chapter 4 informed search and exploration. outline best-first search greedy best-first search a *...
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Chapter 4
Informed Search and Exploration
Outline
Best-First Search Greedy Best-First Search A* Search Heuristics Variances of A* Search
Tree Search (Reviewed, Fig. 3.9)
A search strategy is defined by picking the order of node expansion
function TREE-SEARCH ( problem, strategy ) returns a solution, or failure initialize the search tree using the initial state of problem loop do if there are no candidates for expansion then return failure choose a leaf node for expansion according to strategy if the node contains a goal state then return the corresponding solution else expand the node and add the resulting nodes to the search tree
Search Strategies
Uninformed Search Strategies by systematically generating new states and testing against
the goal
Informed Search Strategies by using problem-specific knowledge beyond the definition
of the problem to find solutions more efficiently
Best-First Search
An instance of general Tree-Search or Graph-Search
A node is selected for expansion based on an evaluation function, f(n), with the lowest evaluation an estimate of desirability
expand most desirable unexpanded node Implementation
a priority queue that maintains the fringe in ascending order of f-values
Best-first search is venerable but inaccurate
Best-First Search (cont.-1)
Heuristic search uses problem-specific knowledge: evaluation function
Choose the seemingly-best node based on the cost of the corresponding solution
Need estimate of the cost to a goal e.g., depth of the current node
sum of distances so far
Euclidean distance to goal, etc. Heuristics: rules of thumb Goal: to find solutions more efficiently
Best-First Search (cont.-2)
Heuristic Function h(n) = estimated cost of the cheapest path
from node n to a goal(h(n) = 0, for a goal node)
Special cases Greedy Best-First Search (or Greedy Search)
minimizing estimated cost from the node to reach a goal A* Search
minimizing the total estimated solution cost
Heuristic
Heuristic is derived from heuriskein in Greek, meaning “to find” or “to discover”
The term heuristic is often used to describe rules of thumb or advices that are generally effective, but not guaranteed to work in every case
In the context of search, a heuristic is a function that takes a state as an argument and returns a number that is an estimate of the merit of the state with respect to the goal
Heuristic (cont.)
A heuristic algorithm improves the average-case performance, but does not necessarily improve the worst-case performance
Not all heuristic functions are beneficial The time spent evaluating the heuristic function in order to
select a node for expansion must be recovered by a corresponding reduction in the size of search space explored
Useful heuristics should be computationally inexpensive!
Romania with Step Costs in km
Straight-line distances to Bucharest
Arad 366Bucharest 0Craiova 160Drobeta 242Eforie 161Fagaras 176Giurgiu 77Hirsova 151Iasi 226Lugoj 244Mehadia 241Neamt 234Oradea 380Pitesti 100Rimnicu Vilcea 193Sibiu 253Timisoara 329Urziceni 80Vaslui 199Zerind 374
Greedy Best-First Search
Greedy best-first search expands the nodes that appears to be closest to the goal
Evaluation function = Heuristic function f(n) = h(n) = estimated best cost to goal from n h(n) = 0 if n is a goal e.g., hSLD(n) = straight-line distance for route-finding
function GREEDY-SEARCH ( problem ) returns a solution, or failure
return BEST-FIRST-SEARCH ( problem, h )
Greedy Best-First Search Example
Analysis of Greedy Search
Complete? Yes (in finite space with repeated-state checking) No (start down an infinite path and never return to try other
possibilities) (e.g., from Iasi to Fagaras) Susceptible to false starts
Isai Neamt (dead end) No repeated states checking
Isai Neamt Isai Neamt (oscillation)
Analysis of Greedy Search (cont.)
Optimal? No (e.g., from Arad to Bucharest) Arad → Sibiu → Fagaras → Bucharest
(450 = 140+99+211, is not shortest) Arad → Sibiu → Rim → Pitesti → Bucharest
(418 = 140+80+97+101)
Time? best: O(d), worst: O(bm) m: the maximum depth like depth-first search a good heuristic can give dramatic improvement
Space? O(bm): keep all nodes in memory
A* Search
Avoid expanding paths that are already expansive To minimizing the total estimated solution cost Evaluation function f(n) = g(n) + h(n)
f(n) = estimated cost of the cheapest solution through n g(n) = path cost so far to reach n h(n) = estimated cost of the cheapest path from n to goal
function A*-SEARCH ( problem ) returns a solution, or failure
return BEST-FIRST-SEARCH ( problem, g+h )
Romania with Step Costs in km (remind)
Straight-line distances to Bucharest
Arad 366Bucharest 0Craiova 160Drobeta 242Eforie 161Fagaras 176Giurgiu 77Hirsova 151Iasi 226Lugoj 244Mehadia 241Neamt 234Oradea 380Pitesti 100Rimnicu Vilcea 193Sibiu 253Timisoara 329Urziceni 80Vaslui 199Zerind 374
A* Search Example
Romania with Step Costs in km (remind)
Straight-line distances to Bucharest
Arad 366Bucharest 0Craiova 160Drobeta 242Eforie 161Fagaras 176Giurgiu 77Hirsova 151Iasi 226Lugoj 244Mehadia 241Neamt 234Oradea 380Pitesti 100Rimnicu Vilcea 193Sibiu 253Timisoara 329Urziceni 80Vaslui 199Zerind 374
150
Admissible Heuristic
A* search uses an admissible heuristic h(n) h(n) never overestimates the cost to the goal from n n, h(n) h*(n), where h*(n) is the true cost to reach the goal
from n (also, h(n) 0, so h(G) = 0 for any goal G)
e.g., h(n) is not admissible g(X) + h(X) = 102 g(Y) + h(Y) = 74 Optimal path is not found!
