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Uninformed Search

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Homework #2 will be given out on Wednesday. DID YOU TURN IN YOUR SURVEY? ... Anthony J. D'Angelo, The College Blue Book. 4. Agenda ... – PowerPoint PPT presentation

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Title: Uninformed Search


1
Uninformed Search
  • Reading Chapter 3 by today, Chapter 4.1-4.3 by
    Wednesday, 9/12
  • Homework 2 will be given out on Wednesday
  • DID YOU TURN IN YOUR SURVEY? USE COURSEWORKS AND
    TAKE THE TEST

2
Pending Questions
  • Class web page
  • http//www.cs.columbia.edu/kathy/cs4701
  • Reminder Dont forget assignment 0 (survey). See
    courseworks

3
  • When solving problems, dig at the roots instead
    of just hacking at the leaves.
  • Anthony J. D'Angelo, The College Blue Book

4
Agenda
  • Introduction of search as a problem-solving
    paradigm
  • Uninformed search algorithms
  • Example using the 8-puzzle
  • Formulation of another example sodoku
  • Transition to greedy search, one method for
    informed search

5
Goal-based Agents
  • Agents that work towards a goal
  • Select the action that more likely achieve the
    goal
  • Sometimes an action directly achieves a goal
    sometimes a series of actions are required

6
Problem solving as search
  • Goal formulation
  • Problem formulation
  • Actions
  • States

7
Uninformed
  • Search through the space of possible solutions
  • Use no knowledge about which path is likely to be
    best

8
Characteristics
  • Before actually doing something to solve a
    puzzle, an intelligent agent explores
    possibilities in its head
  • Search mental exploration of possibilities
  • Making a good decision requires exploring several
    possibilities
  • Execute the solution once its found

9
Formulating Problems as Search
  • Given an initial state and a goal, find the
    sequence of actions leading through a sequence of
    states to the final goal state.
  • Terms
  • Successor function given action and state,
    returns action, successors
  • State space the set of all states reachable from
    the initial state
  • Path a sequence of states connected by actions
  • Goal test is a given state the goal state?
  • Path cost function assigning a numeric cost to
    each path
  • Solution a path from initial state to goal state

10
Example the 8-puzzle
  • How would you use AI techniques to solve the
    8-puzzle problem?

11
8-puzzle URLS
  • http//www.permadi.com/java/puzzle8
  • http//www.cs.rmit.edu.au/AI-Search/Product

12
8 Puzzle
  • States integer locations of tiles
  • (0 1 2 3 4 5 6 7 B)
  • (0 1 2)(3 4 5) (6 7 B)
  • Action left, right, up, down
  • Goal test is current state (0 1 2 3 4 5 6 7
    B)?
  • Path cost same for all paths
  • Successor function given up, (5 2 3 B 1 8 4 7
    6) -gt ?
  • What would the state space be for this problem?

13
What are we searching?
  • State space vs. search space
  • State represents a physical configuration
  • Search space represents a tree/graph of possible
    solutions an abstract configuration
  • Nodes
  • Abstract data structure in search space
  • Parent, children, depth, path cost, associated
    state
  • Expand
  • A function that given a node, creates all
    children nodes, using successsor function

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Data structures Searching data
AI Searching solutions
16
Uninformed Search Strategies
  • The strategy gives the order in which the search
    space is searched
  • Breadth first
  • Depth first
  • Depth limited search
  • Iterative deepening
  • Uniform cost

17
Breadth first Algorithm
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Depth-first Algorithm
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31
Complexity Analysis
  • Completeness is the algorithm guaranteed to find
    a solution when there is one?
  • Optimality Does the strategy find the optimal
    solution?
  • Time How long does it take to find a solution?
  • Space How much memory is needed to perform the
    search?

32
Cost variables
  • Time number of nodes generated
  • Space maximum number of nodes stored in memory
  • Branching factor b
  • Maximum number of successors of any node
  • Depth d
  • Depth of shallowest goal node
  • Path length m
  • Maximum length of any path in the state space

33
Can we combine benefits of both?
  • Depth limited
  • Select some limit in depth to explore the problem
    using DFS
  • How do we select the limit?
  • Iterative deepening
  • DFS with depth 1
  • DFS with depth 2 up to depth d

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37
Properties of the task environment?
  • Fully observable
  • Deterministic
  • Episodic
  • Static
  • Discrete
  • Single agent
  • Partially observable
  • Stochastic
  • Sequential
  • Dynamic
  • Continuous
  • Multiagent

38
Three types of incompleteness
  • Sensorless problems
  • Contingency problems
  • Adversarial problems
  • Exploration problems

39
End of Class Questions?
40
Sodoku
41
Informed Search
42
Heuristics
  • Suppose 8-puzzle off by one
  • Is there a way to choose the best move next?
  • Good news Yes!
  • We can use domain knowledge or heuristic to
    choose the best move

43
0 1 2
3 4 5
6 7
44
Nature of heuristics
  • Domain knowledge some knowledge about the game,
    the problem to choose
  • Heuristic a guess about which is best, not
    exact
  • Heuristic function, h(n) estimate the distance
    from current node to goal

45
Heuristic for the 8-puzzle
  • tiles out of place (h1)
  • Manhattan distance (h2)
  • Sum of the distance of each tile from its goal
    position
  • Tiles can only move up or down ? city blocks

46
0 1 2
3 4 5
6 7
Goal State
0 2 5
3 1 7
6 4
0 1 2
3 4 5
6 7
h11 h21
h15 h2111227
47
Best first searches
  • A class of search functions
  • Choose the best node to expand next
  • Use an evaluation function for each node
  • Estimate of desirability
  • Implementation sort fringe, open in order of
    desirability
  • Today greedy search, A search

48
Greedy search
  • Evaluation function heuristic function
  • Expand the node that appears to be closest to the
    goal

49
Greedy Search
  • OPEN start node CLOSED empty
  • While OPEN is not empty do
  • Remove leftmost state from OPEN, call it X
  • If X goal state, return success
  • Put X on CLOSED
  • SUCCESSORS Successor function (X)
  • Remove any successors on OPEN or CLOSED
  • Compute heuristic function for each node
  • Put remaining successors on either end of OPEN
  • Sort nodes on OPEN by value of heuristic function
  • End while

50
End of Class Questions?
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