Problem-solving as search History Problem-solving as search – early insight of AI. Newell and Simon’s theory of human intelligence and problem-solving. Early examples: • 1956: Logic Theorist (Allen Newell & Herbert Simon) • 1958: Geometry problem solver (Herbert Gelernter) • 1959: General Problem Solver (Herbert Simon & Alan Newell) • 1971: STRIPS (Stanford Research Institute Problem Solver, Richard Fikes & Nils Nilsson) Real-World Problem-Solving as Search Examples: • Route/Path finding: Robots, cars, cell-phone routing, airline routing, characters in video games, … • Layout of circuits • Job-shop scheduling • Game playing (e.g., chess, go) • Theorem proving • Drug design Classic AI Toy Problem: 8-puzzle initial state goal state 2 8 3 1 1 6 4 8 5 7 7 2 4 6 Notion of “searching a state space” Pictures from http://www.cs.uiuc.edu/class/sp06/cs440/Lectures/lec2.pp 3 5 8-puzzle search tree 28 3 16 4 7 5 28 3 1 4 76 5 28 3 16 4 7 5 28 3 6 4 1 7 5 28 3 1 4 76 5 2 3 18 4 76 5 Pictures from http://www.cs.uiuc.edu/class/sp06/cs440/Lectures/lec2.pp 28 3 16 4 7 5 28 3 1 64 7 5 What is size of state space? What is size of state space for 8-puzzle? Size of state space 9! = 181,440 Size of 15-puzzle state space? 16! = 2 x 1013 Size of 24-puzzle state space? 25! = 1.5 x 1025 What is size of state space for 8-puzzle? Size of state space 9! = 181,440 Size of 15-puzzle state space? 16! = 2 x 1013 Size of 24-puzzle state space? 25! = 1.5 x 1025 Can’t do exhaustive search! Approximate number of states Tic-Tac-Toe: 39 Checkers: 1040 Rubik’s cube: 1019 Chess: 10120 In general, a search problem is formalized as : • state space • special start and goal state(s) • operators that perform allowable transitions between states • cost of transitions All these can be either deterministic or probabilistic. State space as a tree/graph Search as tree search Solutions: “winning” state, or path to winning state How to solve a problem by searching 1. Define search space • Initial, goal, and intermediate states 2. Define operators for expanding a given state into its possible successor states • Defines search tree 3. Apply search algorithm (tree search) to find path from initial to goal state, while avoiding (if possible) repeating a state during the search. 4. Solution is • path from initial to goal state (e.g., traveling salesman problem) • or, simply a goal state, which might not be initially known (e.g., drug design) Missionaries and cannibals Three missionaries and three cannibals are on the left bank of a river. There is one canoe which can hold one or two people. Find a way to get everyone to the right bank, without ever leaving a group of missionaries in one place outnumbered by cannibals in that place. From http://www.cs.uiuc.edu/class/sp06/cs440/Lectures/lec2.pp Missionaries and cannibals Three missionaries and three cannibals are on the left bank of a river. There is one canoe which can hold one or two people. Find a way to get everyone to the right bank, without ever leaving a group of missionaries in one place outnumbered by cannibals in that place. How to set this up as a search problem? From http://www.cs.uiuc.edu/class/sp06/cs440/Lectures/lec2.pp Missionaries and cannibals State space: Size? Initial state: Goal state: Operators: Cost of transitions: Search tree: Drug design Example: Search for sequence of up to N amino acids that forms protein shape that matches a particular receptor on a pathogen. (Note: There are 20 amino acids to choose from at each locus in the string.) Drug design State space: Size? Initial state: Goal state: Operators: Cost of transitions: Search tree: Search Strategies A strategy is defined by picking the order of node expansion. Strategies are evaluated along the following dimensions: 1. completeness – does it always find a solution if one exists? 2. optimality – does it always find a optimal (least-cost or highest value) solution? 3. time complexity – number of nodes generated/expanded 4. space complexity – maximum number of nodes in memory Time and space complexity are often measured in terms of: b – maximum branching factor of the search tree d – depth of the least-cost solution m – maximum depth of the state space (may be infinite) Adapted from http://www.cs.uiuc.edu/class/sp06/cs440/Lectures/lec2.pp Search methods • Uninformed search: 1. 