Problem Solving Agents

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1 Problem Solving Agents Well-defined Problems Solutions (as a sequence of actions). Examples Search Trees Uninformed Search Algorithms

2 Well-defined Problems 1. State Space, S An Initial State, s 0 S. A Set of Operators (or Actions), {A i i = 1, 2,...} Formally, the state space is the set of states that can be reached by any sequence of actions applied to the initial state, e.g., S = {s 0,..., A i1 s 0,..., A i1 A i2 s 0,..., A i1 A i2 A ik s 0,...} A path is a particular sequence of actions applied to the initial state. 2. A Goal Test, or Predicate, γ : S {0, 1}, such that 1 is obtained if and only if the argument is a goal state. (N.B., Zero, one, or more states may satisfy this predicate.) 3. An optional path cost function, g, assigns a numeric cost to a given path.

3 A Solution A solution is a path that satisfies the goal test. An optimal solution is a solution with minimal cost.

4 Example Problem: Graph Traversal Each node in the graph corresponds to a state. Traversing an edge corresponds to an action. Find a path that connects the two blue nodes.

5 Example Problem: The Eight Puzzle Can it be done?

6 Example Problem: Eight Queens Q Q Q Q Q Q Q Q

7 Example Problem: Vacuum World L V S L R L L V V V S S R L R L R L V S V S S V R R L R S V R

8 Example Problem: Missionaries and Cannibals One one side of river are 3 Missionaries, 3 Cannibals, and 1 Boat. The boat can hold at most two passengers. If at any time or place the number of cannibals exceeds the number of missionaries, then the latter group will be eaten. At least one passenger must pilot the boat. Representation; let (m, c, b) denote the state that has m missionaries, c cannibals, and b boats, on the original side of the river. Initial State (3, 3, 1) Goal State (0, 0, 0) Operators (m, c, 1) (m 1, c, 0) (m, c, 1) (m 2, c, 0) (m, c, 1) (m 1, c 1, 0) (m, c, 1) (m, c 1, 0) (m, c, 1) (m, c 2, 0) (m, c, 0) (m + 1, c, 1) (m, c, 0) (m + 2, c, 1) (m, c, 0) (m + 1, c + 1, 1) (m, c, 0) (m, c + 1, 1) (m, c, 0) (m, c + 2, 1)

9 Search Trees The root vertex represents the initial state s 0. Every vertex in the tree corresponds to a state that can be reached from the initial state. Each edge that originates from a parent node s i corresponds to an action A j that can be applied at state s i. The child node adjacent to this edge s k represents the state that is obtained by applying this action. s k is said to be a successor of s i. Terminal states, if any occur, are leaves of the tree. The depth of a state is the number of actions required to reach it from the initial state.

10 Search Tree: Example

11 Search Strategies completeness A search strategy is said to be complete if it is guaranteed to find a goal state if one exists. informed A search strategy is said to be uninformed if it does not attempt to estimate the cost of the path between the current state and the goal. time complexity : the number or operations that a strategy requires to reach a goal state. space complexity : the amount of memory that a strategy requires to reach a goal state. optimality A strategy is said to be optimal if it is guaranteed to find the solution with the minimum path cost. expansion A state is expanded when each applicable action is applied to it.

12 Uninformed Search Search algorithms generally maintain two lists: 1. visited : a list of previously expanded states. 2. queue (or frontier): a list of candidate states. At the beginning, this list consists of only the initial state. Search algorithms generally perform the following: 1. Is the current state a goal? 2. Obtain all successors to the current state: apply all possible actions. 3. Combine new candidate states (successors) with all current candidates states.

13 Search Algorithm (PAIP, page 191) ;;; tree-search is a general purpose search that can implement ;;; many search algorithms. Just modify the combiner function. (defun tree-search (states goal-p successors combiner) "Find a state that satisfies goal-p. Start with states, and search according to successors and combiner." (format t " &;; states: a" states) (cond ((null states) nil) ; Stop! ((funcall goal-p (first states)) (first states)); Eureka! (t (tree-search ; Continue. (funcall combiner (funcall successors (first states)) (rest states)) goal-p successors combiner))))

14 Search Strategies Breadth First Search: new candidates are placed at the end of the queue, i.e. states are expanded in the order that they are discovered. Uniform Cost Search: states are sorted in the queue according to the cost of their paths. Depth First Search: the last candidates obtained are expanded first. Depth Limited Search: a depth first search that does not expand any node below a predetermined depth. Iterative Deepening Search: A depth limited seach in which the depth limit is incremented after each failed search. Bidirectional Search: Two simultaneous searches: one directed to the goal from the initial state, and the other, directed to the initial state from the goal.

