Lecture II -- Problem Solving and Searchx
Download
Report
Transcript Lecture II -- Problem Solving and Searchx
CS 541: Artificial Intelligence
Lecture II: Problem Solving and Search
Course Information (1)
CS541 Artificial Intelligence
Term: Fall 2012
Instructor: Prof. Gang Hua
Class time: Wednesday 6:15pm—8:40pm
Location: Babbio Center Room 210
Office Hour: Wednesday 4:00pm—5:00pm by appointment
Office: Lieb/Room305
Course Assistant: Yizhou Lin
Course Website:
http://www.cs.stevens.edu/~ghua/ghweb/ cs541_artificial_intelligence_Fall_2012.htm
Schedule
Week
Date
Topic
Reading
Homework**
1
08/29/2012
Introduction & Intelligent Agent
Ch 1 & 2
N/A
2
09/05/2012
Search: search strategy and heuristic search
Ch 3 & 4s
HW1 (Search)
3
09/12/2012
Search: Constraint Satisfaction & Adversarial Search
Ch 4s & 5 & 6
Teaming Due
4
09/19/2012
Logic: Logic Agent & First Order Logic
Ch 7 & 8s
HW1 due, Midterm Project (Game)
5
09/26/2012
Logic: Inference on First Order Logic
Ch 8s & 9
6
10/03/2012
No class
7
10/10/2012
Uncertainty and Bayesian Network
8
10/17/2012
Midterm Presentation
9
10/24/2012
Inference in Baysian Network
Ch 14s
10
10/31/2012
Probabilistic Reasoning over Time
Ch 15
11
11/07/2012
Machine Learning
12
11/14/2012
Markov Decision Process
Ch 18 & 20
13
11/21/2012
No class
Ch 16
14
11/29/2012
Reinforcement learning
Ch 21
15
12/05/2012
Final Project Presentation
Ch 13 &
Ch14s
HW2 (Logic)
Midterm Project Due
HW2 Due, HW3 (Probabilistic
Reasoning)
HW3 due,
HW4 (Probabilistic Reasoning Over
Time)
HW4 due
Final Project Due
Re-cap Lecture I
Agents interact with environments through actuators and sensors
The agent function describes what the agent does in all
circumstances
The performance measure evaluates the environment sequence
A perfectly rational agent maximizes expected performance
Agent programs implement (some) agent functions
PEAS descriptions define task environments
Environments are categorized along several dimensions:
Observable? Deterministic? Episodic? Static? Discrete? Single-agent?
Several basic agent architectures exist:
Reflex, Reflex with state, goal-based, utility-based
Outline
Problem-solving agents
Problem types
Problem formulation
Example problems
Basic search algorithms
Problem solving agent
Problem-solving agents: restricted form of general agent
This is offline problem solving—online problem solving involves acting without complete
knowledge
Example: Romania
Example: Romania
On holiday in Romania; currently in Arad
Flight leaves tomorrow from Bucharest
Formulate goal:
Formulate problem:
Be in Bucharest
States: various cities
Actions: drive between cities
Find solution:
Sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest
Problem types
Deterministic, fully observable single-state problem
Non-observable conformant problem
Agent may have no idea where it is; solution (if any) is a sequence
Nondeterministic and/or partially observable contingency
problem
Agent knows exactly which state it will be in; solution is a sequence
Percepts provide new information about current state
Solution is a contingent plan or a policy
Often interleave search, execution
Unknown state space exploration problem (“online”)
Example: vacuum world
Single-state, start in #5. Solution??
[Right, Suck]
Conformant, start in [1,2,3,4,5,6,7,8], e.g.,
right to [2,4,6,8]. Solution??
[Right, Suck, Left, Suck]
Contingency, start in #5
Non-deterministic: Suck can dirty a clean
carpet
Local sensing: dirt, location only.
Solution??
