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10/11/2010 1 Solving problems by searching Solving problems by searching Chapter 3 14 Jan 2004 CS 3243 - Blind Search 1 Outline Problem-solving agents Problem formulation Example problems Basic search algorithms Problem types 14 Jan 2004 CS 3243 - Blind Search 2

Solving problems by searchingSolving problems by …...2010/10/03  · 10/11/2010 1 Solving problems by searchingSolving problems by searching Chapter 3 14 Jan 2004 CS 3243 - Blind

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Page 1: Solving problems by searchingSolving problems by …...2010/10/03  · 10/11/2010 1 Solving problems by searchingSolving problems by searching Chapter 3 14 Jan 2004 CS 3243 - Blind

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Solving problems by searchingSolving problems by searching

Chapter 3

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OutlineProblem-solving agentsProblem formulationExample problemsBasic search algorithmsProblem types

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Problem-solving agents

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Example: RomaniaOn holiday in Romania; currently in Arad.Flight leaves tomorrow from BucharestF l t lFormulate goal:

be in BucharestFormulate problem:

states: various citiesactions: drive between cities

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Find solution:sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest

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Example: Romania

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Single-state problem formulationA problem is defined by four items:

1. initial state e.g., "at Arad"actions or successor function S(x) set of action state2. actions or successor function S(x) = set of action–state pairs

e.g., S(Arad) = {<Arad Zerind, Zerind>, … }3. goal test, can be

explicit, e.g., x = "at Bucharest"implicit, e.g., Checkmate(x)

4. path cost (additive)e g sum of distances number of actions executed etc

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e.g., sum of distances, number of actions executed, etc.c(x,a,y) is the step cost, assumed to be ≥ 0

A solution is a sequence of actions leading from the initial state to a goal state

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Selecting a state spaceReal 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.

For guaranteed realizability, any real state "in Arad“ must get to some real state "in Zerind"(Abstract) solution =

set of real paths that are solutions in the real world

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set of real paths that are solutions in the real worldEach abstract action should be "easier" than the original problem

Vacuum world state space graph

states?actions?

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actions?goal test?path cost?

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Vacuum world state space graph

states? integer dirt and robot location

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states? integer dirt and robot locationactions? Left, Right, Suckgoal test? no dirt at all locationspath cost? 1 per action

Example: The 8-puzzle

states?actions?

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goal test?path cost?

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Example: The 8-puzzle

states? locations of tiles actions? move blank left, right, up, down goal test? = goal state (given)

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goal test? goal state (given)path cost? 1 per move

[Note: optimal solution of n-Puzzle family is NP-hard]

Example: robotic assembly

states?: real-valued coordinates of robot joint angles parts of the object to be assembled

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actions?: continuous motions of robot jointsgoal test?: complete assemblypath cost?: time to execute

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Tree search algorithmsBasic idea:

offline, simulated exploration of state space by generating successors of already-explored statesgenerating successors of already explored states (a.k.a.~expanding states)

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Tree search example

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Implementation: states vs. nodesA state is a (representation of) a physical configurationA node is a data structure constituting part of a search tree includes state, parent node, action, path cost g(x), depthdepth

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The Expand function creates new nodes, filling in the various fields and using the SuccessorFn of the problem to create the corresponding states.

Search strategiesA search strategy is defined by picking the order of node expansionStrategies are evaluated along the following dimensions:

l t d it l fi d l ti if i t ?completeness: does it always find a solution if one exists?time complexity: number of nodes generatedspace complexity: maximum number of nodes in memoryoptimality: does it always find a least-cost solution?

Time and space complexity are measured in terms of b: maximum branching factor of the search treed: depth of the least-cost solution

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pm: maximum depth of the state space (may be ∞)

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Uninformed search strategiesUninformed search strategies use only the information available in the problem definitiondefinitionBreadth-first searchUniform-cost searchDepth-first searchD th li it d h

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Depth-limited searchIterative deepening search

Breadth-first searchExpand shallowest unexpanded nodeImplementation:

fringe is a FIFO queue, i.e., new successors go at end

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Breadth-first searchExpand shallowest unexpanded nodeImplementation:

fringe is a FIFO queue, i.e., new successors go at end

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Breadth-first searchExpand shallowest unexpanded nodeImplementation:

fringe is a FIFO queue, i.e., new successors go at end

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Breadth-first searchExpand shallowest unexpanded nodeImplementation:

fringe is a FIFO queue, i.e., new successors go at end

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Properties of breadth-first searchComplete? Yes (if b is finite)Time? 1+b+b2+b3+… +bd + b(bd-1) = O(bd+1)Space? O(bd+1) (keeps every node in memory)Space? O(b ) (keeps every node in memory)Optimal? Yes (if cost = 1 per step)

