Rahul Kala 4 th Year, Integrated Post Graduate Programme BTech (IT) + MTech (IT) Multi Neuron Heuristic Search Indian Institute of Information Technology.

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Presentation transcript:

Rahul Kala 4 th Year, Integrated Post Graduate Programme BTech (IT) + MTech (IT) Multi Neuron Heuristic Search Indian Institute of Information Technology and Management Gwalior Shukla, Anupam & Kala, Rahul; “Multi Neuron Heuristic Search”, International Journal of Computer Science and Network Security, Vol. 8, No. 6, pp , June 2008

Breadth First Search Depth First Search Iterative Deepening Search A* Algorithm Heuristic Search Algorithm Graph Searching Algorithms

Recent Developments Parallelism Heuristics Shared Memory processes Optimizations

The choice InputsStrengthsWeakness

Multi Neuron Heuristic Search The basic idea of this algorithm: the use of many neurons working one after the other. If you were to find a treasure, it would be justified to divide your team at various places, some at high probability places, some at low.

Conditions The heuristic function reaches near goal, but suddenly shows that no way is possible to reach goal. The heuristic function keeps fluctuating from the good values to bad values making it hard to predict the goal. The heuristic function drops suddenly from very high value to low value.

Algorithm In all we take α neurons. We have a list of heuristic costs each corresponding to node seen but waiting to be processed. We divide the cost range into α ranges equally among them. Each of these neurons is given a particular range. Each neuron selects the minimum most element of the cost range allotted to it and starts searching. At one step of each neuron processes its element by searching and expanding the element. This process is repeated.

Costs For any node n, h(n) = heuristic cost g(n) = cost from source f(n) = is the total cost. F(n) = g(n)+h(n)

Goal Source

Open List NodeCost NodeCost Closed List

Division of List NodeCost Region 1 Region 2 Region α

Algorithm Step 1: open ← empty priority queue Step 2: closed ← empty list Step 3: add a node n in open such that position(n) = CurrentPosition, previous(n) = null and f(n), g(n), h(n) are as calculated by respective formulas with priority f(n) Step 4: while open is not empty Begin Step 5:extract the node n 1, n 2, n 3, n 4 ….. n α from open with the priority of n 1 as highest and the others equally distributed between other α -1 nodes. Step 6:if n i = final position for i=1,2,3,4,5….. α then break Step 7:else Step 8:nodes ← nodes from the expanding of node n i Step 9:for each node m in nodes Begin Step 10:if m is already in open list and is equally good or better then discard this move

Algorithm Step 11:if m is already in closed list and is equally good or better then discard this move Step 12delete m from open and closed lists Step 13:make m as new node with parent n Step 14:calculate f(m), h(m), g(m) Step 15:Add node m to open with priority f(m) Step 16:Add n to closed Step 17:Remove n from open

Factors affecting the algorithm The number of neurons, α : It has a huge impact on the algorithm. If α =1, the search is an A* algorithm. If α =infinity, the search is equivalent to breadth first search. The fluctuation of the heuristic function: The more the fluctuation, the better will be its performance from other algorithms.

Implementation

Problem

A*

Heuristic Search

BFS

DFS

Our Algorithm

α v/s The number of nodes visited Input No. α The number of nodes visited I Infinity54 II Infinity52

Implementation 2 Robotic Path Planning

Aim Guide robot from source to destination Unit step in unit time Number of dynamic obstacles

Robot Movements Move Forward Turn Left 90 degrees Turn Right 90 degrees Turn Left 45 degrees Turn Right 45 degrees Turn and Move

Application Problems 8 queens problems Hannibal and the Cannibals 8 puzzle problem Consider a game where the player is expected to move from one specific position to the other such that it takes the minimum points during its path, where the points are scattered all over the board. If the player moves over a point, the points associated with that point are awarded to the player. If the points can take values in any range, this algorithm would prove better.

References [1] Yang Zhang and Eric A. Hansen, “Parallel Breadth-First Heuristic Search on a Shared-Memory Architecture”, Workshop on Heuristic Search, Memory-Based Heuristics and Their Applications Boston, MA July 17, 2006 [2] Meyer Harald and Weske Mathias, “Automated Service Composition using Heuristic Search” [3] Sitompul Opim Salim, Noah Shahrul Azman Mohd, “Multidimentional Model Visualization Using Depth-First Search Algorithm”, Proceedings of the 2nd IMT-GT Regional Conference on Mathermatics, Statics and Applications Universiti Sains Malaysia, Penang, June 13-15, 2006 [4] Yeoh William, Koenig Sven, Felner Ariel, “IDB-ADOPT : A Depth-First Search DCOP Algorithm” [5] Ezzahir Redouane, Bessiere Christian, “Asynchronous Breadth-First Search DCOP Algorithm”, Applied Mathematical Sciences, Vol. 2, 2008, no. 37, [6] Bentley Jon L., Sedgewick Robert, “Fast Algorithms for Sorting and Searching Strings” [7] Areibi Shawki, Moussa Medhat, Abdullah Hussein, “A Comparison Of Genetic/Memetic Algorithms And Other Heuristic Search Techniques” [8] Liotta Giuseppe, Tollis Ioannis G., “Advances in Graph Algorithms Special Issue on Selected Papers from the Seventh International Workshop on Algorithms and Data Structures, WADS 2001 Guest Editors’ Foreword”

References [9] Jornsson Yngvi B and Marsland Tony, “Selective Depth-First Search Methods” [10] Yoo Andy, Chow Edmond, Henderson Keith, McLendon William, Hendrickson Bruce, ÄUmit C, atalyÄurek, “A Scalable Distributed Parallel Breadth-First Search Algorithm on BlueGene/L” [11] Rao V. Nageshwara and Kumar Vipin,”Parallel Depth First Search” [12] Korf Richard E. and Schultze Peter, “Large-Scale Parallel Breadth-First Search” [13] Jensen Rune M, Bryant Randal E, and Veloso Manuela M., “An Efficient BDD-Based Heuristic Search Algorithm” [14] Pearl J., “Heuristics: Intelligent Search Strategies for Computer Problem Solving”, Addison-Wesley, Reading, MA [15] Luger, G. F. and Stubblefield, W. A., “Artificial Intelligence: Structures and Strategies for Complex Problem Solving”, The Benjamin/ Cummings Publishing Co., Menlo Park, CA

Thank You