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Lec03 - Informed Search

This document provides an overview of informed search algorithms including greedy search and A* search. It begins with a recap of general search problems and trees before explaining heuristic functions which estimate distance to the goal. Greedy search selects the node with lowest estimated cost but can get stuck, while A* search balances estimated cost with actual cost traveled to find optimal solutions when the heuristic is admissible. The document proves A* is optimal under an admissible heuristic and compares its behavior to uniform cost search. It concludes with examples of A* applications such as games, routing, and machine learning.

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0% found this document useful (0 votes)
25 views69 pages

Lec03 - Informed Search

This document provides an overview of informed search algorithms including greedy search and A* search. It begins with a recap of general search problems and trees before explaining heuristic functions which estimate distance to the goal. Greedy search selects the node with lowest estimated cost but can get stuck, while A* search balances estimated cost with actual cost traveled to find optimal solutions when the heuristic is admissible. The document proves A* is optimal under an admissible heuristic and compares its behavior to uniform cost search. It concludes with examples of A* applications such as games, routing, and machine learning.

Uploaded by

datakpla
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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COE 557: Artificial Intelligence

Informed Search

These slides were created by Dan Klein and Pieter


Today
• Informed Search
• Heuristics
• Greedy Search
• A* Search

• Graph Search
Recap: Search
Recap: Search
• Search problem:
• States (configurations of the world)
• Actions and costs
• Successor function (world dynamics)
• Start state and goal test

• Search tree:
• Nodes: represent plans for reaching states
• Plans have costs (sum of action costs)

• Search algorithm:
• Systematically builds a search tree
• Chooses an ordering of the fringe (unexplored nodes)
• Optimal: finds least-cost plans
Example: Pancake Problem

Cost: Number of pancakes flipped


Example: Pancake Problem
Example: Pancake Problem
State space graph with costs as weights

4
2 3
2
3

4
3
4 2

3 2
2
4
3
General Tree Search

Action: flip top two Action: fliptoallreach


Path four goal:
Cost: 2 Cost:
Flip 4 flip three
four,
Total cost: 7
The One Queue
• All these search algorithms are the
same except for fringe strategies
• Conceptually, all fringes are priority
queues (i.e. collections of nodes with
attached priorities)
• Practically, for DFS and BFS, you can
avoid the log(n) overhead from an actual
priority queue, by using stacks and queues
• Can even code one implementation that
takes a variable queuing object
Uninformed Search
Uniform Cost Search
• Strategy: expand lowest path cost … c£1
c£2
c£3

• The good: UCS is complete and optimal!

• The bad:
• Explores options in every “direction”
• No information about goal location Start Goal
[Demo: contours UCS empty (L3D1)]
[Demo: contours UCS pacman small maze (L3D3)]
Video of Demo Contours UCS Empty
Video of Demo Contours UCS Pacman Small Maze
Informed Search
Search Heuristics
§ A heuristic is:
§ A function that estimates how close a state is to a goal
§ Designed for a particular search problem
§ Examples: Manhattan distance, Euclidean distance for pathing

10

5
11.2
Example: Heuristic Function

h(x)
Example: Heuristic Function Heuristic: the number of the largest
pancake that is still out of place
3
4
h(x)

3
4
3 0
4
4 3
4
4 2
3
Greedy Search
Example: Heuristic Function

h(x)
Greedy Search
• Expand the node that seems closest…

• What can go wrong?


