Heuristics CSE 473 University of Washington. © Daniel S. Weld 2 473 Topics Agency Problem Spaces SearchKnowledge Representation Planning PerceptionNLPMulti-agentRobotics.

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Presentation transcript:

Heuristics CSE 473 University of Washington

© Daniel S. Weld Topics Agency Problem Spaces SearchKnowledge Representation Planning PerceptionNLPMulti-agentRobotics Uncertainty MDPs Supervised Learning Reinforcement Learning

© Daniel S. Weld 3 Search Problem spaces Blind Depth-first, breadth-first, iterative-deepening, iterative broadening Informed Best-first, Dijkstra's, A*, IDA*, SMA*, DFB&B, Beam, hill climb, limited discrep, RTDP Local search Heuristics Evaluation, construction via relaxation Pattern databases Constraint satisfaction Adversary search        

© Daniel S. Weld 4 Admissable Heuristics f(x) = g(x) + h(x) g: cost so far h: underestimate of remaining costs Where do heuristics come from?

© Daniel S. Weld 5 Relaxed Problems Derive admissible heuristic from exact cost of a solution to a relaxed version of problem For transportation planning, relax requirement that car has to stay on road  Euclidean dist For blocks world, distance = # move operations heuristic = number of misplaced blocks What is relaxed problem? # out of place = 2, true distance to goal = 3 Cost of optimal soln to relaxed problem  cost of optimal soln for real problem

© Daniel S. Weld 6 Simplifying Integrals vertex = formula goal = closed form formula without integrals arcs = mathematical transformations heuristic = number of integrals still in formula what is being relaxed?

© Daniel S. Weld 7 Traveling Salesman Problem Problem Space Heuristic? States = partial path (not nec. connected) Operator = add an edge Start state = empty path Goal = complete path What can be Relaxed?

© Daniel S. Weld 8 Heuristics for eight puzzle startgoal  What can we relax?

© Daniel S. Weld 9 Importance of Heuristics D IDS A*(h1)A*(h2) h1 = number of tiles in wrong place h2 =  distances of tiles from correct loc

© Daniel S. Weld 10 Need More Power! Performance of Manhattan Distance Heuristic 8 Puzzle< 1 second 15 Puzzle1 minute 24 Puzzle65000 years Need even better heuristics! Adapted from Richard Korf presentation

© Daniel S. Weld 11 Subgoal Interactions Manhattan distance assumes Each tile can be moved independently of others Underestimates because Doesn’t consider interactions between tiles Adapted from Richard Korf presentation

© Daniel S. Weld 12 Pattern Databases Pick any subset of tiles E.g., 3, 7, 11, 12, 13, 14, 15 Precompute a table Optimal cost of solving just these tiles For all possible configurations 57 Million in this case Use breadth first search back from goal state State = position of just these tiles (& blank) Adapted from Richard Korf presentation [Culberson & Schaeffer 1996]

© Daniel S. Weld 13 Using a Pattern Database As each state is generated Use position of chosen tiles as index into DB Use lookup value as heuristic, h(n) Admissible? Adapted from Richard Korf presentation

© Daniel S. Weld 14 Combining Multiple Databases Can choose another set of tiles Precompute multiple tables How combine table values? E.g. Optimal solutions to Rubik’s cube First found w/ IDA* using pattern DB heuristics Multiple DBs were used (dif subsets of cubies) Most problems solved optimally in 1 day Compare with 574,000 years for IDDFS Adapted from Richard Korf presentation

© Daniel S. Weld 15 Drawbacks of Standard Pattern DBs Since we can only take max Diminishing returns on additional DBs Would like to be able to add values Adapted from Richard Korf presentation

© Daniel S. Weld 16 Disjoint Pattern DBs Partition tiles into disjoint sets For each set, precompute table E.g. 8 tile DB has 519 million entries And 7 tile DB has 58 million During search Look up heuristic values for each set Can add values without overestimating! Manhattan distance is a special case of this idea where each set is a single tile Adapted from Richard Korf presentation

© Daniel S. Weld 17 Performance 15 Puzzle: 2000x speedup vs Manhattan dist IDA* with the two DBs shown previously solves 15 Puzzles optimally in 30 milliseconds 24 Puzzle: 12 million x speedup vs Manhattan IDA* can solve random instances in 2 days. Requires 4 DBs as shown Each DB has 128 million entries Without PDBs: years Adapted from Richard Korf presentation