[Right, if dirt then Suck]
Single state problem formulation
A problem is defined by four items
Initial state
Action or successor function S(x)= set of action-state pair,
Explicit, e.g., x=“at Bucharest”
Implicit, e.g., NoDirt(x)
Path cost (additive)
E.g., S(Arad)={<AradZerind, Zerind>,…}
Goal test, can be
E.g., “at Arad”
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
Leads from the initial state to a goal state
Selecting a state space
Real world is absurdly complex
(Abstract) state = set of real states
(Abstract) action = complex combination of real actions
E.g., “AradZerind” 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 =
State space must be abstracted for problem solving
Set of real paths that are solutions in the real world
Each abstract action should be “easier” than the original
problem
Example: vacuum world state space graph
States??: Integer dirt and robot location (ignore dirt amount, etc..)
Actions??: Left, Right, Suck, NoOp
Goal test??: No dirt
Path cost??: 1 per action (0 for NoOp)
Example: The 8-puzzle
States??: Integer locations of tiles (ignore intermediate positions)
Actions??: Move blank left, right, up, down (ignore unjamming etc.)
Goal test??: =goal state (given)
Path cost??: 1 per move
[Note: optimal solution of n-Puzzle family is NP-hard]
Example: robotics assembly
States??: Real-valued coordinates of robot joint angles, parts of the object to
be assembled
Actions??: Continuous motions of robot joints
Goal test??: Completely assembly with no robot included!
Path cost??: time to execute
Tree search algorithm
Basic idea:
Offline, simulated exploration of state space by generating
successors of explored state (a.k.a., expanding states)
Tree search example
Tree search example
Tree search example
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 parents, children, depth, path cost g(x)
States do not have parents, children, depth, or path cost
The EXPAND function creates new nodes, filling in the various fields and using the
SUCCESSORSFN of the problem to create the corresponding states
Implementation: general tree search
Search strategy
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 it exists?
Time complexity: number of nodes generated/expanded
Space complexity: number of nodes holds in memory
Optimality: does it always find a least-cost solution?
Time and space complexity are measure 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 infinity)
Uninformed search strategies
Uninformed search strategies use only the information
available in the problem definition
List of uninformed search strategies
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., newest successors go at end
Breadth first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., newest successors go at end
Breadth first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., newest successors go at end
Breadth first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., newest 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), i.e., exp. in d
Space?? O(bd+1), keeps every node in memory
Optimal?? Yes (if cost=1 per step); not optimal in general
Space is the big problem; can easily generate nodes at
100M/sec so 24hrs=8640GB
Uniform cost search
Expand least-cost unexpanded node
Implementation”
fringe=priority queue ordered by path cost, lowest first
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(b┌C*/ ε┐)
where C* is the cost of the optimal solution
Space?? # of nodes with g ≤ cost of optimal solution, O(b┌C*/ ε┐)
Optimal?? Yes – nodes expanded in increasing order of g(n)
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a LIFO queue, i.e., put successors at front
Depth first search
Expand deepest unexpanded node
Implementation:
fringe is a 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
Space?? O(bm), i.e., linear space
Optimal?? No
Depth limited search
Depth first search with depth limit l, i.e., node at depth l has no
successors
Iterative deepening search
Iteratively run depth limited search with different depth a range of different
depth limit
Iterative deepening search (l=0)
Iterative deepening search (l=1)
Iterative deepening search (l=2)
Iterative deepening search (l=3)
Properties of iterative deepening search
Complete?? Yes
Time?? (d+1)b0+db1+(d-1)b2+…+bd=O(bd)
Space?? O(bd)
Optimal?? Yes, if step cost=1
Can be modified to explore uniform-cost tree
Comparison for b=10 and d=5, solution at far right leaf:
N(IDS)=6+50+400+3,000+20,000+100,000=123,456
N(BFS)=1+10+100+1,000+10,000+100,000+999,990=1,111,101
IDS does better because other notes at depth d are not expanded
BFS can be modified to apply goal test when a node is generated
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 realworld 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
Graph search can be exponentially more efficient than tree
search
Informed search
& non-classical search
Lecture II: Part II
Outline
Informed search
Best first search
A* search
Heuristics
Non-classical search
Hill climbing
Simulated annealing
Genetic algorithms (briefly)
Local search in continuous spaces (very briefly)
Review of tree search
A strategy is defined by picking the order of node expansion
Best first search
Idea: using an evaluation function for each node
Implementation:
Estimate of desirability
Expand the most desirable unexpanded node
fringe is a priority queue sorted in decreasing order of
desirability
Special case:
Greedy search
A* search
Romania with step cost in km
Greedy search
Evaluation function h(n) (heuristic)
Estimate of cost from n to the closest goal
E.g., hSLD(n)=straight-line distance from n to Bucharest
Greedy search expands the node that appears to be
closest to the goal
Greedy search example
Greedy search example
Greedy search example
Greedy search example
Properties of greedy search
Complete?? No: can get stuck in loops
Lasi NeamtLasiNeamt (when Oradea is the goal)
Time?? O(bm): but a good heuristic can give dramatic
improvement
Space?? O(bm), i.e., keep everything in memory
Optimal?? No
A* search
Idea: avoid expanding paths that are already expensive
Evaluation function f(n)=g(n)+h(n)
A* search uses an admissible heuristic
g(n)=cost so far to reach n
h(n)=estimated cost to goal from n
f(n)= estimated total cost of path through n to goal
i.e., h(n)≤h*(n) where h*(n) is the true cost from n
also require h(n)≥0, so h(G)=0 for any goal G.
