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AI Problem Formulation Explained

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57 views17 pages

AI Problem Formulation Explained

Uploaded by

Ekash K Ananjan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Problem formulation in Artificial Intelligence (AI) is the process of

defining a real-world problem in a way that an AI system can


understand and solve it. It involves breaking down a complex task into
smaller, well-defined components that an AI agent can work with. This
process is crucial for effective AI development, as a poorly defined
problem can lead to inefficient solutions or even failure.

Problem Formulation: A Deep Dive


1. 1. Understanding the Problem:
The initial step involves thoroughly analysing the problem, identifying its
key aspects, and understanding its context. This includes recognizing the
inputs, outputs, constraints, and desired outcomes.
2. 2. Defining the Problem:
A well-defined problem in AI typically has these components:
o Initial State: The starting point of the problem-solving process.
o Actions: A set of possible actions that the AI agent can take to move
from one state to another.
o Goal Test: A function that determines whether the current state is the
desired goal state.
o Path Cost: A numerical value associated with each action, indicating
the cost of moving from one state to another.
3. 3. State Space Representation:
A crucial aspect of problem formulation is representing the problem as a
state space. This involves defining the different states the problem can be
in and how actions transform the system from one state to another. For
example, in a game like chess, each board configuration can be considered
a state, and each legal move represents an action that changes the state.
4. 4. Constraints and Objectives:
Identifying any constraints or limitations on the problem is essential. These
could be time limits, resource limitations, or other factors that restrict the
possible solutions. It's also important to define the objectives clearly,
specifying what the AI agent is trying to achieve.
5. 5. Choosing the Right Approach:
Based on the problem's characteristics, different AI techniques and
algorithms can be applied. Some problems might be suitable for search
algorithms, while others might require optimization techniques or machine
learning models.
Example:
Imagine a route planning problem for a self-driving car. The problem
formulation might include:
 Initial State: The car's current location.
 Goal State: The desired destination.
 Actions: Possible driving directions (left, right, straight, etc.).
 Constraints: Traffic conditions, speed limits, road closures.
 Path Cost: Factors like distance, travel time, and fuel consumption.
By formulating the problem in this way, the AI can use search
algorithms or other techniques to find the most efficient route for the
car.
[Link]

1. Production Systems:
 Definition:
Production systems are rule-based systems used in AI to model intelligent
behaviour and solve problems.
 Components:
They typically consist of:
o Rules (Productions): IF-THEN statements that define actions based on
conditions.
o Working Memory (Global Database): Stores the current state of the
problem and data relevant to the rules.
o Control System: Determines which rules to apply and how to apply them,
guiding the problem-solving process.
 Functionality:
Rules fire (apply) to modify the working memory based on their conditions,
iteratively moving the system closer to a solution.
2. Control Strategies:
 Purpose:
Control strategies are crucial for efficient problem-solving in production
systems. They dictate the order in which rules are applied and how the system
processes data.
 Key Aspects:
o Rule Selection: Determining which rule(s) to apply from the available
options.
o Conflict Resolution: Handling situations where multiple rules are
applicable simultaneously.
oEfficiency: Ensuring the strategy leads to a solution in a reasonable time
and with minimal computation.
 Examples:
o Forward Chaining: Starting from initial facts and applying rules to derive
new facts until a goal is reached.
o Backward Chaining: Starting from a goal and working backward to find
the rules and facts that support it.
o Heuristic Search: Using rules of thumb (heuristics) to guide the search
towards promising solutions.
3. Search Strategies:

