AIML unit1 notes
AIML unit1 notes
NOTES
Unit 1
What is an Agent?
An agent can be anything that perceive its environment through sensors and act upon
that environment through actuators. An Agent runs in the cycle of perceiving, thinking,
and acting. An agent can be:
o Human-Agent: A human agent has eyes, ears, and other organs which work for
sensors and hand, legs, vocal tract work for actuators.
o Robotic Agent: A robotic agent can have cameras, infrared range finder, NLP for
sensors and various motors for actuators.
o Software Agent: Software agent can have keystrokes, file contents as sensory
input and act on those inputs and display output on the screen.
Hence the world around us is full of agents such as thermostat, cellphone, camera, and
even we are also agents.
Before moving forward, we should first know about sensors, effectors, and actuators.
Sensor: Sensor is a device which detects the change in the environment and sends the
information to other electronic devices. An agent observes its environment through
sensors.
Actuators: Actuators are the component of machines that converts energy into motion.
The actuators are only responsible for moving and controlling a system. An actuator can
be an electric motor, gears, rails, etc.
Effectors: Effectors are the devices which affect the environment. Effectors can be legs,
wheels, arms, fingers, wings, fins, and display screen.
Intelligent Agents:
An intelligent agent is an autonomous entity which act upon an environment using
sensors and actuators for achieving goals. An intelligent agent may learn from the
environment to achieve their goals. A thermostat is an example of an intelligent agent.
Rational Agent:
A rational agent is an agent which has clear preference, models uncertainty, and acts in a
way to maximize its performance measure with all possible actions.
A rational agent is said to perform the right things. AI is about creating rational agents
to use for game theory and decision theory for various real-world scenarios.
Note: Rationality differs from Omniscience because an Omniscient agent knows the actual
outcome of its action and act accordingly, which is not possible in reality.
Structure of an AI Agent
The task of AI is to design an agent program which implements the agent function. The
structure of an intelligent agent is a combination of architecture and agent program. It
can be viewed as:
Following are the main three terms involved in the structure of an AI agent:
1. f:P* → A
PEAS Representation
PEAS is a type of model on which an AI agent works upon. When we define an AI agent
or rational agent, then we can group its properties under PEAS representation model. It
is made up of four words:
o P: Performance measure
o E: Environment
o A: Actuators
o S: Sensors
Here performance measure is the objective for the success of an agent's behavior.
o Carpet o Cliff
sensor
o Various
obstacles o Bump
Sensor
o Infrared
Wall
Sensor
3. Part - o Percentage o Conveyor o Jointed o Camera
picking
of parts in belt with Arms Joint
Robot o
correct parts, o Hand angle
bins. o Bins sensors.
Turing Test in AI
In 1950, Alan Turing introduced a test to check whether a machine can think like a human
or not, this test is known as the Turing Test. In this test, Turing proposed that the
computer can be said to be an intelligent if it can mimic human response under specific
conditions.
Turing Test was introduced by Turing in his 1950 paper, "Computing Machinery and
Intelligence," which considered the question, "Can Machine think?"
The Turing test is based on a party game "Imitation game," with some modifications. This
game involves three players in which one player is Computer, another player is human
responder, and the third player is a human Interrogator, who is isolated from other two
players and his job is to find that which player is machine among two of them.
Consider, Player A is a computer, Player B is human, and Player C is an interrogator.
Interrogator is aware that one of them is machine, but he needs to identify this on the
basis of questions and their responses.
The conversation between all players is via keyboard and screen so the result would not
depend on the machine's ability to convert words as speech.
The test result does not depend on each correct answer, but only how closely its
responses like a human answer. The computer is permitted to do everything possible to
force a wrong identification by the interrogator.
PlayerA (Computer): No
In this game, if an interrogator would not be able to identify which is a machine and
which is human, then the computer passes the test successfully, and the machine is said
to be intelligent and can think like a human.
"In 1991, the New York businessman Hugh Loebner announces the prize competition,
offering a $100,000 prize for the first computer to pass the Turing test. However, no AI
program to till date, come close to passing an undiluted Turing test".
Parry: Parry was a chatterbot created by Kenneth Colby in 1972. Parry was designed to
simulate a person with Paranoid schizophrenia(most common chronic mental disorder).
Parry was described as "ELIZA with attitude." Parry was tested using a variation of the
Turing Test in the early 1970s.
In the year 1980, John Searle presented "Chinese Room" thought experiment, in his
paper "Mind, Brains, and Program," which was against the validity of Turing's Test.
According to his argument, "Programming a computer may make it to understand a
language, but it will not produce a real understanding of language or consciousness
in a computer."
