Unit2 Extra
Unit2 Extra
Thus E -> I but I has higher cost than E thus you are stuck :
Restart from the least cost other than F E & G, thus we pick J because J has lower
cost than B with difference of 2 i.e. J = 8 B = 10
NOTE: The proposed variation of hill-climbing to pick a point randomly, but picking
the least cost other than the already visited nodes is better than picking randomly.
Finding a solution that meets a set of constraints is the goal of constraint satisfaction
problems (CSPs), a type of AI issue. Finding values for a group of variables that fulfill a set
of restrictions or rules is the aim of constraint satisfaction problems. For tasks including
resource allocation, planning, scheduling, and decision-making, CSPs are frequently
employed in AI.
There are mainly three basic components in the constraint satisfaction problem: V,D and
C
For instance, in a sudoku problem, the restrictions might be that each row, column, and
3×3 box can only have one instance of each number from 1 to 9. Each square must
contain a single number, from 1 to 9. The same number can't appear in the same row
twice. The same number can't appear in the same column twice. The grid is broken
down into 9 distinct sub-grids of 9 squares each. Considering all rows/columns and major
blocks leads to 54 such constraints, exactly once in each row, but also in each block.
Means-Ends Analysis
The MEA technique was first introduced in 1961 by Allen Newell, and
Herbert A. Simon in their problem-solving computer program, which was
named as General Problem Solver (GPS).
In Artificial intelligence, we have studied many strategies which can reason
either in forward or backward, but a mixture of the two directions is
appropriate for solving a complex and large problem.
Such a mixed strategy, make it possible that first to solve the major part of
a problem and then go back and solve the small problems arise during
combining the big parts of the problem.
Such a technique is called Means-Ends Analysis.
Means-Ends Analysis process is centered on finding the difference
between the current state and goal state and applying the operators to
reduce this difference.
To solve the given problem, we need to find the differences
between initial state and goal state, and for each of these
differences, we will apply an operator to generate a new state.
The operators we have for this problem are:
MOVE-Move the object diamond outside the circle.
3. Applying Move Operator: After applying the Delete operator, the new state
occurs which we will again compare with goal state. After comparing these
states, there is another difference that is the square is outside the circle, so, we
will apply the Move Operator.
4. Applying Expand Operator: Now a new state is generated in the third step,
and we will compare this state with the goal state. After comparing the states
there is still one difference which is the size of the square, so, we will apply
Expand operator, and finally, it will generate the goal state.
GAME PLAYING:
Game playing in artificial intelligence refers to the development and application of
algorithms that enable computers to engage in strategic decision-making within
the context of games. These algorithms, often termed game playing algorithms
in AI, empower machines to mimic human-like gameplay by evaluating potential
moves, predicting opponent responses, and making informed choices that lead
to favourable outcomes. This concept extends the capabilities of AI systems
beyond mere computation and calculation, enabling them to participate in
interactive scenarios and make choices based on strategic thinking.
Two common game playing algorithms are:
MINIMAX ALGORITHM
ALPHA-BETA PRUNING
EXAMPLE:
Step-1: In the first step, the algorithm generates the entire game-tree and apply the
utility function to get the utility values for the terminal states. In the below tree diagram,
let's take A is the initial state of the tree. Suppose maximizer takes first turn which has
worst-case initial value =- infinity, and minimizer will take next turn which has worst-case
initial value = +infinity.
Step 2: Now, first we find the utilities value for the Maximizer, its initial value is -∞, so we
will compare each value in terminal state with initial value of Maximizer and determines
the higher nodes values. It will find the maximum among the all.
o For node D max(-1,- -∞) => max(-1,4)= 4
o For Node E max(2, -∞) => max(2, 6)= 6
o For Node F max(-3, -∞) => max(-3,-5) = -3
o For node G max(0, -∞) = max(0, 7) = 7
Step 3: In the next step, it's a turn for minimizer, so it will compare all nodes value
with +∞, and will find the 3rd layer node values.
Step 4: Now it's a turn for Maximizer, and it will again choose the maximum of all
nodes value and find the maximum value for the root node. In this game tree,
there are only 4 layers, hence we reach immediately to the root node, but in real
games, there will be more than 4 layers.
ALPHA-BETA PRUNING
o Alpha-beta pruning is a modified version of the minimax algorithm. It is an
optimization technique for the minimax algorithm.
o As we have seen in the minimax search algorithm that the number of
game states it has to examine are exponential in depth of the tree. Since
we cannot eliminate the exponent, but we can cut it to half. Hence there is
a technique by which without checking each node of the game tree we
can compute the correct minimax decision, and this technique is
called pruning. This involves two threshold parameter Alpha and beta for
future expansion, so it is called alpha-beta pruning. It is also called as Alpha
-Beta Algorithm.
o Alpha-beta pruning can be applied at any depth of a tree, and sometimes it
not only prune the tree leaves but also entire sub-tree.
o The two-parameter can be defined as:
1. α>=β
Key points about alpha-beta pruning:
o The Max player will only update the value of alpha.
o The Min player will only update the value of beta.
o While backtracking the tree, the node values will be passed to upper nodes
instead of values of alpha and beta.
o We will only pass the alpha, beta values to the child nodes.
Step 2: At Node D, the value of α will be calculated as its turn for Max. The value of α is
compared with firstly 2 and then 3, and the max (2, 3) = 3 will be the value of α at node D
and node value will also 3.
Step 3: Now algorithm backtrack to node B, where the value of β will change as this is a
turn of Min, Now β= +∞, will compare with the available subsequent nodes value, i.e. min
(∞, 3) = 3, hence at node B now α= -∞, and β= 3.
In the next step, algorithm traverse the next successor of Node B which is node E,
and the values of α= -∞, and β= 3 will also be passed.
Step 4: At node E, Max will take its turn, and the value of alpha will change. The
current value of alpha will be compared with 5, so max (-∞, 5) = 5, hence at node
E α= 5 and β= 3, where α>=β, so the right successor of E will be pruned, and
algorithm will not traverse it, and the value at node E will be 5.
Step 5: At next step, algorithm again backtrack the tree, from node B to node A.
At node A, the value of alpha will be changed the maximum available value is 3 as
max (-∞, 3)= 3, and β= +∞, these two values now passes to right successor of A
which is Node C.
At node C, α=3 and β= +∞, and the same values will be passed on to node F.
Step 6: At node F, again the value of α will be compared with left child which is 0,
and max(3,0)= 3, and then compared with right child which is 1, and max(3,1)= 3
still α remains 3, but the node value of F will become 1.
Step 7: Node F returns the node value 1 to node C, at C α= 3 and β= +∞, here the value of
beta will be changed, it will compare with 1 so min (∞, 1) = 1. Now at C, α=3 and β= 1, and
again it satisfies the condition α>=β, so the next child of C which is G will be pruned, and
the algorithm will not compute the entire sub-tree G.
Step 8: C now returns the value of 1 to A here the best value for A is max (3, 1) = 3.
Following is the final game tree which is the showing the nodes which are computed
and nodes which has never computed. Hence the optimal value for the maximizer is 3
for this example.