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 Graphs vs trees up front; use grid too; discuss for BFS, DFS, IDS,
UCS
 Cut back on A* optimality detail; a bit more on importance of
heuristics, performance data
 Pattern DBs?
General Tree Search
function TREE-SEARCH(problem) returns a solution, or failure
initialize the frontier using the initial state of problem
loop do
if the frontier is empty then return failure
choose a leaf node and remove it from the frontier
if the node contains a goal state then return the corresponding solution
expand the chosen node, adding the resulting nodes to the frontier
 Important ideas:
 Frontier
 Expansion: for each action, create the child node
 Exploration strategy
 Main question: which frontier nodes to explore?
A note on implementation
Nodes have
state, parent, action, path-cost
PARENT
A child of node by action a has
state
= result(node.state,a)
parent = node
action
= a
path-cost = node.path-cost +
step-cost(node.state,a,state)
Node
5
4
6
1
88
7
3
22
ACTION = Right
PATH-COST = 6
STATE
Extract solution by tracing back parent pointers, collecting actions
Depth-First Search
Depth-First Search
Strategy: expand a
deepest node first
G
a
c
b
Implementation:
Frontier is a LIFO stack
e
d
f
S
h
p
r
q
S
e
d
b
c
a
a
e
h
p
q
q
c
a
h
r
p
f
q
G
p
q
r
q
f
c
a
G
Search Algorithm Properties
Search Algorithm Properties




Complete: Guaranteed to find a solution if one exists?
Optimal: Guaranteed to find the least cost path?
Time complexity?
Space complexity?
…
1 node
b nodes
b2 nodes
 Cartoon of search tree:
 b is the branching factor
 m is the maximum depth
 solutions at various depths
b
m tiers
bm nodes
 Number of nodes in entire tree?
 1 + b + b2 + …. bm = O(bm)
Depth-First Search (DFS) Properties
 What nodes does DFS expand?
 Some left prefix of the tree.
 Could process the whole tree!
 If m is finite, takes time O(bm)
 How much space does the frontier
take?
…
b
1 node
b nodes
b2 nodes
m tiers
 Only has siblings on path to root, so O(bm)
 Is it complete?
 m could be infinite, so only if we prevent
cycles (more later)
 Is it optimal?
 No, it finds the “leftmost” solution,
regardless of depth or cost
bm nodes
Breadth-First Search
Breadth-First Search
Strategy: expand a
shallowest node first
G
a
c
b
Implementation:
Frontier is a FIFO queue
e
d
S
f
h
p
r
q
S
e
d
Search
Tiers
b
c
a
a
e
h
p
q
q
c
a
h
r
p
f
q
G
p
q
r
q
f
c
a
G
Breadth-First Search (BFS) Properties
 What nodes does BFS expand?
 Processes all nodes above shallowest solution
 Let depth of shallowest solution be s
s tiers
 Search takes time O(bs)
 How much space does the frontier take?
…
b
1 node
b nodes
b2 nodes
bs nodes
 Has roughly the last tier, so O(bs)
 Is it complete?
 s must be finite if a solution exists, so yes!
 Is it optimal?
 Only if costs are all 1 (more on costs later)
bm nodes
Quiz: DFS vs BFS
Quiz: DFS vs BFS
 When will BFS outperform DFS?
 When will DFS outperform BFS?
[Demo: dfs/bfs maze water (L2D6)]
Video of Demo Maze Water DFS/BFS (part 1)
Video of Demo Maze Water DFS/BFS (part 2)
Iterative Deepening
 Idea: get DFS’s space advantage with BFS’s
time / shallow-solution advantages
 Run a DFS with depth limit 1. If no solution…
 Run a DFS with depth limit 2. If no solution…
 Run a DFS with depth limit 3. …..
 Isn’t that wastefully redundant?
 Generally most work happens in the lowest
level searched, so not so bad!
…
b
Finding a least-cost path
GOAL
a
2
2
c
b
1
3
2
8
2
e
d
3
9
8
START
p
15
2
h
4
1
f
4
q
2
r
BFS finds the shortest path in terms of number of actions.