Greedy Search b
• Strategy: expand a node that you think is closest …
to a goal state
• Heuristic: estimate of distance to nearest goal for
each state

• A common case: b
• Best-first takes you straight to the (wrong) goal …

• Worst-case: like a badly-guided DFS


[Demo: contours greedy empty (L3D1)]
[Demo: contours greedy pacman small maze (L3D4)]
Video of Demo Contours Greedy (Empty)
Video of Demo Contours Greedy (Pacman Small Maze)
A* Search
A* Search

UCS Greedy

A*
Combining UCS and Greedy
• Uniform-cost orders by path cost, or backward cost g(n)
• Greedy orders by goal proximity, or forward cost h(n)
8 g=0
S h=6
h=1 g=1
e a
1 h=5

1 3 2 g=2 g=9
S a d G
h=6 b d g=4 e h=1
h=6 h=5 h=2
1 h=2 h=0
1 g=3 g=6
c b g = 10
h=7 c G h=0 d
h=2
h=7 h=6
g = 12
• A* Search orders by the sum: f(n) = g(n) + h(n) G h=0

Example: Teg Grenager


When should A* terminate?
• Should we stop when we enqueue a goal?
h=2

2 A 2

S h=3 h=0 G

2 B 3
h=1
• No: only stop when we dequeue a goal
Is A* Optimal? h=6

1 A 3

S h=7
G h=0

• What went wrong?


• Actual bad goal cost < estimated good goal cost
• We need estimates to be less than actual costs!
Admissible Heuristics
Idea: Admissibility

Inadmissible (pessimistic) heuristics break Admissible (optimistic) heuristics slow down


optimality by trapping good plans on the fringe bad plans but never outweigh true costs
Admissible Heuristics
• A heuristic h is admissible (optimistic) if:

where is the true cost to a nearest goal

• Examples:
4
15

• Coming up with admissible heuristics is most of what’s involved in using A* in


practice.
Optimality of A* Tree Search
Optimality of A* Tree Search
Assume:
• A is an optimal goal node

• B is a suboptimal goal node
• h is admissible

Claim:
• A will exit the fringe before B
Optimality of A* Tree Search: Blocking
Proof: …

• Imagine B is on the fringe


• Some ancestor n of A is on the
fringe, too (maybe A!)
• Claim: n will be expanded before B
1. f(n) is less or equal to f(A)

Definition of f-cost
Admissibility of h
h = 0 at a goal
Optimality of A* Tree Search: Blocking
Proof: …

• Imagine B is on the fringe


• Some ancestor n of A is on the
fringe, too (maybe A!)
• Claim: n will be expanded before B
1. f(n) is less or equal to f(A)
2. f(A) is less than f(B)

B is suboptimal
h = 0 at a goal
Optimality of A* Tree Search: Blocking

Proof:
• Imagine B is on the fringe
• Some ancestor n of A is on the fringe, too
(maybe A!)
• Claim: n will be expanded before B
1. f(n) is less or equal to f(A)
2. f(A) is less than f(B)
3. n expands before B
• All ancestors of A expand before B
• A expands before B
• A* search is optimal
Properties of A*
Properties of A*
Uniform-Cost A*

b b
… …
UCS vs A* Contours
• Uniform-cost expands equally in all
“directions”
Start Goal

• A* expands mainly toward the goal, but


does hedge its bets to ensure optimality

Start Goal
[Demo: contours UCS / greedy / A* empty (L3D1)]
[Demo: contours A* pacman small maze (L3D5)]
Video of Demo Contours (Empty) -- UCS
Video of Demo Contours (Empty) -- Greedy
Video of Demo Contours (Empty) – A*
Video of Demo Contours (Pacman Small Maze) –
A*
Comparison

Greedy Uniform Cost A*


A* Applications
A* Applications
• Video games
• Pathing / routing problems
• Resource planning problems
• Robot motion planning
• Language analysis
• Machine translation
• Speech recognition
•…
[Demo: UCS / A* pacman tiny maze (L3D6,L3D7)]
[Demo: guess algorithm Empty Shallow/Deep (L3D8)]
Video of Demo Pacman (Tiny Maze) – UCS / A*
Video of Demo Empty Water Shallow/Deep – Guess Algorithm
Creating Heuristics
Creating Admissible Heuristics
• Most of the work in solving hard search problems optimally is in coming up
with admissible heuristics

• Often, admissible heuristics are solutions to relaxed problems, where new actions
are available

366
15

• Inadmissible heuristics are often useful too


Example: 8 Puzzle

Start State Actions Goal State

• What are the states?