e.g., straight-line distance hSLD(n) never overestimates the actual road distance
Admissible Heuristic (cont.)
e.g., 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) =
A* is complete and optimal if h(n) is admissible
83+1+2+2+2+3+3+2 = 18
Optimality of A* (proof)
Suppose some suboptimal goal G2 has been generated and is in the queue
Let n be an unexpanded node on a shortest path to an optimal goal G
Optimality of A* (cont.-1)
C*: cost of the optimal solution path A* may expand some nodes before selecting a goal node
Assume: G is an optimal and G2 is a suboptimal goal
f(G2) = g(G2) + h(G2) = g(G2) > C* ----- (1)
For some n on an optimal path to G, if h is admissible, thenf(n) = g(n) + h(n) C* ----- (2)
From (1) and (2), we have
f(n) C* < f(G2)
So, A* will never select G2 for expansion
Monotonicity (Consistency) of Heuristic A heuristic is consistent if
h(n) c(n, a, n’) + h(n’)the estimated cost of reaching the goal from n is no greater than the step cost of getting to successor n plus the estimated cost of reaching the goal from n’
If h is consistent, we havef(n’) = g(n’) + h(n’)
= g(n) + c(n, a, n’) + h(n’) g(n) + h(n) = f(n)
f(n’) f(n)i.e., f(n) is non-decreasing along any path
Theorem: If h(n) is consistent, A* is optimal
n
n’
G
h(n)
h(n’)
c(n,a,n’)
Optimality of A* (cont.-2)
A* expands nodes in order of increasing f value
Gradually adds f-contours of nodes Contour i has all nodes with f=fi, where fi < fi+1
Why Use Estimate of Goal Distance?
Order in which uniform-costlooks at nodes. A and B aresame distance from start, sowill be looked at before anylonger paths. No ”bias”toward goal.
Assume states are pointsthe Euclidean plane
Order of examination usingdist. From start + estimates ofdist. to goal. Notes “bias”toward the goal; points awayfrom goal look worse.
A B goal
start
Analysis of A* Search
Complete? Yes unless there are infinitely many nodes with f f(G)
Optimal? Yes, if the heuristic is admissible Time? Exponential in [relative error in h* length of solution] Space? O(bd), keep all nodes in memory Optimally Efficient? Yes
i.e., no other optimal algorithms is guaranteed to expand fewer nodes than A*
A* is not practical for many large-scale problems since A* usually runs out of space long before it runs out of time
Heuristic Functions
Example for 8-puzzle
branching factor 3 depth = 22 # of states = 322 3.1 1010
9! / 2 = 181,400 (reachable distinct states) for 15-puzzle
# of states 1013
Two commonly used candidates h1(n) = number of misplaced tiles = 8 h2(n) = total Manhattan distance
(i.e., no. of squares from desired location to each tile)= 3+1+2+2+2+3+3+2 = 18
Start State
Goal State
Effect of Heuristic Accuracy on Performance
h2 dominates (is more informed than) h1
Effect of Heuristic Accuracy on Performance (cont.) Effective Branching Factor b* is defined by
N + 1 = 1 + b* + (b*)2 + +(b‧‧‧ *)d
N : total number of nodes generated by A*
d : solution depth b* : branching factor that a uniform tree of depth d would
have to have in order to contain N+1 nodes
e.g., A* finds a solutions at depth 5 using 52 nodes, then b* = 1.92 A well designed heuristic would have a value of b* close to 1,
allowing fairly large problems to be solved
A heuristic function h2 is said to be more informed than h1
(or h2 dominates h1) if both are admissible and
n, h2(n) h1(n) A* using h2 will never expand more nodes than A* using h1
Inventing Admissible Heuristic Functions Relaxed problems
problems with fewer restrictions on the actions The cost of an optimal solution to a relaxed problem is an
admissible heuristic for the original problem e.g., 8-puzzle
A tile can move from square A to square B if A is horizontally or vertically adjacent to B and B is
blank. (P if R and S) 3 relaxed problems
A tile can move from square A to square B if A is horizontally or vertically adjacent to B. (P if R) --- derive h2
A tile can move from square A to square B if B is blank. (P if S) A tile can move from square A to square B. (P) --- derive h1
Inventing Admissible Heuristic Functions (cont.-1)
Composite heuristics Given h1, h2, … , hm; none dominates any others
h(n) = max { h1(n), h2(n), … , hm(n) } Subproblem
The cost of the optimal solution of the subproblem is a lower bound on the cost of the complete problem
To get tiles 1, 2, 3 and 4 into their correct positions, without worrying about what happens to other tiles.