[Link]
 Role:
Search strategies are employed within control strategies to explore the problem
space and find the optimal solution.
 Types of Search:
o Uninformed Search: Algorithms like Breadth-First Search and Depth-First
Search explore the search space systematically without using any problem-
specific knowledge.
o Informed Search: Algorithms like A*, Best-First Search, and Hill Climbing
utilize heuristics to guide the search and prioritize promising paths.
 Example:
In a game like chess, the search strategy might explore different move sequences
to identify the best move based on factors like material advantage, piece activity,
and board control
Problem Characteristics:
 Initial State: The starting point or current situation of the problem.
 Goal State: The desired outcome or solution to the problem.
 Operators/Actions: The steps or processes that can be applied to move from
the initial state towards the goal state.
 Constraints: Limitations or restrictions that affect the possible actions or
solutions.
 Complexity: The difficulty or intricacy of the problem, which can vary
depending on the number of states, operators, and constraints.
Problem-Solving Methods:
 Trial and Error: Trying different solutions until one works.
 Heuristic Search: Using rules of thumb or educated guesses to guide the
search for a solution.
 Algorithm: A step-by-step procedure for solving a problem.
 Divide and Conquer: Breaking down a complex problem into smaller, more
manageable subproblems.
 Means-Ends Analysis: Identifying the difference between the current state
and the goal state, and then finding actions to reduce that difference.
 Working Backwards: Starting from the goal state and working backward to
find a path to the initial state.
 Constraint Satisfaction: Finding a solution that satisfies all the given
constraints.
Problem Graphs:
 Nodes: Represent the different states of the problem.
 Edges/Arcs: Represent the transitions or actions that can be taken between
states.
 Path: A sequence of nodes and edges that leads from the initial state to the
goal state.
 Search Algorithms: Algorithms like Breadth-First Search or Depth-First
Search can be used to explore the problem graph and find the optimal path to
the solution.
Example:

Consider the classic "8-puzzle" problem. The initial state is a scrambled


arrangement of numbers 1-8 and a blank space. The goal state is the
numbers arranged in ascending order with the blank space in the bottom
right. Problem graphs can be used to represent the possible moves (up,
down, left, right) of the blank space, and search algorithms can be applied to
find the shortest sequence of moves to reach the goal state.

