  • ((f a s))
  • (s a f)

71
Branch and Bound with Dynamic Programming
  • (defun dynamic (start finish)
  • (dynamic1 (list (list start)) finish))
  • (defun dynamic1 (queue finish)
  • (cond ((null queue) nil)
  • ((equal finish (caar queue))
  • (print queue)
  • (reverse (car queue)))
  • (t (print queue)
  • (dynamic1
  • (remove-dups
  • (sort
  • (append (expand (car
    queue))
  • (cdr queue))
  • 'shorterp))
  • finish))))

72
remove-dups
  • (defun remove-dups (queue)
  • (do ((path (car queue) (cadr (member path
    queue)))
  • (remd (cdr queue) (cdr (member path
    queue)))
  • ) ((null remd) queue)
  • drop any path reaching same node as first
    path (dolist (path2 remd)
  • (if (equal (car path2) (car
    path)) (setq queue (remove
    path2 queue))
  • )
  • )
  • )
  • )

73
Branch and Bound with Dynamic Programming
Weaknesses
  • Still requires the use of a natural distance
    measure
  • I have seen some evidence of thrashing when
    underestimator if not used
  • Sorting takes time

74
A
  • Makes use of both a cost and underestimator
  • Removes redundant paths from the queue of partial
    paths

75
A
  • Add root to queue of partial paths
  • Until queue is empty or goal is attained
  • If first queue element equals the goal then
  • do nothing
  • Else
  • remove the first queue element
  • add its children to the front of the queue of the
    partial paths
  • sort the queue of partial paths by distance
    traveled plus the estimate of distance to goal
  • remove redundant paths
  • If goal is attained then announce success

76
A
  • gt (a 's 'f)
  • ((s))
  • ((a s) (b s))
  • ((f a s) (b s))
  • (s a f)

77
A
  • (defun a (start finish)
  • (a1 (list (list start)) finish))
  • (defun a1 (queue finish)
  • (cond ((null queue) nil)
  • ((equal finish (caar queue))
  • (print queue)
  • (reverse (car queue)))
  • (t (print queue)
  • (a1 (remove-dups
  • (sort(append
  • (expand (car queue))
  • (cdr queue))
  • 'betterp))
  • finish))))

78
A Weaknesses
  • Still requires the use of a natural distance
    measure
  • Underestimator is a guess as best
  • Sorting takes time
  • Removing paths takes time

79
Summary
  • British Museum
  • only works for small search spaces
  • Branch and Bound
  • good for large search spaces if bad paths look
    bad early
  • B B with Underestimator
  • good if distance estimate is reliable
  • B B with Dynamic Programming
  • good when several paths reach the same state on
    the way to a solution
  • A
  • good whenever B B is good with underestimator
    and dynamic programming
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