Artificial Intelligence Flashcards
1
Q
Branching factor
A
- Maximum number of successors of any node
- Denoted as b
2
Q
Depth of shallowest goal node
A
Denoted as d
3
Q
Maximum length of path
A
Denoted as m
4
Q
Breadth first search
A
- Expands shallowest node on the frontier
- Complete if d and b are finite
- Optimal only if path cost is a nondecreasing function of a node depth, for example, if all actions have identical cost
- Time complexity: O(b^d)
- Space complexity: O(b^d)
5
Q
Depth first search
A
- Expands deepest node on the frontier
- Complete if graph-search and finite state space. No if it’s used in a tree search.
- Not optimal
- Time complexity: O(bm)
- Space complexity: O(bm)
6
Q
Iterative deepening search
A
- Run depth-first search to a fixed depth z
- Starting at z = 1, if the solution is not found then increment z and rerun the algorithm
- Time complexity: O(bd)
- Space complexity: O(bd)
- Complete if state space is finite
- Optimal if step costs are all identical
7
Q
Uniform-cost search
A
- Expand node with lowest path cost
- Complete unless there is a path with an infinite sequence of zero-cost actions
- Optimal
- Time and space complexity: O(b^d) unless there are identical action costs, then it would be O (b^[1+ (C*/ϵ)]) with:
- C* = cost of the optimal solution
- ϵ = minimum action cost
8
Q
Minimax algorithm
A
- Complete if game tree is finite
- Optimal against an optimal opponent
- Time complexity: O(bm)
- Space complexity: O(bm) or O(m)
9
Q
Pruning decision trees
A
- Avoids over fitting to training data
- Reduces test error
- Reduces complexity of the final classifier
10
Q
Greedy decision-tree learning
A
- Uses information gain to choose attributes to split on
- Does not prune
- Finds the decision tree that minimises error in the training data
11
Q
Admissible heuristic
A
- Never overestimates the cost to reach the goal
- For example, straight line distance
- If non-negative then 0 ≤ h(I) ≤ action cost
12
Q
Consistent heuristic
A
- Is also admissible
- h(n) <= c(n, a, nʹ) + h(nʹ)
13
Q
Constraint satisfaction problem
A
- X = {X1,…,Xn} = set of variables
- D = {D1,..,Dn} = set of domains specifying the values each variable can take
- C = set of constraints that specifies values that the variables are allowed to have collectively
14
Q
Q-learning
A
Formula to find new value: (γ p) + (α (r + (γ * p)))
- γ = discount factor
- p = previous value
- α = learning rate
- r = reward from previous turn
Given classes A and B:
- After transition A, perform action, B, the agent updates the Q value of state A
- After history A, perform action, B, the Q-value of state A changes
15
Q
Greedy best-first search
A
- Expands the node that appears to be closest to goal.
- Complexity: O(b^m) for both for tree search but a good heuristic can reduce it substantially
- Complete only when performing graph search in finite state set otherwise no (it can get into loops).