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Informed search algorithms

         Chapter 4
Material
• Chapter 4 Section 1 - 3
• Exclude memory-bounded heuristic
  search
•
•
Outline
•   Best-first search
•   Greedy best-first search
•   A* search
•   Heuristics
•   Local search algorithms
•   Hill-climbing search
•   Simulated annealing search
•   Local beam search
•   Genetic algorithms
Review: Tree search
• input{file{algorithms}{tree-search-short-
  algorithm}}
• A search strategy is defined by picking the
  order of node expansion
•
•
Best-first search
• Idea: use an evaluation function f(n) for each node
    – estimate of quot;desirabilityquot;
     Expand most desirable unexpanded node

• Implementation:
  Order the nodes in fringe in decreasing order of
  desirability

• Special cases:
    – greedy best-first search
    – A* search
    –
•
Romania with step costs in km
Greedy best-first search
• Evaluation function f(n) = h(n) (heuristic)
• = estimate of cost from n to goal
• e.g., hSLD(n) = straight-line distance from n
  to Bucharest
• Greedy best-first search expands the
  node that appears to be closest to goal
•
•
•
Greedy best-first search
       example
Greedy best-first search
       example
Greedy best-first search
       example
Greedy best-first search
       example
Properties of greedy best-first
            search
• Complete? No – can get stuck in loops,
  e.g., Iasi  Neamt  Iasi  Neamt 
• Time? O(bm), but a good heuristic can give
  dramatic improvement
• Space? O(bm) -- keeps all nodes in
  memory
• Optimal? No
•
•
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
•
•
A search example
 *
A search example
 *
A search example
 *
A search example
 *
A search example
 *
A search example
 *
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: hSLD(n) (never overestimates the actual
  road distance)
• Theorem: If h(n) is admissible, A* using TREE-
  SEARCH is optimal
•
Optimality of A (proof)         *


    Suppose some suboptimal goal G2 has been generated and is in the
•
    fringe. Let n be an unexpanded node in the fringe such that n is on a
    shortest path to an optimal goal G.




    f(G2) = g(G2)        since h(G2) = 0
•
    g(G2) > g(G)         since G2 is suboptimal
•
• f(G) = g(G)            since h(G) = 0
• f(G2) > f(G)           from above

•
Optimality of A (proof)         *


    Suppose some suboptimal goal G2 has been generated and is in the
•
    fringe. Let n be an unexpanded node in the fringe such that n is on a
    shortest path to an optimal goal G.




    f(G2)        > f(G)          from above
•
• h(n)          ≤ h^*(n)          since h is admissible
• g(n) + h(n) ≤ g(n) + h*(n)
• f(n)          ≤ f(G)
Hence f(G2) > f(n), and A* will never select G2 for expansion
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')

• If h is consistent, we have
f(n')    = g(n') + h(n')
         = g(n) + c(n,a,n') + h(n')
         ≥ g(n) + h(n)
         = f(n)
• i.e., f(n) is non-decreasing along any path.
• Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is optimal
•
Optimality of A                    *


•   A* expands nodes in order of increasing f value

• Gradually adds quot;f-contoursquot; of nodes
• Contour i has all nodes with f=fi, where fi < fi+1

•
•
Properties of A$^*$
• Complete? Yes (unless there are infinitely
  many nodes with f ≤ f(G) )
• Time? Exponential
• Space? Keeps all nodes in memory
• Optimal? Yes
•
•
•
•
Admissible heuristics
E.g., for the 8-puzzle:
• h1(n) = number of misplaced tiles
• h2(n) = total Manhattan distance
(i.e., no. of squares from desired location of each tile)




• h1(S) = ?
• h2(S) = ?
•
Admissible heuristics
E.g., for the 8-puzzle:
• h1(n) = number of misplaced tiles
• h2(n) = total Manhattan distance
(i.e., no. of squares from desired location of each tile)




• h1(S) = ? 8
• h2(S) = ? 3+1+2+2+2+3+3+2 = 18
•
Dominance
• If h2(n) ≥ h1(n) for all n (both admissible)
• then h2 dominates h1
• h2 is better for search

