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Informed search algorithms

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Informed search algorithms. Chapter 4 Thanks: Prof Dan Weld, Univ of Washington, Seattle USA. Material. Chapter 4 Section 1 - 3 Exclude memory-bounded heuristic search. Outline. Best-first search Greedy best-first search A * search Heuristics Local search algorithms - PowerPoint PPT Presentation
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1 Informed search algorithms Chapter 4 Thanks: Prof Dan Weld, Univ of Washington, Seattle USA
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Page 1: Informed search algorithms

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Informed search algorithms

Chapter 4Thanks: Prof Dan Weld, Univ of

Washington, Seattle USA

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Material

• Chapter 4 Section 1 - 3

• Exclude memory-bounded heuristic search

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Outline

• Best-first search• Greedy best-first search• A* search• Heuristics• Local search algorithms• Hill-climbing search• Simulated annealing search• Local beam search• Genetic algorithms

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Review: Tree search

• Node Expansion

• Fringe Nodes

• Search strategy: defined by picking the order of node expansion– Breadth first search– Depth first search– Least-cost search

• g(..) function

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Best-first search through f(n)• Idea:

– In fact, BFS or DFS are all using a function f(.) to order the nodes in Fringe

• use an evaluation function f(n) for each node– Breadth first search: f(n) = d(n), – Depth first search: f(n) = -d(n), – Least cost search: f(n) = g(n) = sum of cost so far.

– estimate of "desirability" Expand most desirable unexpanded node

• Implementation:Stack, Queues, Priority Queues, etc

• Other Special cases:– greedy best-first search– A* search

–––

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Romania with step costs in km

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Greedy best-first search

• Evaluation function f(n) = h(n) (heuristic) estimate of cost from n to a closest goal, and

is also the future costs (predicted)

• SLD= Straight-Line Distance – e.g., hSLD(n) = straight-line distance from n

to Bucharest

• Greedy best-first search expands the node that appears to be closest to goal– Why “appears”?

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Greedy best-first search example

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Greedy best-first search example

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Greedy best-first search example

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Greedy best-first search example

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Properties of greedy best-first search

• Complete? No – can get stuck in loops, e.g., Iasi Neamt Iasi Neamt

• Time? O(bm), but a good heuristic can give dramatic improvement

• Space? O(bm) -- keeps all nodes in memory

• Optimal? No

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A* search

• Ideas: – Avoid expanding paths that are already

expensive– Dynamic programming principle

• Evaluation function f(n) = g(n) + h(n)g(n) = cost so far to reach nh(n) = estimated cost from n to goalf(n) = estimated total cost of path through n

to goal

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A* search example

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A* search example

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A* search example

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A* search example

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A* search example

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A* search example

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Admissible heuristics

• A heuristic h(n) is admissible if for every node n,

h(n) ≤ h*(n), where h*(n) is the true cost to reach the goal state from n.

• An admissible heuristic never over-estimates the cost to reach the goal, i.e., it is optimistic

• Example: hSLD(n) (never over-estimates the actual road distance)

• Theorem: If h(n) is admissible, A* using TREE-SEARCH is optimal

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Properties of f() function

• If G is a goal,– f(G) = g(G)– h(G) = 0

• If G1 is more optimal than G2 then– f(G1) < = f(G2)

• When A* expands a node N– f(N) is the smallest in the fringe

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Optimality of A* (proof)

• Suppose some suboptimal goal G2 has been generated and is in the fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G.

• f(G2) = g(G2) since h(G2) = 0

• g(G2) > g(G) since G2 is suboptimal

• f(G) = g(G) since h(G) = 0

• f(G2) > f(G) from above (1)

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Optimality of A* (proof)• Suppose some suboptimal goal G2 has been generated and is

in the fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G.

• h(n) ≤ h*(n) since h is admissible• g(n) + h(n) ≤ g(n) + h*(n) • f(n) ≤ f(G), • but, f(G) < f(G2) from Equation (1) above (previous page) Hence f(G2) > f(n), and n is expanded contradiction!

thus, A* will never select G2 for expansion

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Consistent heuristics• A heuristic is consistent if for every node n, every successor n' of n generated by any

action a,

h(n) ≤ c(n,a,n') + h(n')

• If h is consistent, we havef(n') = g(n') + h(n') = g(n) + c(n,a,n') + h(n') ≥ g(n) + h(n) = f(n)• i.e., f(n) is non-decreasing along any path.• Theorem: every consistent heuristic is also admissible• Why?

