Problem Solving Agents

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Problem Solving Agents A problem solving agent is one which decides what actions and states to consider in completing a goal Examples: Finding the shortest path from one city to another 8-puzzle

Problem Solving Agents 8-Puzzle Action: Move blank square up, down, left, or right State: arrangement of squares including blank Goal Test: Is it in correct order? Cost: 1 for each move it took

Problem Statement How do I get from initial state to goal? Use a search algorithm From initial state, generate more states Choose one of the adjacent states, and expand the state from there Continue until you find solution Search strategy: Which states do you expand first? Picture of 8-puzzle search tree

Distinction between state and node State: configuration of the world What is the arrangement of tiles in the puzzle? Node: data structure within the search tree. # nodes > # states Much of the time, the tree is virtual.

Uninformed Search Strategies Uninformed: No knowledge of whether one state is better than another, except for goal How could knowledge help? (Rubik s cube?) Informed search uses heuristics Interested in following: Completeness: Solution guaranteed if it exists Time complexity: How long? Space complexity: How much memory? Optimality: Does it find best solution (lowest cost)? Does it find it first?

Breadth-first search Overview Expand root node Expand all children of root node Expand all grandchildren, etc. In general Expand all nodes at depth d before expanding nodes at depth d+1

Breadth First

Breadth-First Analysis Completeness? Optimality? Time and space? Let b =branching factor: maximum number of branches a given node can yield What is branching factor for 8-puzzle?

Breadth-First Search Time complexity: How many nodes do I expand? If solution at depth d, approx 1 b b d 2 3 4 d d b b... b 1 b 1 b 1 O( b Space complexity: O(b d ) Same thing: Need to maintain all prior nodes so you know path Usually implemented with a queue )

Uniform Cost Search Similar to Breadth-First search, but expand cheapest path so far Example: Finding shortest distance to a city

5 3 6 6 12 7 9 11 3 6 1 2

Uniform Cost Search Completeness: Complexity: Optimality:

Depth-First Search Expand root node Expand node at deepest level of tree Repeat

Depth First

Depth-First Search Space complexity: Must store all nodes on current path Must store all unexplored sibling nodes on path At depth m, required to store 1+bm nodes (1+m if can each node remembers what to expand next) O(bd): Much better than O(b d ) Time complexity: Still need to explore all nodes: O(b d ) Depth-first can get lucky and find long path quickly Depth-first can get lost down a really long path

Depth-First Search Complete No if tree is infinite, could spend forever exploring one branch even if there is a finite solution somewhere Optimality Might never find any solutions Usually implemented via recursion

Depth-Limited Search Depth-First search, but limit maximum depth allowed Complete: Optimality: Time complexity: Space complexity:

Iterative Deepening Search Depth-limited search, with depth = 0 then again with depth = 1 then again with depth = 2... until you find a solution

Iterative Deepening Depth = 0 Depth Limit = 0

Iterative Deepening Depth = 0 Depth Limit = 1

Iterative Deepening Depth Limit = 2 Depth = 0 Depth = 1 Depth = 2

Iterative Deepening Depth Limit = 3 Depth = 0 Depth = 1 Depth = 2 Depth = 3

Iterative Deepening Seach Why iterative deepening search? Complete: eventually will find solution Why not use BFS? BFS traverses in same order, apart from repeats. Aren t repeats inefficient?

Iterative Deepening Search Memory requirements are same as those as DFS: O(bd) instead of O(b d ) Can think of it as BFS where store less info, and rediscover it when you need it Completeness and optimality the same as for BFS How much time do you lose due to repeats? It s not so bad, since you don t repeat the bottom levels as much (the big ones) See book or CS 227 (Alg II) for details

Bidirectional Search Start searching forward from initial state and backwards from goal, and try to meet in the middle Should reduce from O(b d ) to O(2b d/2 )= O(b d/2 ) Hash table to track where you ve been Can you search backwards? Depends on goal (is goal unique?)

Avoiding Repeated States How do you make sure you don t cycle? Need to store all the states you have already been to: lots of memory! O(b d ) Checking would only pay off if space has lots of cycles Hash table usually used to make lookup efficient

Searching in Partially Observable Environments What if I have no sensors at all, apart from at goal? I have a belief state, which is a set of all states I might be in. {at home, on dirt, etc.} Search through all possible belief states, until you reach one that contains only goals