It does not find the least-cost path. We will now cover
a similar algorithm which does find the least-cost path.
Uniform Cost Search
Uniform Cost Search
2
Strategy: expand a cheapest
node first:
b
d
S
1
c
8
1
3
Frontier is a priority queue
(priority: cumulative cost)
G
a
2
9
p
15
2
e
8
h
f
2
1
r
q
S 0
Cost
contours
b 4
c
a 6
a
h 17 r 11
e 5
11
p
9
e
3
d
h 13 r 7
p
f 8
q
q
q 11 c
a
G 10
q
f
c
a
G
p
1
q
16
Uniform Cost Search (UCS) Properties
 What nodes does UCS expand?
 Processes all nodes with cost less than cheapest solution!
 If that solution costs C* and arcs cost at least  , then the
“effective depth” is roughly C*/
C*/ “tiers”
C*/

 Takes time O(b ) (exponential in effective depth)
 How much space does the frontier take?
 Has roughly the last tier, so O(bC*/)
 Is it complete?
 Assuming best solution has a finite cost and minimum arc cost
is positive, yes!
 Is it optimal?
 Yes! (Proof next lecture via A*)
b
…
c1
c2
c3
Uniform Cost Issues
 Remember: UCS explores increasing cost
contours
…
c1
c2
c3
 The good: UCS is complete and optimal!
 The bad:
 Explores options in every “direction”
 No information about goal location
 We’ll fix that soon!
Start
Goal
Search Gone Wrong?
Tree Search vs Graph Search
Tree Search: Extra Work!
 Failure to detect repeated states can cause exponentially more work.
State Graph
Search Tree
m
O(2 )
O(m)
Tree Search: Extra Work!
 Failure to detect repeated states can cause exponentially more work.
State Graph
Search Tree
O(2m2)
m
O(4 )
m=20: 800 states,
1,099,511,627,776 tree nodes
General Tree Search
function TREE-SEARCH(problem) returns a solution, or failure
initialize the frontier using the initial state of problem
loop do
if the frontier is empty then return failure
choose a leaf node and remove it from the frontier
if the node contains a goal state then return the corresponding solution
expand the chosen node, adding the resulting nodes to the frontier
General Graph Search
function GRAPH-SEARCH(problem) returns a solution, or failure
initialize the frontier using the initial state of problem
initialize the explored set to be empty
loop do
if the frontier is empty then return failure
choose a leaf node and remove it from the frontier
if the node contains a goal state then return the corresponding solution
add the node to the explored set
expand the chosen node, adding the resulting nodes to the frontier
but only if the node is not already in the frontier or explored set
Tree Search vs Graph Search
 Graph search
 Avoids infinite loops: m is finite in a finite state space
 Eliminates exponentially many redundant paths
 Requires memory proportional to its runtime!
CS 188: Artificial Intelligence
Informed Search
Instructor: Stuart Russell
University of California, Berkeley
Search Heuristics
 A heuristic is:
 A function that estimates how close a state is to a goal
 Designed for a particular search problem
 Examples: Manhattan distance, Euclidean distance for
pathing
10
5
11.2
Example: distance to Bucharest
Oradea
71
Neamt
Zerind
87
151
75
Iasi
Arad
140
Sibiu
99
92
Fagaras
118
Vaslui
80
Rimnicu Vilcea
Timisoara
111
Lugoj
97
142
211
Pitesti
70
98
Mehadia
146
75
Drobeta
85
101
138
Bucharest
Urziceni
h(x)
Hirsova
86
120
90
Craiova
Giurgiu
Eforie
Example: Pancake Problem
Example: Pancake Problem
Step Cost: Number of pancakes flipped
Example: Pancake Problem
State space graph with step costs
4
2
2
3
3
4
3
4
3
2
2
2
4
3
Example: Pancake Problem
Heuristic: the number of the largest pancake that is still out of place
3
h(x)
4
3
4
3
0
4
4
3
4
4
2
3
Effect of heuristics
Guide search towards the goal instead of all over the place
Start
Goal
Uninformed
Start
Informed
Goal
Greedy Search
Greedy Search
 Expand the node that seems closest…(order frontier by h)
 What can possibly go wrong?