E.g., hSLD(n) never overestimates the actual road distance
Theorem: A* search is optimal (given h(n) is admissible in tree
search, and consistent in graph search
A* search example
A* search example
A* search example
A* search example
A* search example
A* search example
Optimality of A* (standard proof)
Suppose some suboptimal goal G2 has been generated and is in the queue.
Let n be an unexpanded node on a shortest path to an optimal goal G1.
f(G2) = g(G2)
> g(G1)
≥ f(n)
Since f(G2)>f(n), A* will never select G2 for expansion before selecting n
since h(G2)=0
since G2 is suboptimal
since h is admissible
Optimality of A* (more useful)
Lemma: A* expands nodes in order of increasing f value
Gradually addes“f-contour”of nodes (c.f., breadth-first adds layer)
Contour i has all nodes f=fi, where fi<fi+1
Properties of A* search
Complete?? Yes
Unless there are infinitely many nodes with f<f(G)
Time?? Exponential in [relative error in hxlength of solution.]
Space?? Keep all nodes in memory
Optimal?? Yes – cannot expand fi+1 until fi is finished
A* expands all nodes with f(n)<C*
A* expands some nodes with f(n)=C*
A* expands no nodes with f(n)>C*
Proof of Lemma: Consistency
A heuristic is consistent if
h(n)≤c(n, a, n')+h(n')
If h is consistent, then
f(n')=g(n')+h(n')
=g(n)+c(n, a, n')+ h(n')
≥g(n)+h(n)
=f(n)
f(n) is non-increasing along any path
Admissible heuristics
E.g., 8 puzzle problem
h1(n): number of misplaced tiles
h2(n): total Manhattan distance
h1(s) =?? 6
h1(s) =?? 4+0+3+3+1+0+2+1=14
Why they are admissible?
Dominance
If h2(n)≥h1(n) for all n (both admissbile), then h2 dominates
h1 and is better for search
Typical search cost:
D=14: IDS=3,473,941 nodes
A*(h1)=539 nodes
A*(h2)=113 nodes
D=24: IDS≈54,000,000,000 nodes
A*(h1)=39,135 nodes
A*(h2)=1,641 nodes
Given any admissible heurisitcs ha and hb
h(n)=max(ha, hb) is also admissible and dominate ha and hb
Relaxed problem
Admissible heuristics can be derived from the exact solution cost
of a relaxed version of the problem
If the rules of the 8-puzzle are relaxed so that a tile can move
anywhere, then h1(n) gives the shortest solution
If the rules are relaxed so that a tile can move to any adjacent
square, then h2(n) gives the shortest solution
Key point: the optimal solution cost of a relaxed problem is no
greater than the optimal solution cost of the real problem
Relaxed problem
Well-known example: traveling sales-person problem (TSP)
Find the shortest tour visiting all cities exactly once
Minimum spanning tree can be computed in O(n2) and is a lower
bound on the shortest (open) tool
Summary
Heuristic functions estimate costs of shortest paths
Good heuristics can dramatically reduce search cost
Greedy best-first search expands lowest h
A* search expands lowest g + h
Incomplete and not always optimal
complete and optimal
also optimally efficient (up to tie-breaks, for forward search)
Admissible heuristics can be derived from exact solution of
relaxed problems
Local search algorithms
Beyond classical search
Iterative improvement algorithms
In many optimization problems, path is irrelevant;
Then state space = set of "complete" configurations;
The goal state itself is the solution
Find optimal configuration, e.g., TSP
Or, find configuration satisfying constraints, e.g., timetable
In such cases, can use iterative improvement algorithms;
keep a single "current" state, try to improve it
Constant space, suitable for online as well as online search
Example: traveling salesperson problem
Start with any complete tour, perform pair-wise exchanges
Variants of this approach get within 1% of optimal very quickly