15 Breadth First Search Algorithm ;;; To perform a breadth-first search, the new successors must ;;; be appended to the list of remaining states. Call this ;;; action, a prepend. (defun prepend (lista listb) "Prepend listb to lista." (append listb lista)) (defun breadth-first-search (start goal-p successors) "Search by exanding the shallowest active state." (tree-search (list start) goal-p successors # prepend))

16 Depth First Search Algorithm ;;; Using a combiner of append we implement a ;;; depth-first-search (defun depth-first-search (start goal-p successors) "Search by expanding the deepest active state." (tree-search (list start) goal-p successors # append))

17 Comparison (AIMA, page 1) Criterion Breadth Uniform Depth Depth Iterative Bidirectional First Cost First Limited Deepening Complete? Yes Yes Only for Yes Yes Yes finite m (if l > d) Time b d+1 b C /ɛ b m b l b d b d/2 Space b d+1 b C /ɛ bm bl bd b d/2 Optimal? Yes Yes No No Yes Yes b denotes the branching factor; d denotes the solution depth; m denotes the maximum depth of the tree; l denotes the depth limit.

18 Breadth-First Search

19 Depth-First Search: Trémaux s Algorithm (c. 12) Direction Destination Node Subsequent Action Forward Forward New Junction (No labeled paths.) Old Junction (Some labeled paths.) Place X at exit. Select new path. Place N at new entrance. March forward. Place N at exit. Turn around. March backward. Forward Dead End Turn around. March backward. Forward Goal Eureka! Backward Original Entrance Give up! Backward Old Junction with some unlabeled paths Select new (unlabeled) path. Place an N at new entrance. March forward. Backward Old Junction with no unlabeled paths Select path labeled with X. March backward.

20 A Recursive Implementation of Tarry s Algorithm Direction Destination Node Subsequent Action Forward Forward Forward New Junction (No labeled paths.) Old Junction with some other unlabeled paths (in addition to the current path) Old Junction with no other unlabeled paths Place X at exit. Select new path. Place N at new entrance. March forward. Place an I at the current exit. Select new (unlabeled) path. Place N at new entrance. March forward. Turn around. Place N at current entrance. March backward. Forward Dead End Turn around. March backward. Forward Goal Eureka! Backward Original Entrance Give up! Backward Old Junction with some unlabeled paths Select new (unlabeled) path. Place an N at new entrance. March forward. Backward Backward Old Junction with no unlabeled paths and at least one path labeled I Old Junction with no unlabeled paths Select a path labeled I. Change this I to an N. March backward. Select path labeled with X. March backward.

21 Tarry s Algorithm with Stones A simpler implementation of Tarry s algorithm involves placing 1, 2, or 3 stones at the path entrances and exits. The following is adapted from Peter Harrison s micromouse web site ( Place 3 stones (formerly an X ) at the exit of a path used to enter a new junction. Place 1 stone (formerly an I ) at the exit of a path used to enter an old junction. Pick a path entrance according to the following rules (in order) 1. If possible, first select a path that has 0 stones at its entrance. Place 2 stones (formerly an N ) at its entrance, and proceed. 2. Otherwise, select a path entrance that contains only 1 stone. Add 1 addition stone (converting an I into an N ) and proceed. 3. If all else fails, select the path entrance that contains 3 stones, and proceed. Under no circumstance should you enter a passage that contains 2 stones at its entrance, or drop pebbles in any other manner.

22 Backtracking Search

23 Fixed-Depth Search

24 Iterative Deepening

25 Constraint Satisfaction Problem (CSP) Do not expand the same state more than once. Backtracking: don t expand a state that already violates the constraints. Forward Checking: don t expand a state if all remaining values for the next variable violate the constraints. Arc Consistency: don t expand a state if the remaining variables cannot be assigned a value that satisfies the constraint.

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