Sibiu-Fagaras-Bucharest =
Sibiu
Fagaras
99
99+211 = 310
176
253
Sibiu-Rimnicu Vilcea-Pitesti-Bucharest =
80
Rimnicu Vilcea
80+97+101=278
193
97
211
Pitesti
100
101
0
Bucharest
Greedy Search
 Strategy: expand a node that seems closest
to a goal state, according to h
 Problem 1: it chooses a node even if it’s at
the end of a very long and winding road
 Problem 2: it takes h literally even if it’s
completely wrong
…
b
Video of Demo Contours Greedy (Empty)
Video of Demo Contours Greedy (Pacman Small Maze)
A* Search
A* Search
UCS
Greedy
A*
Combining UCS and Greedy
 Uniform-cost orders by path cost, or backward cost g(n)
 Greedy orders by goal proximity, or forward cost h(n)
8
S
g=1
h=5
h=1
e
1
S
h=6
c
h=7
1
a
h=5
1
1
3
b
h=6
2
d
h=2
G
g=2
h=6
g=3
h=7
a
b
d g=4
h=2
e
g=9
h=1
c
G
g=6
h=0
d
g = 10
h=2
G
g = 12
h=0
h=0
 A* Search orders by the sum: f(n) = g(n) + h(n)
g=0
h=6
Example: Teg Grenager
Is A* Optimal?
h=6
1
S
A
h=7
3
G
h=0
5
 What went wrong?
 Actual bad goal cost < estimated good goal cost
 We need estimates to be less than actual costs!
Admissible Heuristics
Idea: Admissibility
Inadmissible (pessimistic) heuristics break
optimality by trapping good plans on the
frontier
Admissible (optimistic) heuristics slow down
bad plans but never outweigh true costs
Admissible Heuristics
 A heuristic h is admissible (optimistic) if:
where
is the true cost to a nearest goal
 Examples:
4
15
 Coming up with admissible heuristics is most of what’s involved
in using A* in practice.
Optimality of A* Tree Search
Optimality of A* Tree Search
Assume:
 A is an optimal goal node
 B is a suboptimal goal node
 h is admissible
Claim:
 A will be chosen for expansion before B
…
Optimality of A* Tree Search: Blocking
Proof:
 Imagine B is on the frontier
 Some ancestor n of A is on the
frontier, too (maybe A!)
 Claim: n will be expanded before B
1. f(n) is less or equal to f(A)
…
Definition of f-cost
Admissibility of h
h = 0 at a goal
Optimality of A* Tree Search: Blocking
Proof:
 Imagine B is on the frontier
 Some ancestor n of A is on the
frontier, too (maybe A!)
 Claim: n will be expanded before B
1. f(n) is less or equal to f(A)
2. f(A) is less than f(B)
…
B is suboptimal
h = 0 at a goal
Optimality of A* Tree Search: Blocking
Proof:
 Imagine B is on the frontier
 Some ancestor n of A is on the
frontier, too (maybe A!)
 Claim: n will be expanded before B
1. f(n) is less or equal to f(A)
2. f(A) is less than f(B)
3. n expands before B
 All ancestors of A expand before B
 A expands before B
 A* search is optimal
…
Properties of A*
Properties of A*
Uniform-Cost
b
…
A*
b
…
UCS vs A* Contours
 Uniform-cost expands equally in all
“directions”
Start
 A* expands mainly toward the goal,
but does hedge its bets to ensure
optimality
Start
Goal
Goal
Video of Demo Contours (Empty) -- UCS
Video of Demo Contours (Empty) -- Greedy
Video of Demo Contours (Empty) – A*
Video of Demo Contours (Pacman Small Maze) – A*
Comparison
Greedy
Uniform Cost
A*
A* Applications








Video games
Pathing / routing problems
Resource planning problems
Robot motion planning
Language analysis
Machine translation
Speech recognition
…
[Demo: UCS / A* pacman tiny maze (L3D6,L3D7)]
[Demo: guess algorithm Empty Shallow/Deep (L3D8)]
Video of Demo Empty Water Shallow/Deep – Guess Algorithm
Creating Heuristics
Creating Admissible Heuristics
 Most of the work in solving hard search problems optimally is in coming up
with admissible heuristics
 Often, admissible heuristics are solutions to relaxed problems, where new
actions are available
366
15
Example: 8 Puzzle
Start State





What are the states?
