1 / 50

Uninformed Search

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. Pending Questions. Class web page: http://www.cs.columbia.edu/~kathy/cs4701

mead
Télécharger la présentation

Uninformed Search

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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: Don’t 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 it’s 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)} -> ? • What would the state space be for this problem?

  13. What are we searching? • State space vs. search space • State represents a physicalconfiguration • 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

  14. Data structures: Searching data AI: Searching solutions

  15. 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

  16. Breadth first Algorithm

  17. Depth-first Algorithm

  18. 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?

  19. 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

  20. 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

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

  22. Three types of incompleteness • Sensorless problems • Contingency problems • Adversarial problems • Exploration problems

  23. End of Class Questions?

  24. Sodoku

  25. Informed Search

  26. 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

  27. 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

  28. 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

  29. Goal State h1=1 h2=1 h1=5 h2=1+1+1+2+2=7

  30. 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

  31. Greedy search • Evaluation function = heuristic function • Expand the node that appears to be closest to the goal

  32. 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

  33. End of Class Questions?

More Related