CAP 5636 – Advanced Artificial Intelligence

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Presentation transcript:

CAP 5636 – Advanced Artificial Intelligence Informed Search Please retain proper attribution, including the reference to ai.berkeley.edu. Thanks! Instructor: Lotzi Bölöni [These slides were adapted from the ones created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley, available at http://ai.berkeley.edu.]

Today Informed Search Heuristics Greedy Search A* Search Graph Search

Recap: Search

Recap: Search Search problem: Search tree: Search algorithm: 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 Gates, W. and Papadimitriou, C., "Bounds for Sorting by Prefix Reversal.", Discrete Mathematics. 27, 47-57, 1979. Cost: Number of pancakes flipped

Example: Pancake Problem Gates, W. and Papadimitriou, C., "Bounds for Sorting by Prefix Reversal.", Discrete Mathematics. 27, 47-57, 1979.

Example: Pancake Problem State space graph with costs as weights 4 2 3 2 3 4 3 4 2 A* expanded 8100 ; Path cost = 33 UCS expanded 25263 . Path cost = 33 Greedy expanded 10 . Path cost = 41 [0, 7, 5, 3, 2, 1, 4, 6] (7, 0, 5, 3, 2, 1, 4, 6) (6, 4, 1, 2, 3, 5, 0, 7) (3, 2, 1, 4, 6, 5, 0, 7) (1, 2, 3, 4, 6, 5, 0, 7) (5, 6, 4, 3, 2, 1, 0, 7) (6, 5, 4, 3, 2, 1, 0, 7) (0, 1, 2, 3, 4, 5, 6, 7) 3 2 2 4 3

General Tree Search You know exactly where you came from and how you got there, but you have no idea where you’re going. But, you’ll know it when you see it. Action: flip top two Cost: 2 Action: flip all four Cost: 4 Path to reach goal: Flip four, flip three Total cost: 7 You know exactly where you came from and how you got there, but you have no idea where you’re going. But, you’ll know it when you see it.

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 4 3 2 h(x) A* expanded 8100 ; Path cost = 33 UCS expanded 25263 . Path cost = 33 Greedy expanded 10 . Path cost = 41 [0, 7, 5, 3, 2, 1, 4, 6] (7, 0, 5, 3, 2, 1, 4, 6) (6, 4, 1, 2, 3, 5, 0, 7) (3, 2, 1, 4, 6, 5, 0, 7) (1, 2, 3, 4, 6, 5, 0, 7) (5, 6, 4, 3, 2, 1, 0, 7) (6, 5, 4, 3, 2, 1, 0, 7) (0, 1, 2, 3, 4, 5, 6, 7)

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: Best-first takes you straight to the (wrong) goal Worst-case: like a badly-guided DFS b … For any search problem, you know the goal. Now, you have an idea of how far away you are from the goal. [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 Notes: these images licensed from iStockphoto for UC Berkeley use. 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) A* Search orders by the sum: f(n) = g(n) + h(n) g = 0 h=6 8 S g = 1 h=5 e h=1 a 1 1 3 2 g = 2 h=6 g = 9 h=1 S a d G g = 4 h=2 b d e h=6 h=5 1 h=2 h=0 1 g = 3 h=7 g = 6 h=0 c b g = 10 h=2 c G d h=7 h=6 g = 12 h=0 G Example: Teg Grenager

When should A* terminate? Should we stop when we enqueue a goal? No: only stop when we dequeue a goal h = 2 A 2 2 S G h = 3 h = 0 2 B 3 h = 1

Is A* Optimal? 1 A 3 S G 5 What went wrong? Enqueue S(0+7) Take out S, Enqueue G(5+0), A(1+6) Dequeue G(5+0) - Solution S G, it is the wrong solution!!! 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 optimality by trapping good plans on the fringe Admissible (optimistic) heuristics slow down 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: Coming up with admissible heuristics is most of what’s involved in using A* in practice. 15 4

Properties of A*

Properties of A* Uniform-Cost A* b b … …

UCS vs A* Contours Uniform-cost expands equally in all “directions” A* expands mainly toward the goal, but does hedge its bets to ensure optimality Start Goal 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 Inadmissible heuristics are often useful too 15 366

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 Semi-lattice: x <= y <-> x = x ^ y

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 a b d p c e h f r q G

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 Use hashmap style lookup! 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 S 1 A (1+4) B (1+1) C h=2 h=1 h=4 h=0 1 C (2+1) C (3+1) 2 B 3 G (5+0) G (6+0) G

Consistency of Heuristics Main idea: estimated heuristic costs ≤ actual costs Admissibility: heuristic cost ≤ actual cost to goal h(A) ≤ actual cost from A to G Consistency: heuristic “arc” cost ≤ actual cost for each arc h(A) – h(C) ≤ cost(A to C) Consequences of consistency: The f value along a path never decreases h(A) ≤ cost(A to C) + h(C) A* graph search is optimal A 1 C h=4 h=1 h=2 3 G

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 increasing total f value (f-contours) 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 … f  1 f  2 f  3