A* Search. 2 Tree search algorithms Basic idea: Exploration of state space by generating successors of already-explored states (a.k.a.~expanding states).

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Presentation transcript:

A* Search

2 Tree search algorithms Basic idea: Exploration of state space by generating successors of already-explored states (a.k.a.~expanding states). Every states is evaluated: is it a goal state?

3 Tree search example

4

5

Best-first search Idea: use an evaluation function f(n) for each node f(n) provides an estimate for the total cost.  Expand the node n with smallest f(n). Implementation: Order the nodes in fringe increasing order of cost.

Romania with straight-line dist.

A * search Idea: avoid expanding paths that are already expensive Evaluation function f(n) = g(n) + h(n) g(n) = cost so far to reach n h(n) = estimated cost from n to goal f(n) = estimated total cost of path through n to goal Best First search has f(n)=h(n) Uniform Cost search has f(n)=g(n)

Admissible heuristics A heuristic h(n) is admissible if for every node n, h(n) ≤ h * (n), where h * (n) is the true cost to reach the goal state from n. An admissible heuristic never overestimates the cost to reach the goal, i.e., it is optimistic Example: h SLD (n) (never overestimates the actual road distance) Theorem: If h(n) is admissible, A * using TREE- SEARCH is optimal

Dominance If h 2 (n) ≥ h 1 (n) for all n (both admissible) then h 2 dominates h 1 h 2 is better for search: it is guaranteed to expand less or equal nr of nodes. Typical search costs (average number of nodes expanded): d=12IDS = 3,644,035 nodes A * (h 1 ) = 227 nodes A * (h 2 ) = 73 nodes d=24 IDS = too many nodes A * (h 1 ) = 39,135 nodes A * (h 2 ) = 1,641 nodes

Relaxed problems A problem with fewer restrictions on the actions is called a relaxed problem The cost of an optimal solution to a relaxed problem is an admissible heuristic for the original problem If the rules of the 8-puzzle are relaxed so that a tile can move anywhere, then h 1 (n) gives the shortest solution If the rules are relaxed so that a tile can move to any adjacent square, then h 2 (n) gives the shortest solution

Consistent heuristics A heuristic is consistent if for every node n, every successor n' of n generated by any action a, h(n) ≤ c(n,a,n') + h(n') If h is consistent, we have f(n’) = g(n’) + h(n’) (by def.) = g(n) + c(n,a,n') + h(n’) (g(n’)=g(n)+c(n.a.n’)) ≥ g(n) + h(n) = f(n) (consistency) f(n’) ≥ f(n) i.e., f(n) is non-decreasing along any path. Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is optimal It’s the triangle inequality ! keeps all checked nodes in memory to avoid repeated states

A * search example

Properties of A* Complete? Yes (unless there are infinitely many nodes with f ≤ f(G), i.e. step-cost > ε) Time/Space? Exponential: except if: Optimal? Yes Optimally Efficient: Yes (no algorithm with the same heuristic is guaranteed to expand fewer nodes)

Memory Bounded Heuristic Search: Recursive BFS How can we solve the memory problem for A* search? Idea: Try something like depth first search, but let’s not forget everything about the branches we have partially explored. We remember the best f-value we have found so far in the branch we are deleting.

RBFS: RBFS changes its mind very often in practice. This is because the f=g+h become more accurate (less optimistic) as we approach the goal. Hence, higher level nodes have smaller f-values and will be explored first. Problem: We should keep in memory whatever we can. best alternative over fringe nodes, which are not children: i.e. do I want to back up?

Simple Memory Bounded A* This is like A*, but when memory is full we delete the worst node (largest f-value). Like RBFS, we remember the best descendent in the branch we delete. If there is a tie (equal f-values) we delete the oldest nodes first. simple-MBA* finds the optimal reachable solution given the memory constraint. Time can still be exponential. A Solution is not reachable if a single path from root to goal does not fit into memory