ARTIFICIAL INTELLIGENCE (CSC9YE ) LECTURES 2 AND 3: PROBLEM SOLVING

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1 ARTIFICIAL INTELLIGENCE (CSC9YE ) LECTURES 2 AND 3: PROBLEM SOLVING BY SEARCH Gabriela Ochoa OUTLINE Problem solving by searching Problem formulation Example problems Search algorithms (2 Lectures) Uninformed search Informed (heuristic) search Artificial Intelligence: A Modern Approach (Third edition) by Stuart Russell and Peter Norvig 2 1

2 PRELIMINARIES Definition of search Cambridge Dictionary to look somewhere carefully in order to find something to try to find the answer to a problem Meanings of search in computing science (next slide) More Robot Demos Asimo. Developed by Honda Research and Development: Boston Robotics SEARCH IN COMPUTING SCIENCE At least 4 meanings of the word search in CS 1. Search for stored data Finding information stored in disc or memory. Examples: Sequential search, Binary search 2. Search for web documents Finding information on the world wide web Results are presented as a list of results 3. Search for paths or routes Finding a set of actions that will bring us from an initial stat to a goal stat Relevant to AI Examples: depth first search, breath first search, branch and bound, A*, Monte Carlo tree search. 4. Search for solutions Find a solution in a large space of candidate solutions Relevant to AI, Optimisation, OR Examples: evolutionary algorithms, Tabu search, simulated annealing, ant colony optimisation, etc. 4 2

3 EXAMPLES OF SEARCH PROBLEMS A robot vehicle would search for a route to a given destination. An automated air traffic controller would search for a safe landing sequence for a set of incoming planes In games of strategy, such as chess or checkers: search for a sequence of moves to beat your opponent More generally: trying to find a particular object from a large number of such objects. Search problems are common in AI: Planning and Learning. 5 SOLVING PROBLEMS BY SEARCHING Problem-solving agents decide what to do by finding sequences of actions that lead to desirable states What is a problem and what is a solution? Problem: a goal and a set of means to achieve it Solution: a sequence of actions to achieve that goal Given a precise definition of problem, it is possible to construct a search process for finding solutions 6 3

4 EXAMPLE: PAC-MAN An arcade game developed by Namco First released in Japan in May 1980 Google Doodle PAC-MAN e-chalk version in Macromedia (PAC-MAN) Artificial Intelligence Problem: Develop an automatic player for PAC-MAN Formulate it as a Search Problem 7 SEARCH PROBLEMS A search problem consists of: A state space A successor function (with actions, costs) N, 1.0 E, 1.0 A start state and a goal test A solution is a sequence of actions (a plan) which transforms the start state to a goal state 4

5 WHAT S IN A STATE SPACE? The world state includes every last detail of the environment A search state keeps only the details needed for planning (abstraction) Problem: Pathing States: (x,y) location Actions: NSEW Successor: update location only Goal test: is (x,y)=end Problem: Eat-All- Dots States: {(x,y), dot booleans} Actions: NSEW Successor: update location and possibly a dot boolean Goal test: dots all false EXAMPLE: ROMANIA On holiday in Romania; currently in Arad. Flight leaves tomorrow from Bucharest Formulate goal: be in Bucharest Formulate problem: states: various cities actions: drive between cities Find solution: sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest 10 5

6 EXAMPLE: ROMANIA Google Map: Romania 11 ABSTRACTION: SELECTING A STATE SPACE Real world is absurdly complex state space must be abstracted for problem solving (Abstract) state = set of real states (Abstract) action = complex combination of real actions e.g., "Arad Zerind" represents a complex set of possible routes, detours, rest stops, etc. (Abstract) solution = set of real paths that are solutions in the real world Each abstract action should be "easier" than the original problem 12 6

7 PROBLEM FORMULATION More formally, a problem is defined by 5 components: 1. Initial state where the agent starts: e.g., "at Arad" 2. Actions available to the agent e.g., Arad Zerind, Arad Sibiu, etc. 3. Transition model: description of what each action does. State that results from doing action a in state s. 4. Goal test, determines whether a given state is a goal state. explicit, e.g., x = "at Bucharest implicit, e.g., Checkmate(x) 5. Path cost (additive) function that assigns a numeric cost to each path. Reflects agents performance measure e.g., sum of distances, number of actions executed, etc. c(x,a,y) is the step cost, assumed to be 0 13 OTHER EXAMPLES Toy problems Real-world problems 7

