Heuristic Functions. A Heuristic is a function that, when applied to a state, returns a number that is an estimate of the merit of the state, with respect.

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Presentation transcript:

Heuristic Functions

A Heuristic is a function that, when applied to a state, returns a number that is an estimate of the merit of the state, with respect to the goal. In other words, the heuristic tells approximately how far the state is from the goal state*. Note the term “approximately”. Heuristics might underestimate or overestimate the merit of a state. But for reasons which we will see, heuristics that only underestimate are very desirable, and are called admissible. *i.e Smaller numbers are better Heuristic Functions

To shed light on the nature of heuristics in general, consider Heuristics for 8-puzzle Slide tiles vertically or horizontally into the empty space until the configuration matches the goal configuration

Heuristic Functions The average solution cost for a randomly generated 8-puzzle is about 22 steps – Average solution cost = 22 steps The average branching factor is about 3 – Empty tile in middle 4 possible moves; – In a corner, (7, 4, 8, 1 in Start state) there are 2 moves; – Along an edge (positions 2, 5, 3, 6 in Start state) 3 moves; So, an exhaustive search to depth 22 would look at about 3 22 states = 3.1*10 10 states (where 3 is branching factor)

Heuristic Functions By keeping track of repeated states, we could cut down this factor by about 1, 70, 000 Because it is known that there are only 9!/2 = 1, 81, 440 distinct states that are reachable This is a manageable number, but for 15-puzzle is roughly states So, a good heuristic function is needed

Heuristic Functions To find the shortest solutions by using A*, a heuristic function is needed with following property The heuristic function should never over estimate the number of steps to the goal Two commonly used candidates:

Heuristic Functions h1=the number of misplaced tiles h2=the sum of the Manhattan distances of the tiles from their goal positions

Heuristics for 8-puzzle I The number of misplaced tiles (not including the blank) NNN NNN NY In this case, only “8” is misplaced, so the heuristic function evaluates to 1. In other words, the heuristic is telling us, that it thinks a solution might be available in just 1 more move. Current state in bold and Goal state in grey Goal State Current State Notation: h(n) h(current state) = 1

Heuristics for 8-puzzle II The Manhattan Distance (not including the blank) In this case, only the “3”, “8” and “1” tiles are misplaced, by 2, 3, and 3 squares respectively, so the heuristic function evaluates to 8. In other words, the heuristic is telling us, that it thinks a solution is available in just 8 more moves Goal State Current State squares 3 squares Total 8 Notation: h(n) h(current state) = 8

Admissible heuristics Ex1: for the 8-puzzle: h 1 (n) = number of misplaced tiles h 2 (n) = total Manhattan distance (i.e., no. of squares from desired location of each tile) h 1 (S) = ? h 2 (S) = ?

Admissible heuristics Ex1: for the 8-puzzle: h 1 (n) = number of misplaced tiles h 2 (n) = total Manhattan distance (i.e., no. of squares from desired location of each tile) h 1 (S) = ? 8 h 2 (S) = ? (sequentially starting from location 1 to location 8 on Start state ) = 18

12 Heuristic Functions Ex2: (The goal state is changed now) h1 = ? h2 = ?

13 Heuristic Functions Ex2: h1 = 6 h2 = = 14

Heuristic Function Ex3: 8-puzzle True solution cost = 26 steps N goal h1(N) = ? number of misplaced tiles = ? admissible h2(N) = sum of the distances of every tile to its goal position = ? = ? admissible

Heuristic Function Ex3: 8-puzzle True solution cost = 26 steps N goal h1(N) = number of misplaced tiles = 6 is admissible h2(N) = sum of the distances of every tile to its goal position = = 13 is admissible Both do not over estimate the true solution cost which is 26

Non admissible heuristic function Ngoal h3(N) = (sum of distances of each tile to goal) + 3 x (sum of score functions for each tile) = 49 is not admissible Ex3: New heuristic

Show the steps from Start state to goal state

Example: State space tree for 8-Puzzle f(N) = g(N) + h(N) with h(N) = number of misplaced tiles goal