••

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Prove that consistency admissible

• Proof by induction: that h(n) <=h*(n).• This is trivially true if the goal is one step away• Assume that for any node that is of length L

from a goal, this is true.• Let node n be length (L+1) from a goal. The

successors of n be n_i, i=1,.. M,• h(n) <= c(n,n_i)+h(n_i) for every i,• Thus, h(n)<=c(n,n_i)+h*(n_ i) <= h*(n)

– (why?)

• QED

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Optimality of A*

• A* expands nodes in order of increasing f value

• Gradually adds "f-contours" of nodes

• Contour i has all nodes with f=fi, where fi < fi+1

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Properties of A$^*$

• Complete? Yes (unless there are infinitely many nodes with f ≤ f(G) )

• Time? Exponential– Because all nodes such that f(n) <= C* are

expanded!

• Space? Keeps all nodes in memory– Fringe is exponentially large

• Optimal? Yes•

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Admissible heuristics

E.g., for the 8-puzzle:• h1(n) = number of misplaced tiles• h2(n) = total Manhattan distance(i.e., no. of squares from desired location of each tile)

• h1(S) = ? • h2(S) = ?

••

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Admissible heuristics

E.g., for the 8-puzzle:• h1(n) = number of misplaced tiles• h2(n) = total Manhattan distance(i.e., no. of squares from desired location of each tile)

• h1(S) = ? 8• h2(S) = ? 3+1+2+2+2+3+3+2 = 18

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Dominance• If h2(n) ≥ h1(n) for all n (both admissible)• then h2 dominates h1 • h2 is better for search

• Typical search costs (average number of nodes expanded):

• d=12 IDS = 3,644,035 nodesA*(h1) = 227 nodes A*(h2) = 73 nodes

• d=24 IDS = too many nodesA*(h1) = 39,135 nodes A*(h2) = 1,641 nodes

••• (how to show?)

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Relaxed problems

• A problem with fewer restrictions on the actions is called a relaxed problem

• The cost of an optimal solution to a relaxed problem is an admissible heuristic for the original problem

• If the rules of the 8-puzzle are relaxed so that a tile can move anywhere, then h1(n) gives the shortest solution

• If the rules are relaxed so that a tile can move to any adjacent square, then h2(n) gives the shortest solution

•••

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Local search algorithms

• In many optimization problems, the path to the goal is irrelevant; the goal state itself is the solution– Example: 8 Queens problem, word puzzle problem

• State space = set of "complete" configurations• Find configuration satisfying constraints, e.g., n-

queens

• In such cases, we can use local search algorithms• keep a single "current" state, try to improve it

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Example: n-queens

• Put n queens on an n × n board with no two queens on the same row, column, or diagonal

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Hill-climbing search• First, objective is to maximize a value

(e.g. $$)

• "Like climbing Everest in thick fog with amnesia"

Initial state often is a complete configuration that does not satisfy all constraints

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Hill-climbing search

• Problem: depending on initial state, can get stuck in local maxima

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Hill-climbing search: 8-queens problem

• h = number of pairs of queens that are attacking each other, either directly or indirectly (try to minimize now)

• h = 17 for the above state• Question: what are the neighbors? A less cost neighbor?

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Hill-climbing search: 8-queens problem

• A local minimum with h = 1•

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Simulated annealing search

• Idea: escape local maxima by allowing some "bad" moves but gradually decrease their frequency

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Properties of simulated annealing search

• One can prove: If T decreases slowly enough, then simulated annealing search will find a global optimum with probability approaching 1

• Widely used in VLSI layout, airline scheduling, etc

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Local beam search

• Keep track of k states rather than just one

• Start with k randomly generated states

• At each iteration, all the successors of all k states are generated

• If any one is a goal state, stop; else select the k best successors from the complete list and repeat.

•••

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Genetic algorithms

• A successor state is generated by combining two parent states

• Start with k randomly generated states (population)

• A state is represented as a string over a finite alphabet (often a string of 0s and 1s)

• Evaluation function (fitness function). Higher values for better states.

• Produce the next generation of states by selection, crossover, and mutation

••••

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Genetic algorithms

• Fitness function: number of non-attacking pairs of queens (min = 0, max = 8 × 7/2 = 28)

• 24/(24+23+20+11) = 31%• 23/(24+23+20+11) = 29% etc

•••

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Genetic algorithms


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