Artificial Intelligence : Tree Search Problems and Searches Flashcards

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1
Q

Problem with reaching a goal

A

There are multiple actions, but they require an order.

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2
Q

Problem Formulation

A

The process of describing the goal, the relevant states of the world, the possible actions and the optimality criterion.

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3
Q

The Search Graph

A

First determine the set S of possible states of the problem, then the search graph for our problem is given by the set of states (s), the start state (sstart), the goal states (sgoal), the set of actions (A) that can be performed and that take the agent from one state in S to another state in S, and a cost function.

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4
Q

Abstract State

A

Set of real states

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5
Q

Abstract action

A

Complex combination of real actions

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6
Q

Abstract Solution

A

Set of real paths that are solutions in the real world

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7
Q

Successor States

A

States that follow on from other states

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8
Q

Search

A

Systematic exploration of the search tree.

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9
Q

Imaginary

A

Cannot be stored

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10
Q

Don’t care non-determinism

A

No better option

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11
Q

Breadth First

A

FIFO / Levels
Works in [S0,S1,S2,S1.1,S1.2,S2.2]
1 + b + b^2 + … + b^d with d being the shortest path to the goal state

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12
Q

Depth First

A

LIFO / Left to Right
1 + b + b^2 + … + b^m, with m possibly being infinite

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13
Q

Depth Limited Search

A

Limits the depth on a certain path (especially if you know the length of the solution)
1 + b + b^2 + …+ b^l with l being the depth limit

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14
Q

Iterative Deepening

A

DLS depth n = 0, if solution found, return it, if not, depth n = n+1 ; complete version

IDS is complete and the solution is guaranteed to be the shortest.

1 + (1 + b) + (1 + b + b^2) + … + (1 + b + b^2 … + b^d), with d being the length of the shortest path to goal state

Always puts results at the back.

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15
Q

Bidirectional Search

A

Search the goal state backwards as well as from initial state forwards.
Two steps per depth : searches up to depth d/2.
2 x (1 + b + b^2 + b^3).

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16
Q

Uniform Cost Search

A

Gives a cost to each path. g = paths -> real numbers.
Guaranteed to find cheapest solution assuming the path cost grows monotonically.

17
Q

Heuristics

A

Problem specific knowledge (trial and error etc.) ; we know how good a certain state is. h = states -> real numbers.
h(s) = 0 is s is the goal state.
A heuristic is admissible if it does not overestimate the length to the goal state (is optimistic ; h(s) <= h(s), where h is the true cost from s to the goal) / doesn’t take any unnecessary steps.
Weighing the heuristic more can help with solutions faster (instead of g + h you could do g + 1.5h).

18
Q

Greedy Search

A

Expands to the path that appears to be closest to the goal.
Does not find the shortest path, but instead finds the cheapest path (cheapest node, not cheapest path).
Uses heuristics.
STILL RETURNS PATH COST.

19
Q

A* Search

A

Combines greedy search with uniform cost search.
f(O -> K) = g(0 -> k) + h(K)

20
Q

Manhattan Distance

A

Horizontal and vertical steps from the desired location.