8 THE VACUUM WORLD States: determined by both the agent location and the dirt locations. Question : How many states? Initial states: Any state can be designated as the initial state. Actions: each state has 3 actions: Left, Right, and Suck Transition model: effects of the actions, transition among states. Some actions have no effect. Example: sucking in a clean square Goal test: This checks whether all the squares are clean. Path cost: Each step costs 1, so the path cost is the number of steps in the path. 15 THE VACUUM WORLD Compared with the real world, this toy problem has discrete locations, discrete dirt, reliable cleaning, and it never gets any dirtier 16 8

9 EXAMPLE: THE 8-PUZZLE States Actions Transition model Goal test Path cost Location of each tile and the white space Move blank left, right, up, down Given state and action, return resulting state Checkers whether state matches the goal 1 per move, path cost is the number of steps Solution: Sequence of actions (moves) from the start state to the goal state 17 SEARCHING FOR SOLUTIONS Having formulated some problems, we now need to solve them. A solution is an action sequence, so search algorithms work by considering various possible action sequences. 9

10 TREE SEARCH ALGORITHMS The possible action sequences starting at the initial state form a tree with the initial state at the root; Basic idea: Simulated exploration of state space by generating successors of already-explored states (a.k.a.~expanding states) 19 Shaded nodes: expanded nodes Outlined nodes: generated but not expanded 20 10

11 IMPLEMENTATION: STATES VS. NODES A state is a (representation of) a physical configuration A node is a data structure constituting part of a search tree includes state, parent node, action, path cost g(x), depth Data structure for nodes n.state: state to which the node corresponds n.parent: parent node n.action: action applied to the parent to generate the node N.Path-Cost: cost of the path from initial state to the node The Expand function creates new nodes, filling in the various fields and using the SuccessorFn of the problem to create the corresponding states. 21 SEARCH STRATEGIES A search strategy is defined by picking the order of node expansion Strategies are evaluated along the following dimensions: completeness: does it always find a solution if one exists? time complexity: number of nodes generated space complexity: maximum number of nodes in memory optimality: does it always find a least-cost solution? Time and space complexity are measured in terms of b: maximum branching factor of the search tree d: depth of the least-cost solution m: maximum depth of the state space (may be ) 22 11

12 UNINFORMED SEARCH STRATEGIES Uninformed, also called blind search strategies use only the information available in the problem definition Breadth-first search Depth-first search Depth-limited search Iterative deepening search

13 BREADTH-FIRST SEARCH Expand shallowest unexpanded node Frontier is a FIFO queue, i.e., new successors go at end 25 BREADTH-FIRST SEARCH Expand shallowest unexpanded node Frontier is a FIFO queue, i.e., new successors go at end 26 13

14 BREADTH-FIRST SEARCH Expand shallowest unexpanded node fringe is a FIFO queue, i.e., new successors go at end 27 BREADTH-FIRST SEARCH Expand shallowest unexpanded node fringe is a FIFO queue, i.e., new successors go at end 28 14

15 PROPERTIES OF BREADTH-FIRST SEARCH Complete? Yes (if b is finite) Time? 1+b+b 2 +b 3 + +b d + b(b d -1) = O(b d+1 ) Space? O(b d+1 ) (keeps every node in memory) Optimal? Yes (if cost = 1 per step) Space is the bigger problem (more than time) b: maximum branching factor of the search tree d: depth of the least-cost solution m: maximum depth of the state space (may be ) 29 DEPTH-FIRST SEARCH Expand deepest unexpanded node frontier = LIFO queue, i.e., put successors at front 30 15

16 DEPTH-FIRST SEARCH Expand deepest unexpanded node frontier = LIFO queue, i.e., put successors at front 31 DEPTH-FIRST SEARCH Expand deepest unexpanded node frontier = LIFO queue, i.e., put successors at front 32 16

17 DEPTH-FIRST SEARCH Expand deepest unexpanded node fringe = LIFO queue, i.e., put successors at front 33 DEPTH-FIRST SEARCH Expand deepest unexpanded node fringe = LIFO queue, i.e., put successors at front 34 17