Problem Graphs:
 Problem graphs are a way to model a problem as a graph where nodes
represent states of the problem, and edges represent possible actions or
transitions between states.
 This representation is useful for visualizing the search space and applying
various search algorithms to find a solution.
Matching:
 Matching is the process of finding compatible elements within a problem. In the
context of graphs, this could involve finding a set of edges that connect different
parts of the graph in a specific way, like finding a maximum matching.
 Matching problems are common in various applications, such as resource
allocation, scheduling, and network design.
Indexing:
 Indexing refers to creating data structures that allow for efficient access to
specific information within a larger dataset.
 In problem-solving, indexing can be used to store and retrieve information about
states, actions, or solutions, speeding up the search process.
Heuristic Functions:
 Heuristic functions are used in informed search algorithms to estimate the cost
of reaching a goal state from a given state.
 They provide a "guess" or estimate of the remaining cost, guiding the search
towards promising paths.
 A good heuristic function can significantly improve the efficiency of a search
algorithm.
 Examples of heuristic search algorithms include A*, Greedy Best-First Search,
and Hill Climbing.
Hill Climbing:
 Definition:
A local search algorithm that iteratively moves towards a solution by selecting the
best neighbour (or a randomly selected better neighbour) at each step.
 Types:
o Steepest Ascent/Descent: Always chooses the best immediate
neighbour.
o First-Choice: Evaluates neighbours in random order and moves to the first
one that is better than the current state.
o Stochastic: Randomly selects a neighbour, which may not be the best, but
still better than the current state.
 Related Concepts:
Heuristic search, local optima.
 Example:
Finding the peak in a mountainous terrain, where the algorithm moves uphill
towards the peak.
Depth-First Search (DFS):
 Definition:
Explores a tree or graph by going as deep as possible along each branch before
backtracking.
 How it works:
Starts at a root node and explores the first child, then the first child of that child,
and so on, until reaching a leaf or a previously visited node.
 Related Concepts:
Tree/graph traversal, recursion, backtracking.
 Example:
Exploring a maze by following one path as far as possible before trying a different
path.
Breadth-First Search (BFS):
 Definition: Explores a tree or graph level by level.
 How it works: Starts at the root node and explores all the immediate
neighbors, then explores the neighbors of those neighbors, and so on.
 Related Concepts: Tree/graph traversal, queue data structure.
 Example: Finding the shortest path from a starting point to a destination in a
graph, where all paths of length 1 are explored first, then all paths of length 2,
and so on.
Constraint Satisfaction Problems (CSPs):
 Definition:
A problem-solving approach where the goal is to find a set of values for variables
that satisfy a given set of constraints.
 How it works:
Involves defining variables, their domains (possible values), and constraints that
limit the possible combinations of variable values.
 Related Algorithms:
o Backtracking: Explores the search space by systematically trying different
combinations of values and backtracking when a constraint is violated.
o Forward Checking: A technique to improve backtracking by looking ahead
and eliminating values that violate constraints after assigning a value to a
variable.
o Constraint Propagation: A technique to reduce the search space by
eliminating inconsistent values from the domains of variables based on the
constraints.
 Example:
Sudoku, where the goal is to fill a grid with numbers such that each row, column,
and 3x3 subgrid contains all digits from 1 to 9.
Relationships:
 Hill Climbing can be used as a local search strategy within a CSP to find a good
solution within a given set of constraints.
 DFS and BFS can be used to explore the search space of a CSP, but they are
not tailored to constraint satisfaction.
 Algorithms like backtracking, forward checking, and constraint propagation are
specifically designed to solve CSPs more efficiently.
In essence, these algorithms represent different approaches to problem-
solving in AI, with Hill Climbing being a heuristic search, DFS and BFS being
foundational search algorithms, and CSPs providing a framework for
problems with constraints.
How Does the Hill Climbing Algorithm Work?
In the Hill Climbing algorithm, the process begins with an initial solution, which
is then iteratively improved by making small, incremental changes. These changes
are evaluated by a heuristic function to determine the quality of the solution. The
algorithm continues to make these adjustments until it reaches a local maximum—
a point where no further improvement can be made with the current set of moves.
Basic Concepts of Hill Climbing Algorithms
Hill climbing follows these steps:
1. Initial State: Start with an arbitrary or random solution (initial state).
2. Neighbouring States: Identify neighbouring states of the current
solution by making small adjustments (mutations or tweaks).
3. Move to Neighbour: If one of the neighbouring states offers a better
solution (according to some evaluation function), move to this new state.
