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Artificial Intelligence Expert Systems State Space Search

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Generate all 1-ply neighbors and insert. Endwhile. Works well for tree with long paths ... Depth to 1-ply, then 2-ply, then 3-ply ... – PowerPoint PPT presentation

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Title: Artificial Intelligence Expert Systems State Space Search


1
Artificial Intelligence / Expert SystemsState
Space Search
  • Justin Gaudry
  • May 22, 2007

2
Semantic Trees
  • Acyclic semantic net with directed edges
  • One node designated as root (start)
  • Nodes have 0 or more children
  • If 0 children, leaf node
  • Goal nodes are leaf nodes representing end state

3
Semantic Trees
  • Path is a route from one node to another
  • Branching factor of a tree is the average number
    of children each internal node has
  • The longer the paths, the deeper the tree
  • The larger the branching factor, the wider the
    breadth of the tree

4
Semantic Trees
  • Directed edges reduce (but do not eliminate)
    chance of cycles and infinite search in semantic
    net
  • Creating semantic tree eliminates possibility of
    infinite search
  • Brute-force search of large tree is inefficient
  • Heuristics reduce size of search space
  • Next-neighbor heuristic is greedy algorithm
    yielding not-necessarily optimal solution

5
Applications of Semantic Trees
  • Traveling Salesman semantic tree has
    combinatorial explosion (permutations) of breadth
    but not depth
  • Towers of Hanoi has combinatorial explosion of
    depth but not breadth
  • Map-coloring has combinatorial explosion of
    breadth but not depth
  • Chess has both
  • Go has both

6
Neural Networks
  • Modeled after the human brain
  • Neurons in brain represented by nodes in network
  • Synapses represented by weight matrices
  • Visual inspection of weights is meaningless
  • Patterns that are produced from input to output
    via matrix multiplications of weight matrices are
    meaningful

7
Neural Networks
  • Multi-Layer Perceptrons (MLPs)

...
...
...
Input
Hidden
Output
8
Goal Trees
  • Break problem into subgoals then recursively into
    smaller subgoals
  • Use and/or trees to indicate whether all subgoals
    must be solved (and) or any subgoal (or)
  • Towers of Hanoi, map-coloring all goals
  • Game playing alternates or/and per level

9
Search Strategies
  • Breadth-first search
  • Depth-first search
  • Depth-first search with iterative deepening
  • All on same order of magnitude O(BN)
  • Best-first search (requires heuristic value at
    each node) greedy

10
Search Approaches
  • Data-driven search
  • Start at initial state
  • Move forward until goal reached
  • Forward chaining
  • Unknown or numerous potential goals
  • Goal-driven search
  • Start at goal state
  • Move backward until start reached
  • Backward chaining
  • Well-defined, known goal

11
Generate and Test
  • Generate all possible nodes in search space
  • Test to see if at a goal node at each point
  • Brute-force, exhaustive search
  • Inappropriate for large or deep search spaces

12
Depth-first Search
  • Put first node on stack and visit (can use
    recursion)
  • While stack is not empty and no goal found
  • Peek
  • If node is not leaf
  • Generate new node and visit
  • Push new node
  • Else
  • Pop (chronological backtracking)
  • EndIf
  • Endwhile
  • Works better than breadth-first for high
    branching factor
  • Works poorly for tree with long paths
  • Uses backtracking tentative method

13
Breadth-first search
  • Put first node on queue
  • While queue is not empty and no goal found
  • Remove node and visit
  • Generate all 1-ply neighbors and insert
  • Endwhile
  • Works well for tree with long paths
  • Works poorly for high branching factor
  • Larger memory requirement

14
Properties of Search Methods
  • Time complexity how long to find goal state
  • Space complexity amount of memory usage
  • Good enough goal state
  • Complete method is guaranteed to find goal
    breadth not depth
  • Optimal method is guaranteed to find the best
    solution that exists breadth not depth (aka
    admissibility)

15
Depth-first Iterative Deepening
  • Combination of depth-first and breadth-first
  • Depth to 1-ply, then 2-ply, then 3-ply
  • Memory efficiency of depth-first without
    repercussion of infinite path
  • Complete and optimal like breadth-first
  • 1 b(d1) nodes in tree depth d branching b
  • 1 - b
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