How many states?
What are the actions?
How many actions from the start state?
What should the step costs be?
Actions
Goal State
8 Puzzle I




Heuristic: Number of tiles misplaced
Why is it admissible?
h(start) = 8
This is a relaxed-problem heuristic
Start State
Goal State
Average nodes expanded
when the optimal path has…
…4 steps …8 steps …12 steps
UCS
TILES
112
13
6,300
39
3.6 x 106
227
Statistics from Andrew Moore
8 Puzzle II
 What if we had an easier 8-puzzle where
any tile could slide any direction at any
time, ignoring other tiles?
 Total Manhattan distance
Start State
Goal State
 Why is it admissible?
Average nodes expanded
when the optimal path has…
 h(start) = 3 + 1 + 2 + … = 18
…4 steps …8 steps …12 steps
TILES
13
39
227
MANHATTAN
12
25
73
Combining heuristics
 Dominance: ha ≥ hc if
 Roughly speaking, larger is better as long as both are admissible
 The zero heuristic is pretty bad (what does A* do with h=0?)
 The exact heuristic is pretty good, but usually too expensive!
 What if we have two heuristics, neither dominates the other?
 Form a new heuristic by taking the max of both:
 Max of admissible heuristics is admissible and dominates both!
 Example: number of knight’s moves to get from A to B
 h1 = (Manhattan distance)/3 (rounded up to correct parity)
 h2 = (Euclidean distance)/√5 (rounded up to correct parity)
 h3 = (max x or y shift)/2 (rounded up to correct parity)
Optimality of A* Graph Search
This part is a bit fiddly,
sorry about that
A* Graph Search Gone Wrong?
State space graph
Search tree
A
S (0+2)
1
1
h=4
S
h=1
h=2
C
1
2
3
B
h=1
G
h=0
A (1+4)
B (1+1)
C (2+1)
C (3+1)
G (6+0)
G (5+0)
Simple check against explored set blocks C
Fancy check allows new C if cheaper than old
but requires recalculating C’s descendants
Consistency of Heuristics
 Main idea: estimated heuristic costs ≤ actual costs
 Admissibility: heuristic cost ≤ actual cost to goal
A
1
h=4
h=2
h(A) ≤ actual cost from A to G
C
h=1
 Consistency: heuristic “arc” cost ≤ actual cost for each arc
h(A) – h(C) ≤ cost(A to C)
3
 Consequences of consistency:
 The f value along a path never decreases
G
h(A) ≤ cost(A to C) + h(C)
 A* graph search is optimal
Optimality of A* Graph Search
 Sketch: consider what A* does with a
consistent heuristic:
 Fact 1: In tree search, A* expands nodes in
increasing total f value (f-contours)
 Fact 2: For every state s, nodes that reach
s optimally are expanded before nodes
that reach s suboptimally
 Result: A* graph search is optimal
…
f1
f2
f3
Optimality
 Tree search:
 A* is optimal if heuristic is admissible
 UCS is a special case (h = 0)
 Graph search:
 A* optimal if heuristic is consistent
 UCS optimal (h = 0 is consistent)
 Consistency implies admissibility
 In general, most natural admissible heuristics
tend to be consistent, especially if from
relaxed problems
A*: Summary
A*: Summary
 A* uses both backward costs and (estimates of) forward costs
 A* is optimal with admissible / consistent heuristics
 Heuristic design is key: often use relaxed problems
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