• 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
•
Relaxed problems
• 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
• If the rules of the 8-puzzle are relaxed so that a
  tile can move anywhere, then h1(n) gives the
  shortest solution
• If the rules are relaxed so that a tile can move to
  any adjacent square, then h2(n) gives the
  shortest solution
•
•
Local search algorithms
• In many optimization problems, the path to the
  goal is irrelevant; the goal state itself is the
  solution

• State space = set of quot;completequot; configurations
• Find configuration satisfying constraints, e.g., n-
  queens

• In such cases, we can use local search
  algorithms
• keep a single quot;currentquot; state, try to improve it
•
Example: n-queens
• Put n queens on an n × n board with no
  two queens on the same row, column, or
  diagonal
•
Hill-climbing search
• quot;Like climbing Everest in thick fog with
  amnesiaquot;

•
Hill-climbing search
• Problem: depending on initial state, can
  get stuck in local maxima

•
Hill-climbing search: 8-queens problem




•   h = number of pairs of queens that are attacking each other, either directly
    or indirectly
•   h = 17 for the above state

•
Hill-climbing search: 8-queens problem




• A local minimum with h = 1
Simulated annealing search
• Idea: escape local maxima by allowing some
  quot;badquot; moves but gradually decrease their
  frequency


•
Properties of simulated
          annealing search
• One can prove: If T decreases slowly enough,
  then simulated annealing search will find a
  global optimum with probability approaching 1

• Widely used in VLSI layout, airline scheduling,
  etc


•
Local beam search
• Keep track of k states rather than just one

• Start with k randomly generated states

• At each iteration, all the successors of all k
  states are generated

• If any one is a goal state, stop; else select the k
  best successors from the complete list and
  repeat.
Genetic algorithms
• A successor state is generated by combining two parent
  states

• Start with k randomly generated states (population)

• A state is represented as a string over a finite alphabet
  (often a string of 0s and 1s)

• Evaluation function (fitness function). Higher values for
  better states.

• Produce the next generation of states by selection,
  crossover, and mutation
Genetic algorithms




• Fitness function: number of non-attacking pairs of queens
  (min = 0, max = 8 × 7/2 = 28)
• 24/(24+23+20+11) = 31%
• 23/(24+23+20+11) = 29% etc
•
Genetic algorithms

