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Solving Problems by Searching

The document discusses different problem-solving agents and problem types, including deterministic vs non-deterministic problems. It provides examples of problem formulations for the Romania travel problem and the vacuum world. It then covers basic search algorithms like breadth-first search, depth-first search, and iterative deepening search. For each algorithm, it discusses properties like completeness, time and space complexity, and optimality. The document provides pseudocode for general tree search and describes how states and nodes are represented.

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Dagim Aba
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0% found this document useful (0 votes)
28 views

Solving Problems by Searching

The document discusses different problem-solving agents and problem types, including deterministic vs non-deterministic problems. It provides examples of problem formulations for the Romania travel problem and the vacuum world. It then covers basic search algorithms like breadth-first search, depth-first search, and iterative deepening search. For each algorithm, it discusses properties like completeness, time and space complexity, and optimality. The document provides pseudocode for general tree search and describes how states and nodes are represented.

Uploaded by

Dagim Aba
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Solving problems by searching

Chapter 3
Outline
 Problem-solving agents
 Problem types
 Problem formulation
 Example problems
 Basic search algorithms
Problem-solving agents
Example: Romania
 On holiday in Romania; currently in Arad.
 Flight leaves tomorrow from Bucharest
 Formulate goal:
 be in Bucharest
 Formulate problem:
 states: various cities
 actions: drive between cities
 Find solution:
 sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest


Example: Romania
Problem types
 Deterministic, fully observable  single-state problem
 Agent knows exactly which state it will be in; solution is a sequence
 Non-observable  sensorless problem (conformant
problem)
 Agent may have no idea where it is; solution is a sequence
 Nondeterministic and/or partially observable  contingency
problem
 percepts provide new information about current state
 often interleave} search, execution
 Unknown state space  exploration problem


Example: vacuum world
 Single-state, start in #5.
Solution?

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

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


Example: vacuum world
 Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck,Left,Suck]

 Contingency
 Nondeterministic: Suck may
dirty a clean carpet
 Partially observable: location, dirt at current location.
 Percept: [L, Clean], i.e., start in #5 or #7
Solution?


Example: vacuum world
 Sensor less , start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right , Suck, Left , Suck]

 Contingency
 Nondeterministic: Suck may
dirty a clean carpet
 Partially observable: location, dirt at current location.
 Percept: [L, Clean], i.e., start in #5 or #7
Solution? [Right, if dirt then Suck]

Single-state problem formulation
A problem is defined by four items:

1. initial state e.g., "at Arad"


2. 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.
 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


Selecting a state space
 Real 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
 Each abstract action should be "easier" than the original
problem


Vacuum world state space graph

 states?
 actions?
 goal test?
 path cost?

Vacuum world state space graph


states? integer dirt and robot location
 actions? Left, Right, Suck
 goal test? no dirt at all locations
 path cost? 1 per action
Example: The 8-puzzle

 states?
 actions?
 goal test?
 path cost?
Example: The 8-puzzle

 states? locations of tiles


 actions? move blank left, right, up, down
 goal test? = goal state (given)
 path cost? 1 per move


Example: robotic assembly

 states?: real-valued coordinates of robot joint


angles parts of the object to be assembled
 actions?: continuous motions of robot joints
 goal test?: complete assembly
 path cost?: time to execute


Tree search algorithms
 Basic idea:
 offline, simulated exploration of state space by
generating successors of already-explored states
(a.k.a.~expanding states)

Tree search example
Tree search example
Tree search example
Implementation: general tree search
Implementation: states vs. nodes
 A state is a (representation of) a physical configuration
 A node is a data structure constituting part of a search tree
includes state, parent node, action, path cost g(x), depth

 The Expand function creates new nodes, filling in the


various fields and using the SuccessorFn of the problem
to create the corresponding states.

Search strategies
 A search strategy is defined by picking the order of node
expansion
 Strategies are evaluated along the following dimensions:
 completeness: does it always find a solution if one exists?
 time complexity: number of nodes generated
 space complexity: maximum number of nodes in memory
 optimality: does it always find a least-cost solution?
 Time and space complexity are measured in terms of
 b: maximum branching factor of the search tree
 d: depth of the least-cost solution
 m: maximum depth of the state space (may be ∞)


Uninformed search strategies
 Uninformed search strategies use only the
information available in the problem
definition
 Breadth-first search
 Uniform-cost search
 Depth-first search
 Depth-limited search
 Iterative deepening search

Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go
at end


Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go
at end


Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go
at end


Breadth-first search
 Expand shallowest unexpanded node
 Implementation:
 fringe is a FIFO queue, i.e., new successors go
at end


Properties of breadth-first search
 Complete? 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)
 Optimal? Yes (if cost = 1 per step)

 Space is the bigger problem (more than time)



Uniform-cost search
 Expand least-cost unexpanded node
 Implementation:
 fringe = queue ordered by path cost
 Equivalent to breadth-first if step costs all equal
 Complete? Yes, if step cost ≥ ε
 Time? # of nodes with g ≤ cost of optimal solution,
O(bceiling(C*/ ε)) where C* is the cost of the optimal solution
 Space? # of nodes with g ≤ cost of optimal solution,
O(bceiling(C*/ ε))
 Optimal? Yes – nodes expanded in increasing order of g(n)


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front


Depth-first search
 Expand deepest unexpanded node
 Implementation:
 fringe = LIFO queue, i.e., put successors at front
Properties of depth-first search
 Complete? No: fails in infinite-depth spaces, spaces
with loops
 Modify to avoid repeated states along path
 complete 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
 Space? O(bm), i.e., linear space!
 Optimal? No


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

 Recursive implementation:
Iterative deepening search
Iterative deepening search l =0
Iterative deepening search l =1
Iterative deepening search l =2
Iterative deepening search l =3
Iterative deepening search
 Number of nodes generated in a depth-limited search to
depth d with branching factor b:
NDLS = b0 + b1 + b2 + … + bd-2 + bd-1 + bd

Number 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 = 111,111
 NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456

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



Properties of iterative
deepening search
 Complete? Yes
 Time? (d+1)b0 + d b1 + (d-1)b2 + … + bd =
O(bd)
 Space? O(bd)
 Optimal? Yes, if step cost = 1


Summary of algorithms
Repeated states
 Failure to detect repeated states can turn a
linear problem into an exponential one!

Graph search
Summary
 Problem 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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