He argued that Machine such as ELIZA and Parry could easily pass the Turing test by
manipulating keywords and symbol, but they had no real understanding of language. So
it cannot be described as "thinking" capability of a machine such as a human.
o Chess
o N-Queen problem
o Tower of Hanoi Problem
o Travelling Salesman Problem
o Water-Jug Problem
Problem formulation in artificial intelligence (AI) is the process of
determining what actions and states to consider to achieve a goal. It's a step in problem
definition that can be complex if there are multiple ways to reach the goal.
Initial state: The state that starts the AI agent toward the goal
Action: The stage that works with a specific class from the initial state and all possible
actions
Transition: The stage that integrates the action from the previous stage and forwards
the final stage to the next
The process of looking for a sequence of actions that reaches the goal is called
search. A search algorithm takes a problem as input and returns a solution in the form
of an action sequence.
Problem formulation can be complicated and may cause confusion and reduced
efficiency. Some complications include: Too many steps, Too many paths, Confusion,
and Reduced efficiency.
Time Complexity: Time complexity is a measure of time for an algorithm to complete its
task.
Space Complexity: It is the maximum storage space required at any point during the
search, as the complexity of the problem.
Types of search algorithms
Based on the search problems we can classify the search algorithms into
uninformed (Blind search) search and informed search (Heuristic search)
algorithms.
Uninformed/Blind Search:
The uninformed search does not contain any domain knowledge such as closeness, the
location of the goal. It operates in a brute-force way as it only includes information about
how to traverse the tree and how to identify leaf and goal nodes. Uninformed search
applies a way in which search tree is searched without any information about the search
space like initial state operators and test for the goal, so it is also called blind search. It
examines each node of the tree until it achieves the goal node.
o Breadth-first search
o Uniform cost search
o Depth-first search
o Iterative deepening depth-first search
o Bidirectional Search
Informed Search
Informed search algorithms use domain knowledge. In an informed search, problem
information is available which can guide the search. Informed search strategies can find
a solution more efficiently than an uninformed search strategy. Informed search is also
called a Heuristic search.
A heuristic is a way which might not always be guaranteed for best solutions but
guaranteed to find a good solution in reasonable time.
Informed search can solve much complex problem which could not be solved in another
way.
An example of informed search algorithms is a traveling salesman problem.
1. Greedy Search
2. A* Search
1. Breadth-first Search
2. Depth-first Search
3. Depth-limited Search
4. Iterative deepening depth-first search
5. Uniform cost search
6. Bidirectional Search
1. Breadth-first Search:
o Breadth-first search is the most common search strategy for traversing a tree or graph.
This algorithm searches breadthwise in a tree or graph, so it is called breadth-first search.
o BFS algorithm starts searching from the root node of the tree and expands all successor
node at the current level before moving to nodes of next level.
o The breadth-first search algorithm is an example of a general-graph search algorithm.
o Breadth-first search implemented using FIFO queue data structure.
Advantages:
Disadvantages:
o It requires lots of memory since each level of the tree must be saved into memory to
expand the next level.
o BFS needs lots of time if the solution is far away from the root node.
Example:
In the below tree structure, we have shown the traversing of the tree using BFS algorithm
from the root node S to goal node K. BFS search algorithm traverse in layers, so it will
follow the path which is shown by the dotted arrow, and the traversed path will be:
1. S---> A--->B---->C--->D---->G--->H--->E---->F---->I---->K
Time Complexity: Time Complexity of BFS algorithm can be obtained by the number of
nodes traversed in BFS until the shallowest Node. Where the d= depth of shallowest
solution and b is a node at every state.
Space Complexity: Space complexity of BFS algorithm is given by the Memory size of
frontier which is O(bd).
Completeness: BFS is complete, which means if the shallowest goal node is at some finite
depth, then BFS will find a solution.
Optimality: BFS is optimal if path cost is a non-decreasing function of the depth of the
node.
2. Depth-first Search
o Depth-first search isa recursive algorithm for traversing a tree or graph data structure.
o It is called the depth-first search because it starts from the root node and follows each
path to its greatest depth node before moving to the next path.
o DFS uses a stack data structure for its implementation.
o The process of the DFS algorithm is similar to the BFS algorithm.
Note: Backtracking is an algorithm technique for finding all possible solutions using recursion.
Advantage:
o DFS requires very less memory as it only needs to store a stack of the nodes on the path
from root node to the current node.
o It takes less time to reach to the goal node than BFS algorithm (if it traverses in the right
path).
Disadvantage:
o There is the possibility that many states keep re-occurring, and there is no guarantee of
finding the solution.
o DFS algorithm goes for deep down searching and sometime it may go to the infinite loop.
