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CS347 Introduction to Artificial Intelligence. Dr. Daniel Tauritz (Dr. T) tauritzd@umr.edu http://web.umr.edu/~tauritzd. What is AI?. Systems that… think like humans act like humans think rationally act rationally Play Ultimatum Game. Key historical events for AI.
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CS347Introduction to Artificial Intelligence Dr. Daniel Tauritz (Dr. T) tauritzd@umr.edu http://web.umr.edu/~tauritzd
What is AI? Systems that… • think like humans • act like humans • think rationally • act rationally Play Ultimatum Game
Key historical events for AI • 1600’s Descartes mind-body connection • 1805 First programmable machine • Mid 1800’s Charles Babbage’s “difference engine” & “analytical engine” • Lady Lovelace’s Objection • 1943 McCulloch & Pitts: Neural Computation • 1976 Newell & Simon’s “Physical Symbol System Hypothesis”
Rational Agents • Environment • Sensors (percepts) • Actuators (actions) • Agent Function • Agent Program • Performance Measures
Rational Behavior Depends on: • Agent’s performance measure • Agent’s prior knowledge • Possible percepts and actions • Agent’s percept sequence
Rational Agent Definition “For each possible percept sequence, a rational agent selects an action that is expected to maximize its performance measure, given the evidence provided by the percept sequence and any prior knowledge the agent has.”
Task Environments • PEAS description • PEAS properties: • Fully/Partially Observable • Deterministic, Stochastic, Strategic • Episodic, Sequential • Static, Dynamic, Semidynamic • Discrete, Continuous • Single agent, Multiagent • Competitive, Cooperative
Problem-solving agents A definition: Problem-solving agents are goal based agents that decide what to do based on an action sequence leading to a goal state.
Problem-solving steps • Problem-formulation • Goal-formulation • Search • Execute solution Play Three Sisters Puzzle
Well-defined problems • Initial state • Successor function • Goal test • Path cost • Solution • Optimal solution
Example problems • Vacuum world • Tic-tac-toe • 8-puzzle • 8-queens problem
Search trees • Root corresponds with initial state • Vacuum state space vs. search tree • Search algorithms iterate through goal testing and expanding a state until goal found • Order of state expansion is critical! • Water jug example
Search node datastructure • STATE • PARENT-NODE • ACTION • PATH-COST • DEPTH States are NOT search nodes!
Fringe • Fringe = Set of leaf nodes • Implemented as a queue with ops: • MAKE-QUEUE(element,…) • EMPTY?(queue) • FIRST(queue) • REMOVE-FIRST(queue) • INSERT(element,queue) • INSERT-ALL(elements,queue)
Problem-solving performance • Completeness • Optimality • Time complexity • Space complexity
Complexity in AI • b – branching factor • d – depth of shallowest goal node • m – max path length in state space • Time complexity: # generated nodes • Space complexity: max # nodes stored • Search cost: time + space complexity • Total cost: search + path cost
Tree Search • Breadth First Tree Search (BFTS) • Uniform Cost Tree Search (UCTS) • Depth-First Tree Search (DFTS) • Depth-Limited Tree Search (DLTS) • Iterative-Deepening Depth-First Tree Search (ID-DFTS)
Graph Search • Breadth First Graph Search (BFGS) • Uniform Cost Graph Search (UCGS) • Depth-First Graph Search (DFGS) • Depth-Limited Graph Search (DLGS) • Iterative-Deepening Depth-First Graph Search (ID-DFGS)
Best First Search (BeFS) • Select node to expand based on evaluation function f(n) • Typically node with lowest f(n) selected because f(n) correlated with path-cost • Represent fringe with priority queue sorted in ascending order of f-values
Path-cost functions • g(n) = lowest path-cost from start node to node n • h(n) = estimated path-cost of cheapest path from node n to a goal node [with h(goal)=0]
Important BeFS algorithms • UCS: f(n) = g(n) • GBeFS: f(n) = h(n) • A*S: f(n) = g(n)+h(n)
Heuristics • h(n) is a heuristic function • Heuristics incorporate problem-specific knowledge • Heuristics need to be relatively efficient to compute
GBeFS • Incomplete (so also not optimal) • Worst-case time and space complexity: O(bm) • Actual complexity depends on accuracy of h(n)
A*S • f(n) = g(n) + h(n) • f(n): estimated cost of optimal solution through node n • if h(n) satisfies certain conditions, A*S is complete & optimal
Admissible heuristics • h(n) admissible if: Example: straight line distance A*TS optimal if h(n) admissible
Consistent heuristics • h(n) consistent if: Consistency implies admissibility A*GS optimal if h(n) consistent
Adversarial Search Environments characterized by: • Competitive multi-agent • Turn-taking Simplest type: Discrete, deterministic, two-player, zero-sum games of perfect information
Search problem formulation • Initial state: board position & starting player • Successor function: returns list of (legal move, state) pairs • Terminal test: game over! • Utility function: associates player-dependent values with terminal states
Depth-Limited Minimax • State Evaluation Heuristic estimates Minimax value of a node • Note that the Minimax value of a node is always calculated for the Max player, even when the Min player is at move in that node!
Iterative-Deepening Minimax • IDM(n,d) calls DLM(n,1), DLM(n,2), …, DLM(n,d) • Advantages: • Solution availability when time is critical • Guiding information for deeper searches
Time Per Move • Constant • Percentage of remaining time • State dependent • Hybrid
Alpha-Beta Pruning • α: worst value that Max will accept at this point of the search tree • β: worst value that Min will accept at this point of the search tree • Fail-low: encountered value <= α • Fail-high: encountered value >= β • Prune if fail-low for Min-player • Prune if fail-high for Max-player
Transposition Tables (1) • Hash table of previously calculated state evaluation heuristic values • Speedup is particularly huge for iterative deepening search algorithms! • Good for chess because often repeated states in same search
Transposition Tables (2) • Datastructure: Hash table indexed by position • Element: • State evaluation heuristic value • Search depth of stored value • Hash key of position (to eliminate collisions) • (optional) Best move from position
Transposition Tables (3) • Zobrist hash key • Generate 3d-array of random 64-bit numbers (piece type, location and color) • Start with a 64-bit hash key initialized to 0 • Loop through current position, XOR’ing hash key with Zobrist value of each piece found (note: once a key has been found, use an incremental apporach that XOR’s the “from” location and the “to” location to move a piece)
Quiescence Search • When search depth reached, compute quiescence state evaluation heuristic • If state quiescent, then proceed as usual; otherwise increase search depth if quiescence search depth not yet reached • Call format: QSDLM(root,depth,QSdepth), QSABDLM(root,depth,QSdepth,α,β), etc.
MTD(f) MTDf(root,guess,depth) { lower = -∞; upper = ∞; do { beta=guess+(guess==lower); guess = ABMaxV(root,depth,beta-1,beta); if (guess<beta) upper=guess; else lower=guess; } while (lower < upper); return guess; } // also needs to return best move
IDMTD(f) IDMTDf(root,first_guess,depth_limit) { guess = first_guess; for (depth=1; depth ≤ depth_limit; depth++) guess = MTDf(root,guess,depth); return guess; } // actually needs to return best move
Search Depth Heuristics • Horizon Effect: the phenomenon of deciding on a non-optimal principal variant because an ultimately unavoidable damaging move seems to be avoided by blocking it till passed the search depth • Singular Extensions • Quiescence Search • Time based • State based
Move Ordering Heuristics • Knowledge based • Killer Move: the last move at a given depth that caused an AB-pruning or had best minimax value • History Table