• How many states?
• What are the actions?
• How many successors from the start state?
• What should the costs be?
8 Puzzle I
• Heuristic: Number of tiles misplaced
• Why is it admissible?
• h(start) = 8
• This is a relaxed-problem heuristic Start State Goal State

Average nodes expanded


when the optimal path has…
…4 steps …8 steps …12 steps
UCS 112 6,300 3.6 x 106
TILES 13 39 227

Statistics from Andrew Moore


8 Puzzle II
• What if we had an easier 8-puzzle where any
tile could slide any direction at any time,
ignoring other tiles?

• Total Manhattan distance


Start State Goal State

• Why is it admissible? Average nodes expanded


when the optimal path has…
…4 steps …8 steps …12 steps
• h(start) = 3 + 1 + 2 + … = 18
TILES 13 39 227
MANHATTAN 12 25 73
8 Puzzle III
• How about using the actual cost as a heuristic?
• Would it be admissible?
• Would we save on nodes expanded?
• What’s wrong with it?

• With A*: a trade-off between quality of estimate and work per node
• As heuristics get closer to the true cost, you will expand fewer nodes but usually do
more work per node to compute the heuristic itself
Semi-Lattice of Heuristics
Trivial Heuristics, Dominance
• Dominance: ha ≥ hc if

• Heuristics form a semi-lattice:


• Max of admissible heuristics is admissible

• Trivial heuristics
• Bottom of lattice is the zero heuristic (what does
this give us?)
• Top of lattice is the exact heuristic
Graph Search
Tree Search: Extra Work!
• Failure to detect repeated states can cause exponentially more work.
State Graph Search Tree
Graph Search
• In BFS, for example, we shouldn’t bother expanding the circled nodes
(why?)
S

d e p

b c e h r q

a a h r p q f

p q f q c G

q c G a

a
Graph Search
• Idea: never expand a state twice

• How to implement:
• Tree search + set of expanded states (“closed set”)
• Expand the search tree node-by-node, but…
• Before expanding a node, check to make sure its state has never been expanded before
• If not new, skip it, if new add to closed set

• Important: store the closed set as a set, not a list

• Can graph search wreck completeness? Why/why not?

• How about optimality?


A* Graph Search Gone Wrong?
State space graph Search tree
A S (0+2)
1
1
S h=4
C
h=1 A (1+4) B (1+1)
h=2 1
2
B
3 C (2+1) C (3+1)

h=1
G G (5+0) G (6+0)

h=0
Consistency of Heuristics
• Main idea: estimated heuristic costs ≤ actual costs
A • Admissibility: heuristic cost ≤ actual cost to goal
1
h(A) ≤ actual cost from A to G
h=4 C h=1
h=2 • Consistency: heuristic “arc” cost ≤ actual cost for each arc

h(A) – h(C) ≤ cost(A to C)


3
• Consequences of consistency:
• The f value along a path never decreases

G h(A) ≤ cost(A to C) + h(C)


• A* graph search is optimal
Optimality of A* Graph Search
Optimality of A* Graph Search
• Sketch: consider what A* does with a
consistent heuristic:
• Fact 1: In tree search, A* expands nodes in … f£1
increasing total f value (f-contours) f£2
f£3
• Fact 2: For every state s, nodes that reach s
optimally are expanded before nodes that
reach s suboptimally

• Result: A* graph search is optimal


Optimality
• Tree search:
• A* is optimal if heuristic is admissible
• UCS is a special case (h = 0)

• Graph search:
• A* optimal if heuristic is consistent
• UCS optimal (h = 0 is consistent)

• Consistency implies admissibility

• In general, most natural admissible heuristics tend


to be consistent, especially if from relaxed
problems
A*: Summary
A*: Summary
• A* uses both backward costs and (estimates of) forward costs

• A* is optimal with admissible / consistent heuristics

• Heuristic design is key: often use relaxed problems


Tree Search Pseudo-Code
Graph Search Pseudo-Code

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