4. Termination: Repeat this process until no neighbouring state is better
than the current one. At this point, you’ve reached a local maximum or
minimum (depending on whether you’re maximizing or minimizing).
Hill Climbing as a Heuristic Search in Mathematical Optimization
Hill Climbing algorithm often used for solving mathematical optimization
problems in AI. With a good heuristic function and a large set of inputs, Hill
Climbing can find a sufficiently good solution in a reasonable amount of time,
although it may not always find the global optimal maximum.
In mathematical optimization, Hill Climbing is commonly applied to problems that
involve maximizing or minimizing a real function. For example, in
the Traveling Salesman Problem, the objective is to minimize the distance
traveled by the salesman while visiting multiple cities.
What is a Heuristic Function?
A heuristic function is a function that ranks the possible alternatives at any
branching step in a search algorithm based on available information. It helps the
algorithm select the best route among various possible paths, thus guiding the
search towards a good solution efficiently.
Features of the Hill Climbing Algorithm
1. Variant of Generating and Testing Algorithm: Hill Climbing is a
specific variant of the generating and testing algorithms. The process
involves:
 Generating possible solutions: The algorithm creates
potential solutions within the search space.
 Testing solutions: Each generated solution is evaluated to
determine if it meets the desired criteria.
 Iteration: If a satisfactory solution is found, the algorithm
terminates; otherwise, it returns to the generation step.
This iterative feedback mechanism allows Hill Climbing to refine its
search by using information from previous evaluations to inform future
moves in the search space.
2. Greedy Approach: The Hill Climbing algorithm employs a greedy
approach, meaning that at each step, it moves in the direction that
optimizes the objective function. This strategy aims to find the optimal
solution efficiently by making the best immediate choice without
considering the overall problem context.
Types of Hill Climbing in Artificial Intelligence
1. Simple Hill Climbing Algorithm
Simple Hill Climbing is a straightforward variant of hill climbing where the
algorithm evaluates each neighbouring node one by one and selects the first node
that offers an improvement over the current one.
Algorithm for Simple Hill Climbing
1. Evaluate the initial state. If it is a goal state, return success.
2. Make the initial state the current state.
3. Loop until a solution is found or no operators can be applied:
 Select a new state that has not yet been applied to the current
state.
 Evaluate the new state.
 If the new state is the goal, return success.
 If the new state improves upon the current state, make it the
current state and continue.
 If it doesn't improve, continue searching neighbouring states.
4. Exit the function if no better state is found.
2. Steepest-Ascent Hill Climbing
Steepest-Ascent Hill Climbing is an enhanced version of simple hill climbing.
Instead of moving to the first neighbouring node that improves the state, it
evaluates all neighbours and moves to the one offering the highest improvement
(steepest ascent).
Algorithm for Steepest-Ascent Hill Climbing
1. Evaluate the initial state. If it is a goal state, return success.
2. Make the initial state the current state.
3. Repeat until the solution is found or the current state remains unchanged:
 Select a new state that hasn't been applied to the current state.
 Initialize a ‘best state’ variable and evaluate all neighbouring
states.
 If a better state is found, update the best state.
 If the best state is the goal, return success.
 If the best state improves upon the current state, make it the
new current state and repeat.
4. Exit the function if no better state is found.
3. Stochastic Hill Climbing
Stochastic Hill Climbing introduces randomness into the search process. Instead of
evaluating all neighbours or selecting the first improvement, it selects a random
neighbouring node and decides whether to move based on its improvement over
the current state.
Algorithm for Stochastic Hill Climbing:
1. Evaluate the initial state. If it is a goal state, return success.
2. Make the initial state the current state.
3. Repeat until a solution is found or the current state does not change:
 Apply the successor function to the current state and generate
all neighbouring states.
 Choose a random neighbouring state based on a probability
function.
 If the chosen state is better than the current state, make it the
new current state.
 If the selected neighbour is the goal state, return success.
4. Exit the function if no better state is found.
State-Space Diagram in Hill Climbing: Key Concepts and
Regions
In the Hill Climbing algorithm, the state-space diagram is a visual
representation of all possible states the search algorithm can reach, plotted against
the values of the objective function (the function we aim to maximize).
In the state-space diagram:
 X-axis: Represents the state space, which includes all the possible states
or configurations that the algorithm can reach.
 Y-axis: Represents the values of the objective function corresponding
to each state.
The optimal solution in the state-space diagram is represented by the state where
the objective function reaches its maximum value, also known as the global
maximum.