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M4 Heuristics

  • 2. Material • Chapter 4 Section 1 - 3 • Exclude memory-bounded heuristic search • •
  • 3. Outline • Best-first search • Greedy best-first search • A* search • Heuristics • Local search algorithms • Hill-climbing search • Simulated annealing search • Local beam search • Genetic algorithms
  • 4. Review: Tree search • input{file{algorithms}{tree-search-short- algorithm}} • A search strategy is defined by picking the order of node expansion • •
  • 5. Best-first search • Idea: use an evaluation function f(n) for each node – estimate of quot;desirabilityquot;  Expand most desirable unexpanded node • Implementation: Order the nodes in fringe in decreasing order of desirability • Special cases: – greedy best-first search – A* search – •
  • 6. Romania with step costs in km
  • 7. Greedy best-first search • Evaluation function f(n) = h(n) (heuristic) • = estimate of cost from n to goal • e.g., hSLD(n) = straight-line distance from n to Bucharest • Greedy best-first search expands the node that appears to be closest to goal • • •
  • 12. Properties of greedy best-first search • Complete? No – can get stuck in loops, e.g., Iasi  Neamt  Iasi  Neamt  • Time? O(bm), but a good heuristic can give dramatic improvement • Space? O(bm) -- keeps all nodes in memory • Optimal? No • •
  • 13. 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 • •
  • 20. 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: hSLD(n) (never overestimates the actual road distance) • Theorem: If h(n) is admissible, A* using TREE- SEARCH is optimal •
  • 21. Optimality of A (proof) * Suppose some suboptimal goal G2 has been generated and is in the • fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G. f(G2) = g(G2) since h(G2) = 0 • g(G2) > g(G) since G2 is suboptimal • • f(G) = g(G) since h(G) = 0 • f(G2) > f(G) from above •
  • 22. Optimality of A (proof) * Suppose some suboptimal goal G2 has been generated and is in the • fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G. f(G2) > f(G) from above • • h(n) ≤ h^*(n) since h is admissible • g(n) + h(n) ≤ g(n) + h*(n) • f(n) ≤ f(G) Hence f(G2) > f(n), and A* will never select G2 for expansion
  • 23. 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') • If h is consistent, we have f(n') = g(n') + h(n') = g(n) + c(n,a,n') + h(n') ≥ g(n) + h(n) = f(n) • i.e., f(n) is non-decreasing along any path. • Theorem: If h(n) is consistent, A* using GRAPH-SEARCH is optimal •
  • 24. Optimality of A * • A* expands nodes in order of increasing f value • Gradually adds quot;f-contoursquot; of nodes • Contour i has all nodes with f=fi, where fi < fi+1 • •
  • 25. Properties of A$^*$ • Complete? Yes (unless there are infinitely many nodes with f ≤ f(G) ) • Time? Exponential • Space? Keeps all nodes in memory • Optimal? Yes • • • •
  • 26. Admissible heuristics E.g., for the 8-puzzle: • h1(n) = number of misplaced tiles • h2(n) = total Manhattan distance (i.e., no. of squares from desired location of each tile) • h1(S) = ? • h2(S) = ? •
  • 27. Admissible heuristics E.g., for the 8-puzzle: • h1(n) = number of misplaced tiles • h2(n) = total Manhattan distance (i.e., no. of squares from desired location of each tile) • h1(S) = ? 8 • h2(S) = ? 3+1+2+2+2+3+3+2 = 18 •
  • 28. Dominance • If h2(n) ≥ h1(n) for all n (both admissible) • then h2 dominates h1 • h2 is better for search • 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 •
  • 29. Relaxed problems • 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 • If the rules of the 8-puzzle are relaxed so that a tile can move anywhere, then h1(n) gives the shortest solution • If the rules are relaxed so that a tile can move to any adjacent square, then h2(n) gives the shortest solution • •
  • 30. Local search algorithms • In many optimization problems, the path to the goal is irrelevant; the goal state itself is the solution • State space = set of quot;completequot; configurations • Find configuration satisfying constraints, e.g., n- queens • In such cases, we can use local search algorithms • keep a single quot;currentquot; state, try to improve it •
  • 31. Example: n-queens • Put n queens on an n × n board with no two queens on the same row, column, or diagonal •
  • 32. Hill-climbing search • quot;Like climbing Everest in thick fog with amnesiaquot; •
  • 33. Hill-climbing search • Problem: depending on initial state, can get stuck in local maxima •
  • 34. Hill-climbing search: 8-queens problem • h = number of pairs of queens that are attacking each other, either directly or indirectly • h = 17 for the above state •
  • 35. Hill-climbing search: 8-queens problem • A local minimum with h = 1
  • 36. Simulated annealing search • Idea: escape local maxima by allowing some quot;badquot; moves but gradually decrease their frequency •
  • 37. Properties of simulated annealing search • One can prove: If T decreases slowly enough, then simulated annealing search will find a global optimum with probability approaching 1 • Widely used in VLSI layout, airline scheduling, etc •
  • 38. Local beam search • Keep track of k states rather than just one • Start with k randomly generated states • At each iteration, all the successors of all k states are generated • If any one is a goal state, stop; else select the k best successors from the complete list and repeat.
  • 39. Genetic algorithms • A successor state is generated by combining two parent states • Start with k randomly generated states (population) • A state is represented as a string over a finite alphabet (often a string of 0s and 1s) • Evaluation function (fitness function). Higher values for better states. • Produce the next generation of states by selection, crossover, and mutation
  • 40. Genetic algorithms • Fitness function: number of non-attacking pairs of queens (min = 0, max = 8 × 7/2 = 28) • 24/(24+23+20+11) = 31% • 23/(24+23+20+11) = 29% etc •