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CSC344: AI for Games Lecture 4: Informed search

CSC344: AI for Games Lecture 4: Informed search. Patrick Olivier p.l.olivier@ncl.ac.uk. Depth-first. Iterative deepening. Breadth-first. Uninformed search: summary. Informed search strategies. Best-first search Greedy best-first search A* search Heuristics Local search algorithms

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CSC344: AI for Games Lecture 4: Informed search

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  1. CSC344: AI for GamesLecture 4: Informed search Patrick Olivier p.l.olivier@ncl.ac.uk

  2. Depth-first Iterative deepening Breadth-first Uninformed search: summary

  3. Informed search strategies • 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. Best-first search • Important: A search strategy is defined by picking the order of node expansion • Uniform cost search uses cost so far: g(n) • Best first search uses: • evaluation function: f(n) • expand most desirable unexpanded node • implementation: order the nodes in fringe in decreasing order of f(n) • Special cases: • greedy best-first search • A* search

  5. Greedy best-first search • Evaluation function f(n) = h(n) • Heuristics are rules-of-thumb that are likely (but not guaranteed) to help in problem solving • For example: • hSLD(n) = straight-line distance from n to Bucharest • Greedy best-first search expands the node that appears to be closest to goal

  6. Straight line distance to Bucharest Greedy search: Arad  Bucharest

  7. Greedy search: Arad  Bucharest

  8. Greedy search: Arad  Bucharest

  9. Greedy search: Arad  Bucharest

  10. Greedy search: Arad  Bucharest

  11. Properties of greedy search • Complete? • In finite space if modified to detect repeated states • e.g., Iasi  Neamt  Iasi  Neamt  … • Time? • O(bm) a good heuristic gives dramatic improvement • Space? • O(bm) keeps all nodes in memory • Optimal? • No

  12. A* search • Idea: don’t just use estimate of distance to the goal, but the cost of paths so far • 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) is estimated cost of path through n to goal • Class exercise: Arad  Bucharest using A* and the staight line distance as hSLD(n)

  13. A* search: Arad  Bucharest

  14. A* search: Arad  Bucharest

  15. A* search: Arad  Bucharest

  16. A* search: Arad  Bucharest

  17. A* search: Arad  Bucharest

  18. A* search: Arad  Bucharest

  19. 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

  20. Proof of A* optimality of A* (1) Suppose some suboptimal goal G2has 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

  21. Proof of A* optimality of A* (2) Suppose some suboptimal goal G2has 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

  22. Properties of A* search • Complete? • Yes – unless there are infinitely many nodes f(n) ≤ f(G) • Time? • Exponential unless the error in the heuristic grows no faster that the logarithm of the actual path cost A* is an optimally efficient (no other algorithm is guaranteed to expand less nodes for the same heuristic) • Space? • All nodes in memory (same as time complexity) • Optimal? • Yes

  23. Heuristic functions • sample heuristics for 8-puzzle: • h1(n) = number of misplaced tiles • h2(n) = total Manhattan distance • h1(S) = ? • h2(S) = ?

  24. Heuristic functions • sample heuristics for 8-puzzle: • h1(n) = number of misplaced tiles • h2(n) = total Manhattan distance • h1(S) = 8 • h2(S) = 3+1+2+2+2+3+3+2 = 18 • dominance: • h2(n) ≥ h1(n) for all n (both admissible) • h2 is better for search (closer to perfect) • less nodes need to be expanded

  25. Example of dominance • randomly generate 8-puzzle problems • 100 examples for each solution depth • contrast behaviour of heuristics & strategies

  26. Local search algorithms • In many optimisation problems, paths are irrelevant; goal state the solution • State space = set of "complete" configurations • Find configuration satisfying constraints, e.g., n-queens: n queens on an n ×n board with no two queens on the same row, column, or diagonal • Use local search algorithms which keep a single "current" state and try to improve it

  27. Hill-climbing search • "climbing Everest in thick fog with amnesia” • we can set up an objective function to be “best” when large (perform hill climbing) • …or we can use the previous formulation of heuristic and minimise the objective function (perform gradient descent)

  28. Local maxima/minina • Problem: depending on initial state, can get stuck in local maxima/minina 1/(1+H(n)) = 1/17 1/(1+H(n)) = 1/2 Local minima

  29. Simulated annealing search • Idea: escape local maxima by allowing some "bad" moves but gradually decrease their frequency and range (VSLI layout, scheduling)

  30. 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.

  31. Genetic algorithm search • 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

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