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Pengantar Kecerdasan Buatan 4 - Informed Search and Exploration AIMA Ch. 3.5 – 3.6
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Review : Tree Search A search strategy is defined by picking the order of node expansion OSCAR KARNALIM, S.T., M.T. 2
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Best-first Search Idea: use an evaluation function f(n) for each node estimate of "desirability" Expand most desirable unexpanded node Implementation: Order the nodes in fringe in decreasing order of desirability Special cases: Greedy best-first search A* search OSCAR KARNALIM, S.T., M.T. 3
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Heuristic Heuristic are criteria, methods, or principle for deciding among several course of action promises to be the most effective in order to reach some goal h(n) = estimated cost of the cheapest path from node n to a goal node OSCAR KARNALIM, S.T., M.T. 4
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Greedy Best-first Search Evaluation function f(n) = h(n) Greedy best-first search expands the node that appears to be closest to goal e.g.in Bucharest Problem, h SLD (n) = straight-line distance from n to Bucharest OSCAR KARNALIM, S.T., M.T. 5
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Romania with Step Costs in KM OSCAR KARNALIM, S.T., M.T. 6
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Greedy Best-first Search Example OSCAR KARNALIM, S.T., M.T. 7
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Greedy Best-first Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 8
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Greedy Best-first Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 9
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Greedy Best-first Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 10
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Properties of Greedy Best-first Search Complete? No – can get stuck in loops, e.g., Iasi Neamt Iasi Neamt Time? O(b m ), but a good heuristic can give dramatic improvement Space? O(b m ) -- keeps all nodes in memory Optimal? No OSCAR KARNALIM, S.T., M.T. 11
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A* Search Idea: avoid expanding paths that are already expensive Evaluation function f(n) = g(n) + h(n) g(n) = cost so far to reach n h(n) = estimated cost from n to goal f(n) = estimated total cost of path through n to goal OSCAR KARNALIM, S.T., M.T. 12
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A* Search Example OSCAR KARNALIM, S.T., M.T. 13
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A* Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 14
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A* Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 15
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A* Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 16
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A* Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 17
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A* Search Example (Cont) OSCAR KARNALIM, S.T., M.T. 18
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Admissible Heuristics A heuristic h(n) is admissible if for every node n, h(n) ≤ h * (n), where h * (n) is the true cost to reach the goal state from n. An admissible heuristic never overestimates the cost to reach the goal, i.e., it is optimistic Example: h SLD (n) (never overestimates the actual road distance) Theorem: If h(n) is admissible, A * using TREE-SEARCH is optimal OSCAR KARNALIM, S.T., M.T. 19
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Consistent Heuristics A heuristic is consistent if for every node n, every successor n' of n generated by any action a, h(n) ≤ c(n,a,n') + h(n') Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is optimal OSCAR KARNALIM, S.T., M.T. 20
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Properties of A* Complete? Yes Time? Exponential Space? Keeps all nodes in memory Optimal? Yes OSCAR KARNALIM, S.T., M.T. 21
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Iterative-deepening A* (IDA*) Adapt the idea of iterative deepening to the heuristic search context The main difference between IDA* and standard iterative deepening is that the cutoff used is the f -cost (g + h) rather than the depth The cutoff value is the smallest f -cost of any node that exceeded the cutoff on the previous iteration OSCAR KARNALIM, S.T., M.T. 22
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Properties of IDA* Complete? Yes Time? DFS Space? DFS Optimal? Yes OSCAR KARNALIM, S.T., M.T. 23
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Recursive best-first search (RBFS) Simple recursive algorithm that attempts to mimic the operation of standard best-first search, but using only linear space Its structure is similar to that of a recursive DFS, but rather than continuing indefinitely down the current path, it keeps track of the f-value of the best alternative path available from any ancestor of the current node OSCAR KARNALIM, S.T., M.T. 24
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Recursive best-first search (RBFS) (Cont) If the current node exceeds this limit, the recursion unwinds back to the alternative path As the recursion unwinds, RBFS replaces the f -value of each node along the path with the best f -value of its children In this way, RBFS remembers the f -value of the best leaf in the forgotten subtree and can therefore decide whether it's worth reexpanding the subtree at some later time OSCAR KARNALIM, S.T., M.T. 25
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RBFS search for the shortest route to Bucharest The path via Rimnicu Vilcea is followed until the current best leaf (Pitesti) has a value that is worse than the best alternative path (Fagaras) OSCAR KARNALIM, S.T., M.T. 26
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RBFS search for the shortest route to Bucharest (Cont) The recursion unwinds and the best leaf value of the forgotten subtree (417) is backed up to Rimnicu Vilcea; then Fagaras is expanded, revealing a best leaf value of 450 OSCAR KARNALIM, S.T., M.T. 27
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RBFS search for the shortest route to Bucharest (Cont) The recursion unwinds and the best leaf value of the forgotten subtree (450) is backed up to Fagaras; then Rirnnicu Vilcea is expanded This time, because the best alternative path (through Timisoara) costs at least 447, the expansion continues to Bucharest OSCAR KARNALIM, S.T., M.T. 28
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Simplified Memory-bounded A* (SMA*) SMA* proceeds just like A*, expanding the best leaf until memory is full SMA* always drops the worst leaf node-the one with the highest f-value SMA* then backs up the value of the forgotten node to its parent OSCAR KARNALIM, S.T., M.T. 29
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Simplified Memory-bounded A* (SMA*) (Cont) In this way, the ancestor of a forgotten subtree knows the quality of the best path in that subtree With this information, SMA* regenerates the subtree only when all other paths have been shown to look worse than the path it has forgotten OSCAR KARNALIM, S.T., M.T. 30
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Relaxed Problem A problem with fewer restrictions on the actions is called a relaxed problem The cost of an optimal solution to a relaxed problem is an admissible heuristic for the original problem OSCAR KARNALIM, S.T., M.T. 31
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Admissible Heuristics in 8-Puzzle E.g., 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) = ? 3+1+2+2+2+3+3+2 = 18 Cost = 1 for each move of blank tile OSCAR KARNALIM, S.T., M.T. 32 Alternatif PR-1: Diketahui bahwa kotak kosong bisa bergerak ke: atas, bawah, kiri atau kanan. Gunakan salah satu heuristik di samping untuk mencari kemungkinan langkah terbaik untuk mencapai goal dengan A*. Batasi ruang pencarian pada kedalaman 3.
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Path Finding http://www.redblobgames.com/pathfinding/a-star/introduction.html OSCAR KARNALIM, S.T., M.T. 33 Real Cost Heuristics Alternatif PR-2: Jelaskan bagaimana A* terbentuk dalam gambar di bawah ini
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