Start State Goal State
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‧
‧
‧
‧ ‧ ‧
‧
Inventing Admissible Heuristic Functions (cont.-2)
Weighted evaluation functions
fw(n) = (1-w)g(n) + wh(n)
Learn the coefficients for features of a state
h(n) = w1 f1(n), , wk fk(n)
Search cost Good heuristics should be efficiently computable
Memory-Bounded Heuristic Search Overcome the space problem of A*, without
sacrificing optimality or completeness
IDA* (iterative deepening A*) a logic extension of iterative deepening search to use
heuristic information the cutoff used is the f-cost (g+h) rather than depth
RBFS (recursive best-first search) MA* (memory-bounded A*) SMA* (simplified MA*)
is similar to A*, but restricts the queue size to fit into the available memory
Iterative Deepening A*
Iterative deepening is useful for reducing memory requirement At each iteration, perform DFS with an f-cost limit IDA* is complete and optimal (with the same caveats as A* search)
Space complexity: O (bf * / ) O(bd) f* : the optimal solution cost : the smallest operator cost
Time complexity: O(bd) : the number of different f values
In the worst case, if A* expands N nodes, IDA* will expand 1+2+…+N = O(N2) nodes
IDA* uses too little memory
Iterative Deepening A* (cont.-1)
first, each iteration expands all nodes inside the contour for the current f-cost
peeping over to find out the next contour lines
once the search inside a given contour has been complete
a new iteration is started using a new f-cost for the next contour
Iterative Deepening A* (cont.-2)
function IDA* ( problem ) returns a solution sequence inputs: problem, a problem local variables: f-limit, the current f-COST limit
root, a node
root MAKE-NODE( INITIAL-STATE[ problem ]) f-limit f-COST( root ) loop do solution, f-limit DFS-CONTOUR( root , f-limit ) if solution is non-null then return solution if f-limit = then return failure end
Iterative Deepening A* (cont.-3)
function DFS-CONTOUR ( node, f-limit ) returns a solution sequence and a new f-COST limit inputs: node, a node
f-limit, the current f-COST limit local variables: next-f, the f-COST limit for the next contour, initially
if f-COST[ node ] > f-limit then return null, f-COST[ node ] if GOAL-TEST[ problem ]( STATE[ node ]) then return node, f-limit for each node s in SUCCESSORS( node ) do solution, new-f DFS-CONTOUR( s, f-limit ) if solution is non-null then return solution, f-limit next-f MIN( next-f, new-f ) end return null, next-f
Recursive Best-First Search (RBFS) Keeps track of the f-value of the best-alternative
path available if current f-values exceeds this alternative f-value, then
backtrack to alternative path upon backtracking change f-value to the best f-value of its
children re-expansion of this result is thus still possible
Recursive Best-First Search (cont.-1)
Arad366
Timisoara447
Zerind449
Sibiu393
Arad646
Fagaras415
Oradea671 413
∞
447
Craiova526 417
Sibiu553
Rim Vil
Pitesti
415
Arad366
Timisoara447
Zerind449
Sibiu393
Arad646
Fagaras415
Oradea671 413
∞
447
Sibiu591
Bucharest450
Fagaras417
417Rim Vil
Arad366
Timisoara447
Zerind449
Sibiu393
Arad646
Fagaras415
Oradea671 413
∞
447
450417
Bucharest418
Craiova615
Rim Vil607
PitestiCraiova526 417
Sibiu553
Rim Vil447
447
Recursive Best-First Search (cont.-2)
function RECURSIVE-BEST-FIRST-SEARCH ( problem ) returns a solution, or failure RBFS( problem, MAKE-NODE( INITIAL-STATE[ problem ] ), )
function RBFS ( problem, node, f_limit ) returns a solution, or failure and a new f-COST limit if GOAL-TEST[ problem ]( STATE[ node ]) then return node successors EXPAND( node, problem ) if successors is empty then return failure, for each node s in successors do f [ s ] max( g( s ) + h ( s ), f [ node ]) repeat best the lowest f-value node in successors if f [ best ] f_limit then return failure, f [ best ] alternative the second lowest f-value among successors result, f [ best ] RBFS( problem, best, MIN( f_limit, alternative )) if result failure then return result
Analysis of RBFS