18 DEPTH-FIRST SEARCH Expand deepest unexpanded node fringe = LIFO queue, i.e., put successors at front 35 DEPTH-FIRST SEARCH Expand deepest unexpanded node fringe = LIFO queue, i.e., put successors at front 36 18

19 DEPTH-FIRST SEARCH Expand deepest unexpanded node fringe = LIFO queue, i.e., put successors at front 37 DEPTH-FIRST SEARCH Expand deepest unexpanded node fringe = LIFO queue, i.e., put successors at front 38 19

20 DEPTH-FIRST SEARCH Expand deepest unexpanded node fringe = LIFO queue, i.e., put successors at front 39 DEPTH-FIRST SEARCH Expand deepest unexpanded node frontier = LIFO queue, i.e., put successors at front 40 20

21 PROPERTIES OF DEPTH-FIRST SEARCH Complete? No: fails in infinite-depth spaces, spaces with loops Can be modified to avoid repeated states along path Complete in finite spaces Time? b m Space? O(bm) (linear space!) Optimal? No (if cost = 1 per step) b: maximum branching factor of the search tree d: depth of the least-cost solution m: maximum depth of the state space (may be ) 41 DEPTH-LIMITED SEARCH Avoid problems of DFS by imposing a maximum depth of a path: I Can be implemented with special algorithms or with the general search with operators to keep track of the path depth Example Romania: l = 20 (# cities) Complete but not optimal 42 21

22 DEPTH-LIMITED SEARCH = depth-first search with depth limit l, i.e., nodes at depth l have no successors Recursive implementation: 43 ITERATIVE DEEPENING SEARCH Sidesteps the issue of choosing the depth limit Tries all possible depth limits: 0, 1, 2, etc Combines the benefits of DFS and BFS Optimal and complete like BFS Modest memory requirements like DFS 44 22

23 ITERATIVE DEEPENING SEARCH L =0 45 ITERATIVE DEEPENING SEARCH L =

24 ITERATIVE DEEPENING SEARCH L =2 47 ITERATIVE DEEPENING SEARCH L =

25 SUMMARY Problem formulation requires abstracting away real world details to define a state-space that can be explored There are several uninformed search strategies Iterative deepening search uses only linear space, and not much more time than the other strategies 49 COMPARING SEARCH STRATEGIES completeness: does it always find a solution if one exists? time complexity: number of nodes generated space complexity: maximum number of nodes in memory optimality: does it always find a least-cost solution? Time and space complexity are measured in terms of b: maximum branching factor of the search tree d: depth of the least-cost solution m: maximum depth of the state space (may be ) 50 25

26 INFORMED SEARCH Uninformed search strategies can find solutions to problems by systematically generating new states, and testing them against the goal These strategies are inefficient in most cases Informed search strategies: use problemspecific knowledge Knowledge is given by an evaluation function that returns a number describing the desirability (or lack thereof) of expanding a nodes 51 BEST-FIRST SEARCH Idea: use an evaluation function for each node estimate of desirability Expand most desirable unexpanded node frontier is a queue sorted in decreasing order of desirability Special cases: greedy search: expand node closest to the goal A search: expand node on the least-cost solution path 52 26

27 ROMANIA WITH STEP COSTS IN KM 53 GREEDY SEARCH EXAMPLE 54 27

28 A* SEARCH: MINIMISING THE TOTAL ESTIMATED SOLUTION COST The most widely known form of best-first search Node evaluation, combines: g(n): path cost from the start node to node n h(n): the cost to get from the node to the goal f(n) = g(n) + h(n) f(n) is the estimated cost of the cheapest solution through n It makes sense to try first the node with lowest f(n) This strategy is more than just reasonable: provided that the heuristic function h(n) satisfies certain conditions, A search is both complete and optimal. 55 A * SEARCH EXAMPLE 56 28

29 A * SEARCH EXAMPLE 57 A * SEARCH EXAMPLE 58 29

30 A * SEARCH EXAMPLE 59 A * SEARCH EXAMPLE 60 30

31 A * SEARCH EXAMPLE 61 SUMMARY: HEURISTIC SEARCH Best-first search: GENERAL-SEARCH where minimum-cost nodes (according to some measure) are expanded first. Greedy search: Expands the node closest to the goal More efficient (in time) that uninformed algorithms Not optimal and not complete A* search: Expands the node on the least-cost solution path Complete, optimal, and most efficient among all optimal algorithms. State space still prohibitive 62 31

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