Uninformed Search Reading: Chapter 3 by today, Chapter 4.1-4.3 by Wednesday, 9/12 Homework #2 will be given out on Wednesday DID YOU TURN IN YOUR SURVEY?

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Uninformed Search Reading: Chapter 3 by today, Chapter 4.1-4.3 by Wednesday, 9/12 Homework #2 will be given out on Wednesday DID YOU TURN IN YOUR SURVEY? USE COURSEWORKS AND TAKE THE TEST

Pending Questions Class web page: http://www.cs.columbia.edu/~kathy/cs4701 Reminder: Don’t forget assignment 0 (survey). See courseworks

When solving problems, dig at the roots instead of just hacking at the leaves. Anthony J. D'Angelo, The College Blue Book

Agenda Introduction of search as a problem-solving paradigm Uninformed search algorithms Example using the 8-puzzle Formulation of another example: sodoku Transition to greedy search, one method for informed search

Goal-based Agents Agents that work towards a goal Select the action that more likely achieve the goal Sometimes an action directly achieves a goal; sometimes a series of actions are required

Problem solving as search Goal formulation Problem formulation Actions States

Uninformed Search through the space of possible solutions Use no knowledge about which path is likely to be best

Characteristics Before actually doing something to solve a puzzle, an intelligent agent explores possibilities “in its head” Search = “mental exploration of possibilities” Making a good decision requires exploring several possibilities Execute the solution once it’s found

Formulating Problems as Search Given an initial state and a goal, find the sequence of actions leading through a sequence of states to the final goal state. Terms: Successor function: given action and state, returns {action, successors} State space: the set of all states reachable from the initial state Path: a sequence of states connected by actions Goal test: is a given state the goal state? Path cost: function assigning a numeric cost to each path Solution: a path from initial state to goal state

Example: the 8-puzzle How would you use AI techniques to solve the 8-puzzle problem?

8-puzzle URLS http://www.permadi.com/java/puzzle8 http://www.cs.rmit.edu.au/AI-Search/Product

8 Puzzle States: integer locations of tiles (0 1 2 3 4 5 6 7 B) (0 1 2)(3 4 5) (6 7 B) Action: left, right, up, down Goal test: is current state = (0 1 2 3 4 5 6 7 B)? Path cost: same for all paths Successor function: given {up, (5 2 3 B 1 8 4 7 6)} -> ? What would the state space be for this problem?

What are we searching? State space vs. search space Nodes Expand State represents a physical configuration Search space represents a tree/graph of possible solutions… an abstract configuration Nodes Abstract data structure in search space Parent, children, depth, path cost, associated state Expand A function that given a node, creates all children nodes, using successsor function

Data structures: Searching data AI: Searching solutions

Uninformed Search Strategies The strategy gives the order in which the search space is searched Breadth first Depth first Depth limited search Iterative deepening Uniform cost

Breadth first Algorithm

Depth-first Algorithm

Complexity Analysis Completeness: is the algorithm guaranteed to find a solution when there is one? Optimality: Does the strategy find the optimal solution? Time: How long does it take to find a solution? Space: How much memory is needed to perform the search?

Cost variables Time: number of nodes generated Space: maximum number of nodes stored in memory Branching factor: b Maximum number of successors of any node Depth: d Depth of shallowest goal node Path length: m Maximum length of any path in the state space

Can we combine benefits of both? Depth limited Select some limit in depth to explore the problem using DFS How do we select the limit? Iterative deepening DFS with depth 1 DFS with depth 2 up to depth d

Properties of the task environment? Fully observable Deterministic Episodic Static Discrete Single agent Partially observable Stochastic Sequential Dynamic Continuous Multiagent

Three types of incompleteness Sensorless problems Contingency problems Adversarial problems Exploration problems

End of Class Questions?

Sodoku

Informed Search

Heuristics Suppose 8-puzzle off by one Is there a way to choose the best move next? Good news: Yes! We can use domain knowledge or heuristic to choose the best move

1 2 3 4 5 6 7

Nature of heuristics Domain knowledge: some knowledge about the game, the problem to choose Heuristic: a guess about which is best, not exact Heuristic function, h(n): estimate the distance from current node to goal

Heuristic for the 8-puzzle # tiles out of place (h1) Manhattan distance (h2) Sum of the distance of each tile from its goal position Tiles can only move up or down  city blocks

1 2 3 4 5 6 7 Goal State 2 5 3 1 7 6 4 1 2 3 4 5 6 7 h1=1 h2=1 h1=5 h2=1+1+1+2+2=7

Best first searches A class of search functions Choose the “best” node to expand next Use an evaluation function for each node Estimate of desirability Implementation: sort fringe, open in order of desirability Today: greedy search, A* search

Greedy search Evaluation function = heuristic function Expand the node that appears to be closest to the goal

Greedy Search OPEN = start node; CLOSED = empty While OPEN is not empty do Remove leftmost state from OPEN, call it X If X = goal state, return success Put X on CLOSED SUCCESSORS = Successor function (X) Remove any successors on OPEN or CLOSED Compute heuristic function for each node Put remaining successors on either end of OPEN Sort nodes on OPEN by value of heuristic function End while

End of Class Questions?