Warm-up: Tree Search Solution

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Presentation transcript:

Warm-up: Tree Search Solution In the tree search pseudo code below, what is a "solution" and how could we construct/implement it? function TREE-SEARCH(problem) returns a solution, or failure initialize the frontier using the initial state of problem loop do if the frontier is empty then return failure choose a leaf node and remove it from the frontier if the node contains a goal state then return the corresponding solution expand the chosen node, adding the resulting nodes to the frontier

Announcements Upcoming due dates Homework 2 Discussion M 11:59 pm HW 2 Homework 2 Written homework edX component is optional Submit via gradescope.com -- Course code: 9NXNZ9 No slip days for homeworks! Discussion May change discussion sections up until Tu 9/22 Priority goes to those officially registered Exam practice questions

CS 188: Artificial Intelligence Informed Search Please retain proper attribution and the reference to ai.berkeley.edu. Thanks! Instructors: Stuart Russell and Pat Virtue University of California, Berkeley

Today Informed Search Heuristics Greedy Search A* 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 frontier (unexplored nodes) Tree search vs. graph search

Uninformed Search

Uniform Cost Search Strategy: expand lowest path cost The good: UCS is complete and optimal! The bad: Explores options in every “direction” No information about goal location … c  1 c  2 c  3 Start Goal [Demo: contours UCS empty (L3D1)] [Demo: contours UCS pacman small maze (L3D3)]

Video of Demo Contours UCS Empty

Video of Demo Contours UCS Pacman Small Maze

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: Euclidean distance to Bucharest h(x)

Effect of heuristics Informed Uninformed Guide search towards the goal instead of all over the place Start Goal Start Goal Informed Uninformed

Greedy Search

Greedy Search Expand the node that seems closest…(order frontier by h) What can possibly go wrong? Sibiu-Fagaras-Bucharest = 99+211 = 310 Sibiu-Rimnicu Vilcea-Pitesti-Bucharest = 80+97+101 = 278 h=193 h= 253 h=100 h=0 h=176 1000000

Greedy Search Expand the node that seems closest…(order frontier by h) What can possibly go wrong? Sibiu-Fagaras-Bucharest = 99+211 = 310 Sibiu-Rimnicu Vilcea-Pitesti-Bucharest = 80+97+101=278 h=193 h= 253 h=100 h=0 h=176 1000000

Greedy Search b … Strategy: expand a node that seems closest to a goal state, according to h Problem 1: it chooses a node even if it’s at the end of a very long and winding road Problem 2: it takes h literally even if it’s completely wrong For any search problem, you know the goal. Now, you have an idea of how far away you are from the goal.

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

Is A* Optimal? 1 A 3 S G 5 What went wrong? Actual bad goal cost < estimated good goal cost We need estimates to be less than actual costs!

Closest bid without going over… The Price is Wrong… Closest bid without going over… https://www.youtube.com/watch?v=kbrE4RlM1dU

Admissible Heuristics

Admissible Heuristics A heuristic h is admissible (optimistic) if: 0  h(n)  h*(n) where h*(n) is the true cost to a nearest goal Example: Coming up with admissible heuristics is most of what’s involved in using A* in practice. 15

Optimality of A* Tree Search

Optimality of A* Tree Search Assume: A is an optimal goal node B is a suboptimal goal node h is admissible Claim: A will be chosen for expansion before B … A B

Optimality of A* Tree Search: Blocking Proof: Imagine B is on the frontier Some ancestor n of A is on the frontier, too (maybe A itself!) Claim: n will be expanded before B f(n) is less than or equal to f(A) … n A B f(n) = g(n) + h(n) Definition of f-cost f(n)  g(A) Admissibility of h g(A) = f(A) h = 0 at a goal

Optimality of A* Tree Search: Blocking Proof: Imagine B is on the frontier Some ancestor n of A is on the frontier, too (maybe A itself!) Claim: n will be expanded before B f(n) is less than or equal to f(A) f(A) is less than f(B) … n A B g(A) < g(B) Suboptimality of B f(A) < f(B) h = 0 at a goal

Optimality of A* Tree Search: Blocking Proof: Imagine B is on the frontier Some ancestor n of A is on the frontier, too (maybe A itself!) Claim: n will be expanded before B f(n) is less than or equal to f(A) f(A) is less than f(B) n is expanded before B All ancestors of A are expanded before B A is expanded before B A* search is optimal … n A B f(n)  f(A) < f(B)

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

Video of Demo Contours (Empty) -- UCS

Video of Demo Contours (Empty) – A*

Video of Demo Contours (Pacman Small Maze) – A*

Comparison Greedy Uniform Cost A*

Video of Demo Empty Water Shallow/Deep – Guess Algorithm

A* Applications Video games Pathing / routing problems Resource planning problems Robot motion planning Language analysis Machine translation Speech recognition …

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 15 366

Example: 8 Puzzle Start State Actions Goal State What are the states? How many states? What are the actions? How many actions from the start state? What should the step costs be?

8 Puzzle I 8 Heuristic: Number of tiles misplaced Start State Goal State Heuristic: Number of tiles misplaced Why is it admissible? h(start) = This is a relaxed-problem heuristic 8 Average nodes expanded when the optimal path has… …4 steps …8 steps …12 steps UCS 112 6,300 3.6 x 106 A*TILES 13 39 227 Statistics from Andrew Moore

8 Puzzle II Start State Goal State What if we had an easier 8-puzzle where any tile could slide any direction at any time, ignoring other tiles? Total Manhattan distance Why is it admissible? h(start) = Average nodes expanded when the optimal path has… …4 steps …8 steps …12 steps A*TILES 13 39 227 A*MANHATTAN 12 25 73 3 + 1 + 2 + … = 18

Combining heuristics Dominance: ha ≥ hc if n ha(n)  hc(n) Roughly speaking, larger is better as long as both are admissible The zero heuristic is pretty bad (what does A* do with h=0?) The exact heuristic is pretty good, but usually too expensive! What if we have two heuristics, neither dominates the other? Form a new heuristic by taking the max of both: h(n) = max( ha(n), hb(n) Max of admissible heuristics is admissible and dominates both! Example: number of knight’s moves to get from A to B h1 = (Manhattan distance)/3 (rounded up to correct parity) h2 = (Euclidean distance)/√5 (rounded up to correct parity) h3 = (max x or y shift)/2 (rounded up to correct parity) Semi-lattice: x <= y <-> x = x ^ y

Optimality of A* Graph Search This part is a bit fiddly, sorry about that

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 Simple check against explored set blocks C Fancy check allows new C if cheaper than old but requires recalculating C’s descendants

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 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

Optimality Tree search: Graph search: A* is optimal if heuristic is admissible UCS is a special case (h = 0) Graph search: A* optimal if heuristic is consistent UCS optimal (h = 0 is consistent) Consistency implies admissibility In general, most natural admissible heuristics tend to be consistent, especially if from relaxed problems

A*: Summary

A*: Summary A* uses both backward costs and (estimates of) forward costs A* is optimal with admissible / consistent heuristics Heuristic design is key: often use relaxed problems