RBFS is a bit more efficient than IDA* still excessive node generation (mind changes)
Complete? Yes Optimal? Yes, if the heuristic is admissible Time? Exponential
difficult to characterize, depend on accuracy of h(n) and how often best path changes
Space? O(bd) IDA* and RBFS suffer from too little memory
Simplified Memory Bounded A* (SMA*) SMA* expands the (newest) best leaf and deletes
the (oldest) worst leaf
Aim: find the lowest-cost goalnode with enough memory
Max Nodes = 3
A – root nodeD,F,I,J – goal nodes
Label: current f-Cost
Simplified Memory Bounded A* (cont.-1)
3. memory is full update (A) f-Cost for the min chlid expand G, drop the higher f-Cost leaf (B)
5. drop H and add I G memorize H update (G) f-Cost for the min child update (A) f-Cost
6. I is goal node, but may not be the best solution the path through G is not so great, so B is generated for the second time
7. drop G and add C A memorize G C is non-goal node C mark to infinite
8. drop C and add D B memorize C D is a goal node, and it is lowest f-Cost node then terminate
‧How about J has a cost of 19 instead of 24 ?
Simplified Memory Bounded A* (cont.-2)
A0+12=12
F30+0=30
E30+5=35
D20+0=20
C20+5=25
G8+5=13
B10+5=15
K24+5=29
J24+0=24
I24+0=24
H16+2=18
Aim: find the lowest-cost goalnode with enough memory
Max Nodes = 3
A – root nodeD,F,I,J – goal nodes
Label: current f-Cost
10 8
10 10 8 16
10 10 8 8
Simplified Memory Bounded A* (cont.-3)
A12
A12
B15
A13
G13
B15
· memory is full· update (A) f-cost for the min child· expand G, drop the higher f-cost leaf (B)
A13 (15)
G13
H18 infinite
· memory is full
A15 (15)
G24 (infinite)
I24
· drop H and add I· G memorize H· update (G) f-cost for the min child· update (A) f-cost
A15
G24
B15
· I is goal node, but may not be the best solution· the path through G is not so great so B is generate for the second time
A15 (24)
C25 infinite
B15
· drop G and add C· A memorize G· C is non-goal node· C mark to infinite
A20 (24)
D20
B20 (infinite)
· drop C and add D· B memorize C· D is a goal node and it is lowest f-cost node then terminate· How about J has a cost of 19 instead of 24 ??
Simplified Memory Bounded A* (cont.-4)function SMA* ( problem ) returns a solution sequence
inputs: problem, a problem local variables: Queue, a queue of nodes ordered by f-COST
Queue MAKE-QUEUE({ MAKE-NODE( INITIAL-STATE[ problem ])}) loop do if Queue is empty then return failure n deepest least f-COST node in Queue if GOAL-TEST( n ) then return success s NEXT-SUCCESSOR( n ) if s is not a goal and is at maximum depth then f( s ) else f( s ) MAX( f( n ), g( s ) + h( s )) if all of n‘s successors have been generated then update n‘s f-COST and those of its ancestors if necessary if SUCCESSORS( n ) all in memory then remove n from Queue if memory is full then delete shallowest, highest f-COST node in Queue remove it from its parent’s successor list insert its parent on Queue if necessary insert s on Queue end
SMA* Algorithm
SMA* makes use of all available memory M to carry out the search
It avoids repeated states as far as memory allows Forgotten nodes: shallow nodes with high f-cost will
be dropped from the fringe A forgotten node will only be regenerated if all other
child nodes from its ancestor node have been shown to look worse
Memory limitations can make a problem intractable
Analysis of SMA*
Complete? Yes, if M d i.e., if there is any reachable solution i.e., the depth of the shallowest goal node is less than the
memory size Optimal? Yes, if M d *
i.e., if any optimal solution is reachable;otherwise, it returns the best reachable solution
Optimally efficiently? Yes, if M bm
Time? It is often that SMA* is forced to switch back and forth continually
between a set of candidate solution paths Thus, the extra time required for repeated generation of the same
node Memory limitations can make a problem intractable from the point
of view of computation time Space? Limited
HW2, 4/11 deadline
Write an A* programs to solve the path finding problem.