Lecture 2 - State Space Search Flashcards

1
Q

What are the 4 elements to represent the state space problem?

A
  1. Initial State
     starting state
     ex. unsolved puzzle, being at home
  2. Set of operators
     actions responsible for transition between states (up, down, etc)
  3. Goal test function
     Applied to a state to determine if it is a goal state
     ex. solved puzzle, arrived at Concordia
  4. Path cost function
     Assigns a cost to a path to tell if a path is preferable to
    another
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2
Q

Informed vs Uninformed Search

A

Uninformed search
 We systematically explore the alternatives
 aka: systematic/exhaustive/blind/brute force search

Informed search (heuristic search)
 We try to choose smartly

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3
Q

DFS vs BFS

A

Determine order for examining states
Depth-first:
 visit successors before siblings
- Uses Stack

Breadth-first:
visit siblings before successors
i.e. visit level-by-level
-Uses Queue

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4
Q

Particularities of BFS:

A
  • WIll always find shortest path
  • Inneficient if there’s a high branching factor B
  • High memory Requirement - B^n
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5
Q

Particularities of DFS:

A

Does not guarantee finding the shortest path, but requires less memory

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6
Q

What is Depth-Limited Search?

A

Compromise for DFS :
 Do depth-first but with depth cutoff k (depth at which nodes are not expanded)

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7
Q

What is iterative Deepening?

A

Compromise between BFS and DFS:
 use depth-first search, but
 with a maximum depth before going to next level
-Finds the shortest path, and is preferred when there is a large search space

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8
Q

Uniform Cost Search

A
  • Uses a priority queue sorted using hte cost from the root to node n (g(n).
  • This will find lowest cost solution path
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9
Q

What is heuristic

A

 Heuristic search:
A technique that improves the efficiency of search,
possibly sacrificing on completeness
Focus on paths that seem most promising according to
some function
Need an evaluation function (heuristic function) to
score a node in the search tree

 Heuristic function h(n) = an approximation of the
lowest cost from node n to the goal

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10
Q

What is Hill Climbing

A

General hill climbing strategy:
 as soon as you find a position that is better than the current one, select it.
 Does not maintain a list of next nodes to visit (an open list)
 Similar to climbing a mountain in the fog with amnesia … always go higher than where you are now,
but never go back…

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11
Q

What is Steepest ascent Hill climbing?

A

Steepest ascent hill climbing:
 instead of moving to the first position that is better than the current one
 pick the best position out of all the next possible moves

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12
Q

problems with hill climbing

A

Foothills (or local maxima)
 reached a local maximum, not the global maximum
 a state that is better than all its neighbors but is not better
than some other states farther away.
 at a local maximum, all moves appear to make things worse.

Plateau
 a flat area of the search space in which the next states
have the same value.
 it is not possible to determine the best direction in which
to move by making local comparisons.

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13
Q

Some Solutions to hill-climbing

A

Random-restart hill-climbing
 random initial states are generated
 run each until it halts or makes no significant progress.
 the best result is then chosen.
keep going even if the best successor has the same value as current node
 works well on a “shoulder”
 but could lead to infinite loop
on a plateau

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14
Q

What is best first search?

A

The thing about hill-climbing is that it selects one move and forgets the others.

Solution:
- Use open as a priority queue -> this is best first search.
- Insert nodes into an open list so that the nodes are sorted in ascending h(n)

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15
Q

What is manhattan distance?

A

of moves required for a piece to be at the correct location

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16
Q

What are the various variables in evaluating heuristics

A

Evaluation function f(n) = g(n) + h(n) for node n:
 g(n) current cost from start to node n
 h(n) estimate of the lowest cost from n to goal
 f(n) estimate of the lowest cost of the solution path (from start to goal passing through n)

Now consider f(n) = g(n) + h(n):
 g
(n) cost of lowest cost path from start to node n
 h(n) actual lowest cost from n to goal
 f
(n) actual cost of lowest cost of the solution path (from start to goal passing through n)

17
Q

The 3 different factors to evaluate a heuristic

A
  1. Admissibility:
     “optimistic”
     never overestimates the actual cost of reaching the goal
     guarantees to find the lowest cost solution path to the goal (if it
    exists)
  2. Monotonicity:
     “local admissibility”
     guarantees to find the lowest cost path to each state n encountered
    in the search
    A heuristic is monotonic if it always finds the optimal path to
    each state the 1st time it is encountered !
     guarantees to find the lowest cost path to each state n
    encountered in the search
  3. Informedness:
     measure for the “quality” of a heuristic
     the more informed, the better
    More informed heuristics search smaller space to find the
    solution path
18
Q

Benefits of heuristics admissibility

A
  • ## Guarantees to find the lowest cost SOLUTION PATH
19
Q

What is Algorithm A

A

Heuristics might be wrong:
 so search could continue down a wrong path
 Solution:
 Maintain depth/cost count, i.e., give preference to
shorter/least expensive paths
 Modified evaluation function f:
f(n) = g(n) + h(n)
 f(n) estimate of total cost along path through n
 g(n) actual cost of path from start to node n
 h(n) estimate of cost to reach goal from node n

20
Q

A* vs A Algorithm

A

Same as A, but for A*, h(n) must be asmissible, and will therefor guarantee lowest cost solution path

21
Q
A