with thousands of cities
Example: n-queens
Goal: put n queens on an n x n board with no two queens on the same row,
column, or diagonal
Move a queen to reduce number of conflicts
Almost always solves n-queens problems almost instantaneously for very large
n, e.g., n=1million
Hill-climbing (or gradient ascent/descent)
"Like climbing Everest in thick fog with amnesia”
Hill climbing
Useful to consider state space landscape
Random-restart hill climbing overcomes local maxima -- trivially complete
Random sideways moves escape from shoulders loop on flat maxima
Simulated annealing
Idea: escape local maxima by allowing some "bad" moves, but gradually
decrease their size and frequency
Properties of simulated annealing
At fixed "temperature" T, state occupation probability reaches
Boltzman distribution:
T decreased slowly enough always reach best state x
p(x) = exp{E(x)/kT}
because exp{E(x*)/kT}/exp{E(x)/kT} = exp{(E(x*)-E(x))/kT}>>1 for small T
Is this necessarily an interesting guarantee??
Devised by Metropolis et al., 1953, for physical process modeling
Widely used in VLSI layout, airline scheduling, etc.
Local beam search
Idea: keep k states instead of 1; choose top k of all their
successors
Not the same as k searches run in parallel!
Searches that find good states recruit other searches to join them
Problem: quite often, all k states end up on same local hill
Idea: choose k successors randomly, biased towards good ones
Observe the close analogy to natural selection!
Particle swarm optimization
Genetic algorithm
Idea: stochastic local beam search + generate successors from pairs of states
Genetic algorithm
GAs require states encoded as strings (GPs use programs)
Crossover helps i substrings are meaningful components
GAs 6= evolution: e.g., real genes encode replication machinery!
Continuous state space
Suppose we want to site three airports in Romania:
6-D state space dened by (x1; y2), (x2; y2), (x3; y3)
Objective function f(x1; y2; x2; y2; x3; y3) = sum of squared distances from each city to
nearest airport
Discretization methods turn continuous space into discrete space,
ᵟ
e.g., empirical gradient considers ± change in each coordinate
Gradient methods compute
To reduce f, e.g., by
Sometimes can solve for
Newton{Raphson (1664, 1690) iterates
to solve
, where
exactly (e.g., with one city).
Assignment
Reading Chapter 1&2
Reading Chapter 3&4
Required:
Program Outcome 31.5: Given a search problem, I am able to analyze and formalize the problem (as a state space, graph,
etc.) and select the appropriate search method
Program Outcome 31.11: I am able to find appropriate idealizations for converting real world problems into AI search
problems formulated using the appropriate search algorithm.
Problem 3: Russel & Norvig Book Problem 3.3 (2 points)
Program outcome 31.9: I am able to explain important search concepts, such as the difference between informed and
uninformed search, the definitions of admissible and consistent heuristics and completeness and optimality. I am able to
give the time and space complexities for standard search algorithms, and write the algorithm for it.
Problem 2: Russel & Norvig Book Problem 3.2 (2 points)
Program outcome 31.12: I am able to implement A* and iterative deepening search. I am able to derive heuristic functions
for A* search that are appropriate for a given problem.
Problem 1: Russel & Norvig Book Problem 3.9 (programming needed) (4 points)
Problem 4: Russel & Norvig Book Problem 3.18 (2 points)
Optional bonus you can gain:
Russel & Norvig Book Problem 4.3
Outlining algorithm, 1 piont
Real programming, 3 point