Key Regions in the State-Space Diagram


1. Local Maximum: A local maximum is a state better than its neighbours
but not the best overall. While its objective function value is higher than
nearby states, a global maximum may still exist.
2. Global Maximum: The global maximum is the best state in the state-
space diagram, where the objective function achieves its highest value.
This is the optimal solution the algorithm seeks.
3. Plateau/Flat Local Maximum: A plateau is a flat region where
neighbouring states have the same objective function value, making it
difficult for the algorithm to decide on the best direction to move.
4. Ridge: A ridge is a higher region with a slope, which can look like a
peak. This may cause the algorithm to stop prematurely, missing better
solutions nearby.
5. Current State: The current state refers to the algorithm's position in the
state-space diagram during its search for the optimal solution.
6. Shoulder: A shoulder is a plateau with an uphill edge, allowing the
algorithm to move toward better solutions if it continues searching
beyond the plateau.
Advantages of Hill Climbing Algorithm
1. Simplicity and Ease of Implementation: Hill Climbing is a simple
and intuitive algorithm that is easy to understand and implement,
making it accessible for developers and researchers alike.
2. Versatility: The algorithm can be applied to a wide variety
of optimization problems, including those with large search spaces
and complex constraints. It's especially useful in areas such as resource
allocation, scheduling, and route planning.
3. Efficiency in Finding Local Optima: Hill Climbing is often highly
efficient at finding local optima, making it a suitable choice for
problems where a good solution is required quickly.
4. Customizability: The algorithm can be easily modified or extended to
incorporate additional heuristics or constraints, allowing for more
tailored optimization approaches.
Challenges in Hill Climbing Algorithm: Local Maximum,
Plateau, and Ridge
1. Local Maximum Problem
A local maximum occurs when all neighboring states have worse values than the
current state. Since Hill Climbing uses a greedy approach, it will not move to a
worse state, causing the algorithm to terminate even though a better solution may
exist further along.
How to Overcome Local Maximum?
Backtracking Techniques: One effective way to overcome the local maximum
problem is to use backtracking. By maintaining a list of visited states, the
algorithm can backtrack to a previous configuration and explore new paths if it
reaches an undesirable state.
Plateau Problem
A plateau is a flat region in the search space where all neighboring states have
the same value. This makes it difficult for the algorithm to choose the best
direction to move forward.
How to Overcome Plateau?
Random Jumps: To escape a plateau, the algorithm can make a significant jump
to a random state far from the current position. This increases the likelihood of
landing in a non-plateau region where progress can be made.
Ridge Problem
A ridge is a region where movement in all possible directions seems to lead
downward, resembling a peak. As a result, the Hill Climbing algorithm may stop
prematurely, believing it has reached the optimal solution when, in fact, better
solutions exist.
How to Overcome Ridge?
Multi-Directional Search: To overcome a ridge, the algorithm can apply two or
more rules before testing a solution. This approach allows the algorithm to move
in multiple directions simultaneously, increasing the chance of finding a better
path.
Solutions to Hill Climbing Challenges
To mitigate these challenges, va Advantages of Hill Climbing
Algorithm
1. Simplicity and Ease of Implementation: Hill Climbing is a simple
and intuitive algorithm that is easy to understand and implement,
making it accessible for developers and researchers alike.
2. Versatility: The algorithm can be applied to a wide variety
of optimization problems, including those with large search spaces
and complex constraints. It's especially useful in areas such as resource
allocation, scheduling, and route planning.
3. Efficiency in Finding Local Optima: Hill Climbing is often highly
efficient at finding local optima, making it a suitable choice for
problems where a good solution is required quickly.
4. Customizability: The algorithm can be easily modified or extended to
incorporate additional heuristics or constraints, allowing for more
tailored optimization approaches.
Challenges in Hill Climbing Algorithm: Local Maximum,
Plateau, and Ridge
1. Local Maximum Problem
A local maximum occurs when all neighboring states have worse values than the
current state. Since Hill Climbing uses a greedy approach, it will not move to a
worse state, causing the algorithm to terminate even though a better solution may
exist further along.
How to Overcome Local Maximum?
Backtracking Techniques: One effective way to overcome the local maximum
problem is to use backtracking. By maintaining a list of visited states, the
algorithm can backtrack to a previous configuration and explore new paths if it
reaches an undesirable state.
Plateau Problem
A plateau is a flat region in the search space where all neighboring states have
the same value. This makes it difficult for the algorithm to choose the best
direction to move forward.
How to Overcome Plateau?
Random Jumps: To escape a plateau, the algorithm can make a significant jump
to a random state far from the current position. This increases the likelihood of
landing in a non-plateau region where progress can be made.
Ridge Problem
A ridge is a region where movement in all possible directions seems to lead
downward, resembling a peak. As a result, the Hill Climbing algorithm may stop
prematurely, believing it has reached the optimal solution when, in fact, better
solutions exist.
How to Overcome Ridge?
Multi-Directional Search: To overcome a ridge, the algorithm can apply two or
more rules before testing a solution. This approach allows the algorithm to move
in multiple directions simultaneously, increasing the chance of finding a better
path.
Solutions to Hill Climbing Challenges
To mitigate these challenges, various strategies can be employed:
 Random Restarts: As mentioned, restarting the algorithm from
multiple random states can increase the chances of escaping local
maxima and finding the global optimum.
 Simulated Annealing: This is a more advanced search algorithm
inspired by the process of annealing in metallurgy. It introduces a
probability of accepting worse solutions to escape local optima and
eventually converge on a global solution as the algorithm "cools down."
 Genetic Algorithms: These are population-based search methods
inspired by natural evolution. Genetic algorithms maintain a population
of solutions, apply selection, crossover, and mutation operators, and are
more likely to find the global optimum in complex search spaces.
Applications of Hill Climbing in AI
1. Pathfinding: Hill climbing is used in AI systems that need to navigate
or find the shortest path between points, such as in robotics or game
development.
2. Optimization: Hill climbing can be used for solving optimization
problems where the goal is to maximize or minimize a particular
objective function, such as scheduling or resource allocation problems.
3. Game AI: In certain games, AI uses hill climbing to evaluate and
improve its position relative to an opponent's.
4. Machine Learning: Hill climbing is sometimes used for
hyperparameter tuning, where the algorithm iterates over different sets
of hyperparameters to find the best configuration for a machine learning
model.

Video link-
[Link]
[Link]

A* algorithm and its Heuristic Search Strategy in


Artificial Intelligence
The A* (A-star) algorithm is a powerful and versatile search method used in
computer science to find the most efficient path between nodes in a graph. Widely
used in a variety of applications ranging from pathfinding in video games to
network routing and AI, A* remains a foundational technique in the field of
algorithms and artificial intelligence.

