Transcript PowerPoint
CS 416
Artificial Intelligence
Lecture 3
Uninformed Searches
Romania
On holiday in Romania; currently in Arad.
Flight leaves tomorrow from Bucharest at 1:00.
Let’s configure this to be an AI problem.
Romania
What’s the problem?
• Accomplish a goal
– Reach Bucharest by 1:00
So this is a goal-based problem
Romania
Is there more to it?
• Do it well… according to a performance measure
– Minimize distance traveled
Romania
What’s an example of a non-goal-based problem?
• Live long and prosper
• Maximize the happiness of your trip to Romania
• Don’t get hurt too much
Romania
What qualifies as a solution?
• You can/cannot reach Bucharest by 1:00
• You can reach Bucharest in x hours
• The shortest path to Bucharest passes through these cities
• The sequence of cities in the shortest path from Arad to
Bucharest is ________
• The actions one takes to travel from Arad to Bucharest along
the shortest path
Romania
What additional information does one need?
• A map
More concrete problem definition
A state space
Which cities could you be in
An initial state
Which city do you start from
A goal state
A function defining state
transitions
A function defining the
“cost” of a state sequence
Which city do you aim to reach
When in city foo, the following cities
can be reached
How long does it take to travel
through a city sequence
More concrete problem definition
A state space
An initial state
A goal state
A function defining state
transitions
A function defining the
“cost” of a state sequence
Choose a representation
Choose an element from the
representation
Create goal_function(state)
such that TRUE is returned upon
reaching goal
successor_function(state) =
{<action, state>, <action, state>, …}
cost (sequence) = number
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.,
“AradZerind” 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 and should permit expansion to a
more detailed solution
Important notes about this example
• Static environment (available states, successor function, and
cost functions don’t change)
• Observable (the agent knows where it is… percept == state)
• Discrete (the actions are discrete)
• Deterministic (successor function is always the same)
Problem Solving Agents
Restricted form of general agent:
function SIMPLE-PROBLEM-SOLVING-AGENT(percept) returns an
action
static: seq, an action sequence, initially empty
state, some description of the current world state
goal, a goal, initially null
problem, a problem definition
state <- UPDATE-STATE(state, percept)
if seq is empty then
goal <- FORMULATE-GOAL(state)
problem <- FORMULATE-PROBLEM(state, goal)
seq <- SEARCH(problem)
action <- RECOMMENDATION(seq, state)
seq <- REMAINDER(seq, state)
return action
Vacuum world example
• Floor has two locations
• Vacuum can move from
one location to the other
• Locations are clean/dirty
• Vacuum can clean the
location in which it is
• Clean the floor
Example: Vacuum World state space
graph
States:
• Integer dirt and robot locations
(ignore dirt amounts)
Actions:
• Left, Right, Suck, NoOp
Goal test:
• No dirt
Path cost:
• 1 per action (0 for NoOp)
Example: Vacuum World state space
graph
States? Actions? Goal test? Path cost?
Other Examples
Fifteen Puzzle
Robotic Assembly
Traveling Salesman
Protein Design
10
3
1
9
13
5
7
11
15
8
14
12
2
4
6
Tree Search Algorithms
Basic idea:
• Simulated exploration of state space by generating successors of already
explored states (AKA expanding states)
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the search tree
end
Example: Arad Bucharest
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of
problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the search tree
end
Arad
Example: Arad Bucharest
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the search tree
end
Arad
Example: Arad Bucharest
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the search tree
end
Arad
Example: Arad Bucharest
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the
search tree
end
Arad
Zerind (75)
Timisoara (118)
Sibiu (140)
Example: Arad Bucharest
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the search tree
end
Arad
Zerind (75)
Timisoara (118)
Sibiu (140)
Example: Arad Bucharest
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the search tree
end
Arad
Zerind (75)
Timisoara (118)
Sibiu (140)
Example: Arad Bucharest
function TREE-SEARCH(problem, strategy)
returns a solution, or failure
initialize the search tree using the initial state of problem
loop do
if there are no more candidates for expansion
then return failure
choose a leaf node for expansion according to strategy
if the node contains a goal state
then return the corresponding solution
else expand the node and add the resulting nodes to the
search tree
end
Arad
Zerind (75)
Timisoara (118)
Dradea (151)
Sibiu (140)
Faragas (99)
Rimnicu Vilcea (80)
Implementation: states vs. nodes
State
• (Representation of) a physical configuration
Node
• Data structure constituting part of a search tree
– Includes parent, children, depth, path cost g(x)
States do not have parents, children, depth, or
path cost!
