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- AI Notes Unit II
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Chapter 3

Outline

• Generate-and-test

• Hill climbing

• Best-first search

• Problem reduction

• Constraint satisfaction

• Means-ends analysis

2

Generate-and-Test

Algorithm

2. Generate a possible solution.

3. Test to see if this is actually a solution.

4. Quit if a solution has been found.

Otherwise, return to step 1.

3

Generate-and-Test

• Inefficient for problems with large space.

4

Generate-and-Test

• Exhaustive generate-and-test.

• Heuristic generate-and-test: not consider paths

that seem unlikely to lead to a solution.

• Plan generate-test:

− Create a list of candidates.

− Apply generate-and-test to that list.

5

Generate-and-Test

“Arrange four 6-sided cubes in a row, with each

side of

each cube painted one of four colours, such that on

all four

sides of the row one block face of each colour is

showing.”

6

Generate-and-Test

colours

then, when placing a block with several red faces,

use few

of them as possible as outside faces.

7

Hill Climbing

• Heuristic function to estimate how close a

given state is to a goal state.

8

Simple Hill Climbing

Algorithm

2. Evaluate the initial state.

3. Loop until a solution is found or there are no

new operators left to be applied:

− Select and apply a new operator

− Evaluate the new state:

goal →quit

better than current state →new current state

9

Simple Hill Climbing

specific knowledge into the control process.

10

Simple Hill Climbing

different

colours on each of the four sides (solution = 16).

11

Steepest-Ascent Hill Climbing

(Gradient Search)

• Considers all the moves from the current state.

• Selects the best one as the next state.

12

Steepest-Ascent Hill Climbing

(Gradient Search)

Algorithm

2. Evaluate the initial state.

3. Loop until a solution is found or a complete

iteration produces no change to current state:

− SUCC = a state such that any possible successor of

the

current state will be better than SUCC.

− For each operator that applies to the current state,

evaluate

the new state:

goal →quit

better than SUCC →set SUCC to this state

− SUCC is better than the current state →set the

current 13

state to SUCC.

Hill Climbing: Disadvantages

Local maximum

A state that is better than all of its neighbours,

but not

better than some other states far away.

14

Hill Climbing: Disadvantages

Plateau

A flat area of the search space in which all

neighbouring

states have the same value.

15

Hill Climbing: Disadvantages

Ridge

The orientation of the high region, compared to

the set

of available moves, makes it impossible to climb

up.

However, two moves executed serially may

increase

the height.

16

Hill Climbing: Disadvantages

Ways Out

• Backtrack to some earlier node and try going

in a different direction.

• Make a big jump to try to get in a new section.

• Moving in several directions at once.

17

Hill Climbing: Disadvantages

Decides what to do next by looking only at the

“immediate” consequences of its choices.

• Global information might be encoded in

heuristic functions.

18

Hill Climbing: Disadvantages

Start Goal

A D

0 4

D C

C B

B A

Blocks World

Local heuristic:

+1 for each block that is resting on the thing it is

supposed to be resting on.

−1 for each block that is resting on a wrong thing.

19

Hill Climbing: Disadvantages

0 A 2

D D

C C

B B A

20

Hill Climbing: Disadvantages

D 2

C

B A

A 0

0

D

C C D C 0

B B A B A D

21

Hill Climbing: Disadvantages

Start Goal

A D

−6 6

D C

C B

B A

Blocks World

Global heuristic:

For each block that has the correct support structure:

+1 to every block in the support

structure.

For each block that has a wrong support structure: −1 22

to

Hill Climbing: Disadvantages

D −5

C

B A

A −6

−

D

2

C C D C −

1

B B A B A D

23

Hill Climbing: Conclusion

problem space. Global heuristic may have to

pay for computational complexity.

methods, getting it started right in the right

general neighbourhood.

24

Simulated Annealing

beginning of the process, some downhill

moves may be made.

early on, so that the final solution is relatively

insensitive to the starting state.

• Lowering the chances of getting caught at a

local maximum, or plateau, or a ridge.

25

Simulated Annealing

Physical Annealing

• Physical substances are melted and then

gradually cooled until some solid state is

reached.

• The goal is to produce a minimal-energy state.

• Annealing schedule: if the temperature is

lowered sufficiently slowly, then the goal will

be attained.

