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Informed Search Reading: Chapter 4.5 HW #1 out today, due Sept 26th
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2 Pending Questions The state space for the word problem: Isn’t it all permutations of the letters, not the power set? Yes
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3 Agenda Introduction of heuristic search Greedy search Examples: 8 puzzle, word puzzle A* search –Algorithm, admissable heuristics, optimality Heuristics for other problems Beginning of online search if time
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4 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
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5 012 345 67
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6 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
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7 Heuristic for the 8-puzzle # tiles out of place (h 1 ) Manhattan distance (h 2 ) Sum of the distance of each tile from its goal position Tiles can only move up or down city blocks
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8 012 345 67 012 345 67 025 317 64 Goal State h 1 =1 h 2 =1 h 1 =5 h 2 =1+1+1+2+2=7
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9 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
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10 Greedy search Evaluation function = heuristic function Expand the node that appears to be closest to the goal
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11 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 f=heuristic function for each node Put remaining successors on either end of OPEN Sort nodes on OPEN by value of heuristic function End while
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13 Fill-In Station
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14 Language Models Knowledge about what letters in words are most frequent Based on a sample of language What is the probability that A is the first letter Having seen A, what do we predict is the next letter? Tune our language model to a situation 3 letter words only Medical vocabulary Newspaper text
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15 Formulation Left-right, top-down as path Choose a letter at a time Heuristic: Based on language model Cost of choosing letter A first = 1 – probability of A next Subtract subsequent probabilities Successor function: Choose next best letter, if 3 rd in a row, is it a word? Goal test?
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16 Solution to 2 nd puzzle APE ILK LYE
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17 How does heuristic help us get there?
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19 Analysis of Greedy Search Like depth-first Not Optimal Complete if space is finite
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20 A* Search Try to expand node that is on least cost path to goal Evaluation function = f(n) f(n)=g(n)+h(n) h(n) is heuristic function: cost from node to goal g(n) is cost from initial state to node f(n) is the estimated cost of cheapest solution that passes through n If h(n) is an underestimate of true cost to goal A* is complete A* is optimal A* is optimally efficient: no other algorithm using h(n) is guaranteed to expand fewer states
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21 A* 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 f(n)= g(n) + h(n) Put remaining successors on either end of OPEN Sort nodes on OPEN by value of heuristic function End while
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26 Admissable heuristics A heuristic that never overestimates the cost to the goal h 1 and h 2 for the 8 puzzle are admissable heuristics Consistency: the estimated cost of reaching the goal from n is no greater than the step cost of getting to n’ plus estimated cost to goal from n’ h(n) <=c(n,a,n’)+h(n’)
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27 Which heuristic is better? Better means that fewer nodes will be expanded in searches h 2 dominates h 1 if h 2 >= h 1 for every node n Intuitively, if both are underestimates, then h 2 is more accurate Using a more informed heuristic is guaranteed to expand fewer nodes of the search space Which heuristic is better for the 8-puzzle?
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30 Relaxed Problems Admissable heuristics can be derived from the exact solution cost of a relaxed version of the problem If the rules of the 8-puzzle are relaxed so that a tile can move anywhere, then h 1 gives the shortest solution If the rules are relaxed so that a tile can move to any adjacent square, then h 2 gives the shortest solution Key: the optimal solution cost of a relaxed problem is no greater than the optimal solution cost of the real problem.
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31 Heuristics for other problems Shortest path from one city to another Straight line distance Touring problem: visit every city exactly once Challenge: What is an admissable heuristic for the word problem?
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32 End of Class Questions
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33 Online Search Agent operates by interleaving computation and action No time for thinking The agent only knows Actions (s) The step-cost function c(s,a,s’) Goal-text (s) Cannot access the successors of a state without trying all actions
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34 Assumptions Agent recognizes a state it has seen before Actions are deterministic Admissable heuristics Competitive ratio: Compare cost that agent actually travels with cost of the actual shortest path
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35 What properties of search are desirable? Will A* work? Expand nodes in a local order Depth first Variant of greedy search Difference from offline search: Agent must physically backtrack Record states to which agent can backtrack and has not yet explored
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36 Depth-first 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 Put remaining successors on left end of OPEN End while
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37 Online DFS - setup Inputs: s’, a percept that identifies the current state Static: result, a table indexed by action and state, initially empty unexplored: a table that lists, for each visited state, the actions not yet tried unbacktracked: a table that lists, for each visited state, the backtracks not yet tried s,a: the previous state and action, initially null
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38 Online DFS – the algorithm If Goal-test(s’) then return stop If s’ is a new state then unexplored[s’] actions(s’) If s is not null then do –result[a,s] s’ –Add s to the front of unbacktracked[s’] If unexplored[s’] is empty –Then return stop –Else a action b such that result[b,s’]=pop(unbacktracked[s’]) Else a pop(unexplored[s’]) s s’ Return a
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39 Homework
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