Best first (Greedy) search h(n) = number of misplaced tiles f(n) = h(n) Start state Goal State

A* Search using Modified heuristic for 8-puzzle h(n) = number of misplaced tiles f(n) = g(n) + h(n) g(n) = depth of the node from the start node Start state Goal State

Effect of heuristic accuracy on Performance

Heuristic Functions h1=the number of misplaced tiles h2=the sum of the Manhattan distances of the tiles from their goal positions

Heuristics for 8-puzzle I The number of misplaced tiles (not including the blank) NNN NNN NY In this case, only “8” is misplaced, so the heuristic function evaluates to 1. In other words, the heuristic is telling us, that it thinks a solution might be available in just 1 more move. Current state in bold and Goal state in grey Goal State Current State Notation: h(n) h(current state) = 1

Heuristics for 8-puzzle II The Manhattan Distance (not including the blank) In this case, only the “3”, “8” and “1” tiles are misplaced, by 2, 3, and 3 squares respectively, so the heuristic function evaluates to 8. In other words, the heuristic is telling us, that it thinks a solution is available in just 8 more moves Goal State Current State spaces 3 spaces Total 8 Notation: h(n) h(current state) = 8

Effective branching factor Effective branching factor b* A way to characterize the quality of heuristic – Let N be the total no. of nodes generated by A* for a particular problem – Let d be the solution depth – b* is the branching factor that a uniform tree of depth d would have in order to contain N+1 nodes. N is small if b* tends to 1 Ex: if A* finds a solution at depth 5 using 52 nodes, then b* is = (1.92) 2 + (1.92) 3 + (1.92) 4 + (1.92) 5

Effective branching factor Effective branching factor b* – It can vary across problem instances – But, measure is fairly constant for sufficiently hard problems. So, experimental measurement of b* on a small set of problems can thus provide a good guide to the heuristic’s overall usefulness. A well designed heuristic would have a value of b* close to 1 allowing fairly large problems to be solved

h1 or h2 is better ? How to test? 1200 random problems were taken with solution lengths from 2 to 24 (100 for each even number) Data are averaged over 100 instances of 8-puzzle, for various solution lengths IDS and A* is used with both h1 and h2

h1 or h2 is better ? How to test? Table gives the average no. of nodes expanded by each strategy and b* Typical search costs (average number of nodes expanded): – d=12 IDS = 3,644,035 nodes A*(h1) = 227 nodes A*(h2) = 73 nodes – d=24 IDS = too many nodes A*(h1) = 39,135 nodes A*(h2) = 1,641 nodes

Comparison of search costs and b* for IDS and A* with h1 and h2 Note: Results suggest that h2 is better than h1 Also suggests that A* is better On solution length 14, A* with h2 is 30, 000 times more efficient than uninformed IDS

Why h2 is better? From these results it is obvious that h 2 is the better heuristic As it results in less nodes being expanded. But, why is this the case? – An obvious reason why more nodes are expanded is the branching factor. – If the branching factor is high then more nodes will be expanded. Therefore, one way to measure the quality of a heuristic function is to find out its average branching factor. We can see from Table that A* using h 2 has a lower effective branching factor and thus h 2 is a better heuristic than h 1

Effect of heuristic accuracy on Performance Is h2 always better than h1? From the definition of heuristics h1 and h2 – for any node n, it is easy to see that h2(n) >= h1(n) So, we say that h2 dominates h1 If h2(n) >= h1(n) for all n (both admissible) then h2(n) dominates h1(n). Is domination translating into efficiency (is domination better for the search)?

Domination Is domination translate into efficiency (is domination better for the search)? A* using h2 will never expand more nodes than A* using h1 Why? It is known that every node with f(n) < C* will surely be expanded by A* This is the same as saying that every node with h(n) < C* - g(n) will surely be expanded by A* But, because h2 is at least as big as h1 for all nodes, every node that is surely expanded by A*search with h2 will also surely be expanded by A* search with h1 h1 might also cause other nodes to be expanded as well 32

Domination So, it is better to use a heuristic function with higher values provided – The heuristic does not over estimate – The computation time for heuristic is not too large 33