Space is the bigger problem (more than time)

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Uniform-cost searchExpand least-cost unexpanded nodeImplementation:

fringe = queue ordered by path costEquivalent to breadth-first if step costs all equalComplete? Yes, if step cost ≥ εTime? # of nodes with g ≤ cost of optimal solution, O(bceiling(C*/ ε)) where C* is the cost of the optimal solutionSpace? # of nodes with g ≤ cost of optimal solution, O(bceiling(C*/ ε))

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O(bceiling(C / ε))Optimal? Yes – nodes expanded in increasing order of g(n)

Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Depth-first searchExpand deepest unexpanded nodeImplementation:

fringe LIFO queue i e put successors at frontfringe = LIFO queue, i.e., put successors at front

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Properties of depth-first searchComplete? No: fails in infinite-depth spaces, spaces with loops

Modify to avoid repeated states along pathModify to avoid repeated states along pathcomplete 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

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faster than breadth firstSpace? O(bm), i.e., linear space!Optimal? No

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Depth-limited search= depth-first search with depth limit l,i.e., nodes at depth l have no successors

Recursive implementation:Recursive implementation:

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Iterative deepening search

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Iterative deepening search l =0

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Iterative deepening search l =1

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Iterative deepening search l =2

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Iterative deepening search l =3

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Iterative deepening searchNumber of nodes generated in a depth-limited search to depth d with branching factor b:

NDLS = b0 + b1 + b2 + … + bd-2 + bd-1 + bdNumber of nodes generated in an iterative deepeningNumber of nodes generated in an iterative deepening search to depth d with branching factor b:

NIDS = (d+1)b0 + d b^1 + (d-1)b^2 + … + 3bd-2 +2bd-1 + 1bd

For b = 10, d = 5,NDLS = 1 + 10 + 100 + 1,000 + 10,000 + 100,000 = 111,111NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456

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Overhead = (123,456 - 111,111)/111,111 = 11%

Properties of iterative deepening search

Complete? YesTime? (d+1)b0 + d b1 + (d-1)b2 + … + bd

(bd)= O(bd)Space? O(bd)Optimal? Yes, if step cost = 1

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Summary of algorithms

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Repeated statesFailure to detect repeated states can turn a linear problem into an exponential one!

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Graph search

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Problem typesDeterministic, fully observable single-state problem

Agent knows exactly which state it will be in; solution is a sequenceis a sequence

Non-observable sensorless problem (conformant problem)

Agent may have no idea where it is; solution is a sequence

Nondeterministic and/or partially observablecontingency problem

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contingency problempercepts provide new information about current stateoften interleave} search, execution

Unknown state space exploration problem

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Example: vacuum worldSingle-state, start in #5. Solution?

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Example: vacuum worldSingle-state, start in #5. Solution? [Right, Suck]

Sensorless, start inSensorless, start in {1,2,3,4,5,6,7,8} e.g., Right goes to {2,4,6,8} Solution?

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Example: vacuum worldSensorless, start in

{1,2,3,4,5,6,7,8} e.g., Right goes to {2,4,6,8} Solution?[Right,Suck,Left,Suck]

ContingencyNondeterministic: Suck may dirty a clean carpetPartially observable: location, dirt at current location.

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Percept: [L, Clean], i.e., start in #5 or #7Solution?

Example: vacuum worldSensorless, start in

{1,2,3,4,5,6,7,8} e.g., Right goes to {2,4,6,8} Solution?[ h k f k][Right,Suck,Left,Suck]

ContingencyNondeterministic: Suckmay dirty a clean carpetPartially observable: location, dirt at current

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,location.Percept: [L, Clean], i.e., start in #5 or #7Solution? [Right, if dirt then Suck]

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SummaryProblem formulation usually requires abstracting away real-world details to define a state space that can feasibly be explored

Variety of uninformed search strategies

Iterative deepening search uses only linear space and not much more time than other uninformed algorithms

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AssignmentsFirst group (8 to 10:30)

3-6

Second group (10:30 to 13)

3-133 63-7 ( only a and c)3-83-11 ( except d)3-173-18

3 133-7 ( only b and d)3-83-11 ( except d)3-173-18

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3-19 ( only a,b and e) 3-19 ( only a,b and e)