The Mechanism of A* Algorithm


The core of the A* algorithm is based on cost functions and heuristics. It uses
two main parameters:
1. g(n): The actual cost from the starting node to any node n.
2. h(n): The heuristic estimated cost from node n to the goal. This is
where A* integrates knowledge beyond the graph to guide the search.
The sum, f(n)=g(n)+h(n)
f(n)=g(n)+h(n), represents the total estimated cost of the cheapest solution
through nnn. The A* algorithm functions by maintaining a priority queue (or
open set) of all possible paths along the graph, prioritizing them based on their fff
values. The steps of the algorithm are as follows:
1. Initialization: Start by adding the initial node to the open set with its
f(n).
2. Loop: While the open set is not empty, the node with the lowest f(n)
value is removed from the queue.
3. Goal Check: If this node is the goal, the algorithm terminates and
returns the discovered path.
4. Node Expansion: Otherwise, expand the node (find all its neighbours),
calculating g, h, and f values for each neighbor. Add each neighbour to
the open set if it's not already present, or if a better path to this
neighbour is found.
5. Repeat: The loop repeats until the goal is reached or if there are no
more nodes in the open set, indicating no available path.
Heuristic Function in A* Algorithm
The effectiveness of the A* algorithm largely depends on the heuristic used. The
choice of heuristic can dramatically affect the performance and efficiency of the
algorithm. A good heuristic is one that helps the algorithm find the shortest path
by exploring the least number of nodes possible. The properties of a heuristic
include:
 Admissibility: A heuristic is admissible if it never overestimates the
cost of reaching the goal. The classic example of an admissible
heuristic is the straight-line distance in a spatial map.
 Consistency (or Monotonicity): A heuristic is consistent if the
estimated cost from the current node to the goal is always less than or
equal to the estimated cost from any adjacent node plus the step cost
from the current node to the adjacent node.
Common heuristics include the Manhattan distance for grid-based maps (useful in
games and urban planning) and the Euclidean distance for direct point-to-point
distance measurement.
Applications of A*
The A* algorithm's ability to find the most efficient path with a given heuristic
makes it suitable for various practical applications:
 Pathfinding in Games and Robotics: A* is extensively used in the
gaming industry to control characters in dynamic environments, as well
as in robotics for navigating between points.
 Network Routing: In telecommunications, A* helps in determining the
shortest routing path that data packets should take to reach the
destination.
 AI and Machine Learning: A* can be used in planning and decision-
making algorithms, where multiple stages of decisions and movements
need to be evaluated.

Video----- [Link]
Best First Search (Informed Search)
Best First Search is a heuristic search algorithm that selects the most promising
node for expansion based on an evaluation function. It prioritizes nodes in the
search space using a heuristic to estimate their potential. By iteratively choosing
the most promising node, it aims to efficiently navigate towards the goal state,
making it particularly effective for optimization problems.
The idea is to use priority queue or heap to store the costs of edges that have lowest evaluation
function value and operate similar to BFS algorithm.

Follow the below given steps:


 Initialize an empty Priority Queue named pq.
 Insert the starting node into pq.
 While pq is not empty:
o Remove the node u with the lowest evaluation value from pq.
o If u is the goal node, terminate the search.
o Otherwise, for each neighbor v of u: If v has not been visited,
Mark v as visited and Insert v into pq.
o Mark u as examined.
 End the procedure when the goal is reached or pq becomes empty.

[Link]

Constraint satisfaction problems (CSPs) are solved using various algorithms


that aim to find a solution where all constraints are satisfied. These
algorithms include backtracking search, forward checking, and constraint
propagation (like AC-3).
Backtracking Search: This is a systematic search algorithm that explores the
solution space by assigning values to variables one at a time and
backtracking when a conflict arises. It explores possible assignments and if
a constraint is violated, it backtracks to the previous assignment and tries a
different value.
Forward Checking: This algorithm enhances backtracking by looking ahead
at the consequences of current assignments. When a variable is assigned,
it removes any values from the domains of unassigned variables that are
inconsistent with the current assignment.
Constraint Propagation (e.g., AC-3): This technique focuses on reducing the
search space by propagating constraints. The AC-3 algorithm, for example,
iteratively checks for arc consistency between variables and removes values
from their domains that violate binary constraints. This can significantly
reduce the search space and make the problem easier to solve.

Other relevant algorithms and techniques:


 Local Search:
These algorithms explore the solution space by making small changes to the
current assignment.
 Constraint Optimization:
When the problem includes optimization criteria (e.g., minimizing cost), algorithms
like branch and bound or simulated annealing might be used alongside CSP
techniques.
 Heuristics:
Techniques like minimum remaining values (MRV) can be used to guide the
search process, making it more efficient by prioritizing variables with fewer
possible values.

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