2. 3. 4. 5. Breadth-first Depth-first Depth-limited Iterative deepening depth-first Bidirectional • Informed (or heuristic) search (deterministic or stochastic): 1. Greedy best-first 2. A* (and many variations) 3. Hill climbing 4. Simulated annealing 5. Genetic algorithm 6. Tabu search 7. Ant colony optimization • Adversarial search: 1. Minimax with alpha-beta pruning Uninformed strategies Breadth-first: Expand all nodes at depth d before proceeding to depth d+1 Depth-first: Expand deepest unexpanded node Depth-limited: Depth-first search with a cutoff at a specified depth limit Iterative deepening: Repeated depth-limited searches, starting with a limit of zero and incrementing once each time http://www.cse.unl.edu/~choueiry/S03-476-876/searchapplet/index.html Uninformed Search Properties Breadth-first: Complete? Optimal? Time? Space? Depth-first: Complete? Optimal? Time? Space? Depth-limited: Complete? Optimal? Time? Space? Iterative deepening: Complete? Optimal? Time? Space? Informed (heuristic) Search • What is a “heuristic”? • Examples: • 8 puzzle • Missionaries and Cannibals • Tic Tac Toe • Traveling Salesman Problem • Drug design Best-first greedy search 1.current state = initial state 2. Expand current state 3. Evaluate offspring states s with heuristic h(s), which estimates cost of path from s to goal state 4.current state = argmins h(s) for s offspring(current state) 5.If current state ≠ goal state, go to step 2. http://alumni.cs.ucr.edu/~tmatinde/projects/cs455/TSP/heuristic/ Travellinganimation.htm Search Terminology Completeness • solution will be found, if it exists Optimality • least cost solution will be found Admissable heuristic h s, h never overestimates true cost from state s to goal state Best first greedy search: Complete? Optimal? 8-puzzle heuristics: Hamming distance, Manhattan distance: Admissible? Example of non-admissable heuristic for 8-puzzle? A* Search Uses evaluation function f (n)= g(n) + h(n) where n is a node. 1. g is a cost function • Total cost incurred so far from initial state at node n 2. h is an heuristic Best first search is A* with g = 0. h1(start state) = h2(start state) = A* Pseudocode give code and show example on 8-puzzle A* Pseudocode create the open list of nodes, initially containing only our starting node create the closed list of nodes, initially empty while (we have not reached our goal) { consider the best node in the open list (the node with the lowest f value) if (this node is the goal) { then we're done } else { move the current node to the closed list and consider all of its successors for (each successor) { if (this suceessor is in the closed list and our current g value is lower) { update the successor with the new, lower, g value change the sucessor’s parent to our current node } else if (this successor is in the open list and our current g value is lower) { update the suceessor with the new, lower, g value change the sucessor’s parent to our current node } else this sucessor is not in either the open or closed list { add the successor to the open list and set its g value } } } } Adapted from: http://en.wikibooks.org/wiki/Artificial_Intelligence/Search/Heuristic_search/Astar_Search#Pseudo-code_A.2A A* search is complete, and is optimal if h is admissible Proof of Optimality of A* Suppose a suboptimal goal G2 has been generated and is in the OPEN list. Let n be an unexpanded node on a shortest path to an optimal goal G1. f(G2) = g(G2) since h(G2) = 0 start g(G1) since G2 is suboptimal n G2 f(G2) f(n) since h is admissible G1 Since f(G2) f(n), A* will never select G2 for expansion Variations of A* • IDA* (iterative deepening A*) • ARA* (anytime repairing A*) • D* (dynamic A*) (From http://aima.eecs.berkeley.edu/slides-pdf/) (From http://aima.eecs.berkeley.edu/slides-pdf/) (From http://aima.eecs.berkeley.edu/slides-pdf/) Example of Simulated Annealing Netlogo simulation Simulated Annealing is complete (if you run it for a long enough time!) Genetic Algorithms Similar to hill-climbing, but with a population of “initial states”, and stochastic mutation and crossover operations for search.