• Nevertheless, there is some probability for a

transition to a higher energy state: e−∆E/kT. 26

Simulated Annealing

Algorithm

2. Evaluate the initial state.

3. Loop until a solution is found or there are no

new operators left to be applied:

− Set T according to an annealing schedule

− Selects and applies a new operator

− Evaluate the new state:

goal →quit

∆E = Val(current state) − Val(new state)

∆E < 0 →new current state

else →new current state with probability e−∆E/kT.

27

Best-First Search

having to be expanded.

dead-end paths.

⇒ Combining the two is to follow a single

path at a time, but switch paths whenever

some competing path look more promising

than the current one.

28

Best-First Search

A A A

B C D B C D

3 5 1 3 5

E F

4 6

A A

B C D B C D

5 5

G H E F G H E F

6 5 4 6 6 5 6

I J

2 1

29

Best-First Search

have not examined.

This is actually a priority queue.

examined.

Whenever a new node is generated, check

whether it has been generated before.

30

Best-First Search

Algorithm

2. OPEN = {initial state}.

3. Loop until a goal is found or there are no nodes

left in OPEN:

− Pick the best node in OPEN

− Generate its successors

− For each successor:

new →evaluate it, add it to OPEN, record its

parent

generated before →change parent, update

successors

31

Best-First Search

• Greedy search:

h(n) = estimated cost of the cheapest path

from node n to a goal state.

Neither optimal nor complete

• Uniform-cost search:

g(n) = cost of the cheapest path from the

initial state to node n.

Optimal and complete, but very inefficient.

32

Best-First Search

to a goal state.

g(n) = cost of the cheapest path from the

initial state to node n.

33

Best-First Search: A*

• Algorithm A*:

found by A* so far.

34

Best-First Search: A*

• Create a search graph G, consisting solely the start node

n 0.

Put n0 on the list OPEN.

2. Set the list CLOSED = ∅.

3. If OPEN = ∅, then exit with failure.

4. Select the first node n in OPEN, remove it from OPEN, and

put it on CLOSED.

5. If n is a goal node, then exit successfully with the solution

obtained by tracing a path along the pointers from n to

n 0.

6. Expand node n, generating the set M of its successors

that are not already ancestors of n in G. 35

Best-First Search: A*

Not already on either OPEN or CLOSED →Add m to

OPEN. Establish a pointer from m to n.

Already on either OPEN or CLOSED →Redirect its

pointer to n if the best path to m found so far is

through n.

8. Reorder the list OPEN in order of increasing f* values.

9. Go to step 3.

36

Problem Reduction

Goal: Steal TV set Goal: Earn some money Goal: Buy TV set

AND-OR Graphs

37

Problem Reduction: AO*

A A 6

5 9

B C D

3 4 5

A 9 A 11

9 12

B C D 10 B 6 C D 10

3 4 4

E F G H E F

4 4 5 7 4 4

38

Problem Reduction: AO*

A 11 A 14

B 13 C 10 B 13 C 15

D 5 E 6 F 3 D 5 E 6 F 3

G 5 G 10

Necessary backward H 9

propagation

39

Constraint Satisfaction

of constraint satisfaction.

Cryptarithmetic puzzle:

SEND

+

MORE

MONEY

40

Constraint Satisfaction

procedure, viewing a problem as one of

constraint satisfaction can reduce substantially

the amount of search.

41

Constraint Satisfaction

• Initial state contains the original constraints

given in the problem.

constrained “enough”.

42

Constraint Satisfaction

Two-step process:

1. Constraints are discovered and propagated as

far as possible.

2. If there is still not a solution, then search

begins, adding new constraints.

43

Initial state:

• No two letters have

M=1

the same value. S = 8 or 9 SEND

• The sum of the

O=0

N=E+1

+

digits C2 = 1

MORE

must be as shown. N+R>8

E≠9 MONEY

E=

2

N=3

R = 8 or 9

2 + D = Y or 2 + D = 10 + Y

C1 = C1 = 1

0

2+D=Y 2 + D = 10 + Y

N + R = 10 + E D=8+Y

R=9 D = 8 or 9

S =8

D= D=

8Y=0 9

Y=1

44

Constraint Satisfaction

1. Rules that define valid constraint propagation.

2. Rules that suggest guesses when necessary.

45

Exercises

3. Constraint satisfaction:

CROSS + ROADS = DANGER

46

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