Implementation: general tree search
function TREE-SEARCH (problem, fringe) returns a solution, or failure
fringe INSERT(MAKE-NODE(INITIAL-STATE[problem]), fringe)
loop do
if fringe is empty then return false
node REMOVE-FRONT(fringe)
if GOAL-TEST[problem] applied to STATE(node) succeeds return node
fringe INSERTALL(EXPAND(node, problem), fringe)
function EXPAND (node, problem) returns a set of states
successors the empty set
for each action, result in SUCCESSOR-FN[problem](STATE[node]) do
s a new NODE
PARENT-NODE[s] node; ACTION[s] action; STATE(s) result
PATH-COST[s] PATH-COST[node] + STEP-COST(node, action, s)
DEPTH[s] DEPTH[node] + 1
add s to successors
return successors
Find the error on this page!
Search strategies
A 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/expanded
• Space complexity – maximum 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 infinite)
Uninformed Search Strategies
Uninformed strategies use only the information
available in the problem definition
• Breadth-first search
• Uniform-cost search
• Depth-first search
• Depth-limited search
• Iterative deepening search
Breadth-first search
Expand shallowest unexpanded node
Implementation:
• Fringe is a FIFO queue, i.e., new successors go at end
• Execute first few expansions of Arad to Bucharest using
Breadth-first search
Breadth-first Search
Arad
Zerind
Arad
Zerind
Timisoara
Timisoara
Oradea
Sibiu
Zerind
Sibiu
Arad
Lugoj
Sibiu
Dradea
Faragas
Rimnicu
Vilcea
Computation cost of BFS
Level
0
1
2
3
Nodes
1
b
b2
b3
Computation cost of BFS
Level
0
1
2
3
Nodes
1
b
b2
b3
If goal is in d = level 2
Cost = 1 + b + b2 + b3 – b = O (bd+1)
Computation cost of BFS
Cost = 1 + b + b2 + b3 – b = O (bd+1)
Big Oh Notation
• There exist positive constants: c, b0, d0 such that
for all b >= b0 and d >= d0
Figure 2.1 from
Cormen, Leiserson,
Rivest
Space cost of BFS
Because you must be able to generate the path upon
finding the goal state, all visited states must be stored
Properties of breadth-first search
Complete?? Yes (if b (max branch factor) is finite)
Time?? 1 + b + b2 + … + bd + b(bd-1) = O(bd+1), i.e.,
exponential in d
Space?? O(bd+1) (keeps every node in memory)
Optimal?? Only if cost = 1 per step, otherwise not
optimal in general
Space is the big problem; can easily generate
nodes at 10 MB/s, so 24hrs = 860GB!
Uniform-first search
Expand least-cost unexpanded node
Implementation:
• Fringe is a queue ordered by cost
• Execute first few expansions of Arad to Bucharest using
Breadth-first search
Uniform-cost Search
Arad
Zerind (75)
Arad (150)
Oradea (146)
Timisoara (118)
Arad (193)
Lugoj (229)
Sibiu (140)
Oradea (291)
Faragas (139)
Bucharest (350)
Rimnicu (220)
Vilcea
Sibiu (238)
Uniform-cost search
Complete?? If step cost ≥ ε
Time??
•
If all costs are equal = O (bd)
Space?? O(bC/ ε)
Optimal?? Yes–nodes expanded in increasing order of g(n)
Depth-first search
Expand deepest unexpanded node
Implementation:
• Fringe = LIFO queue, i.e., a stack
• Execute first few expansions of Arad to Bucharest using
Depth-first search
Depth-first search
Complete??
Time??
Space??
Optimal??
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??
•
O(bm): terrible if m is much larger than d, but if solutions are dense, may be much faster
than breadth-first
Space??
•
O(bm), i.e., linear space!
Optimal??
•
No
Depth-limited search
Depth-first search with depth limit l
• i.e., nodes at depth l have no
successors
Iterative deepening search
function ITERATIVE-DEEPENING-SEARCH(problem) returns a solution
inputs: problem, a problem
for depth 0 to ∞ do
result DEPTH-LIMITED-SEARCH(problem, depth)
if result ≠ cutoff then return result
end
Properties of iterative deepening
Complete??
• Yes
Time??
• (d+1)b0 + db1 + (d-1)b2 + … bd = O(bd)
Space??
• O(bd)
Optimal??
• If step cost = 1
• Can be modified to explore uniform-cost tree
Summary
All tree searching techniques are more alike than different
Breadth-first has space issues, and possibly optimality issues
Uniform-cost has space issues
Depth-first has time and optimality issues, and possibly completeness
issues
Depth-limited search has optimality and completeness issues
Iterative deepening is the best uninformed search we have explored
Next class we study informed searches