Example:
In the above search tree, we have shown the flow of depth-first search, and it will follow
the order as:
It will start searching from root node S, and traverse A, then B, then D and E, after
traversing E, it will backtrack the tree as E has no other successor and still goal node is
not found. After backtracking it will traverse node C and then G, and here it will terminate
as it found goal node.
Completeness: DFS search algorithm is complete within finite state space as it will
expand every node within a limited search tree.
Time Complexity: Time complexity of DFS will be equivalent to the node traversed by
the algorithm. It is given by:
Where, m= maximum depth of any node and this can be much larger than d
(Shallowest solution depth)
Space Complexity: DFS algorithm needs to store only single path from the root node,
hence space complexity of DFS is equivalent to the size of the fringe set, which is O(bm).
Optimal: DFS search algorithm is non-optimal, as it may generate a large number of
steps or high cost to reach to the goal node.
o Standard failure value: It indicates that problem does not have any solution.
o Cutoff failure value: It defines no solution for the problem within a given depth limit.
Advantages:
Disadvantages:
Example:
Completeness: DLS search algorithm is complete if the solution is above the depth-limit.
Optimal: Depth-limited search can be viewed as a special case of DFS, and it is also not
optimal even if ℓ>d.
4. Uniform-cost Search Algorithm:
Uniform-cost search is a searching algorithm used for traversing a weighted tree or
graph. This algorithm comes into play when a different cost is available for each edge.
The primary goal of the uniform-cost search is to find a path to the goal node which has
the lowest cumulative cost. Uniform-cost search expands nodes according to their path
costs form the root node. It can be used to solve any graph/tree where the optimal cost
is in demand. A uniform-cost search algorithm is implemented by the priority queue. It
gives maximum priority to the lowest cumulative cost. Uniform cost search is equivalent
to BFS algorithm if the path cost of all edges is the same.
Advantages:
o Uniform cost search is optimal because at every state the path with the least cost is
chosen.
Disadvantages:
o It does not care about the number of steps involve in searching and only concerned about
path cost. Due to which this algorithm may be stuck in an infinite loop.
Example:
Completeness:
Uniform-cost search is complete, such as if there is a solution, UCS will find it.
Time Complexity:
Let C* is Cost of the optimal solution, and ε is each step to get closer to the goal node.
Then the number of steps is = C*/ε+1. Here we have taken +1, as we start from state 0
and end to C*/ε.
Space Complexity:
The same logic is for space complexity so, the worst-case space complexity of Uniform-
cost search is O(b1 + [C*/ε]).
Optimal:
Uniform-cost search is always optimal as it only selects a path with the lowest path cost.
This algorithm performs depth-first search up to a certain "depth limit", and it keeps
increasing the depth limit after each iteration until the goal node is found.
This Search algorithm combines the benefits of Breadth-first search's fast search and
depth-first search's memory efficiency.
The iterative search algorithm is useful uninformed search when search space is large,
and depth of goal node is unknown.
Advantages:
o It combines the benefits of BFS and DFS search algorithm in terms of fast search and
memory efficiency.
Disadvantages:
o The main drawback of IDDFS is that it repeats all the work of the previous phase.
Example:
Following tree structure is showing the iterative deepening depth-first search. IDDFS
algorithm performs various iterations until it does not find the goal node. The iteration
performed by the algorithm is given as:
1'st Iteration-----> A
2'nd Iteration----> A, B, C
3'rd Iteration------>A, B, D, E, C, F, G
4'th Iteration------>A, B, D, H, I, E, C, F, K, G
In the fourth iteration, the algorithm will find the goal node.
Completeness:
Time Complexity:
Let's suppose b is the branching factor and depth is d then the worst-case time
complexity is O(bd).
Space Complexity:
Optimal:
IDDFS algorithm is optimal if path cost is a non- decreasing function of the depth of the
node.
Bidirectional search can use search techniques such as BFS, DFS, DLS, etc.
Advantages:
Disadvantages:
Example:
In the below search tree, bidirectional search algorithm is applied. This algorithm divides
one graph/tree into two sub-graphs. It starts traversing from node 1 in the forward
direction and starts from goal node 16 in the backward direction.
What is Heuristics?
A heuristic is a technique that is used to solve a problem faster than the classic methods.
These techniques are used to find the approximate solution of a problem when classical
methods do not. Heuristics are said to be the problem-solving techniques that result in
practical and quick solutions.
Heuristics are strategies that are derived from past experience with similar problems.
Heuristics use practical methods and shortcuts used to produce the solutions that may
or may not be optimal, but those solutions are sufficient in a given limited timeframe.
History
Psychologists Daniel Kahneman and Amos Tversky have developed the study of
Heuristics in human decision-making in the 1970s and 1980s. However, this concept was
first introduced by the Nobel Laureate Herbert A. Simon, whose primary object of
research was problem-solving.
The heuristic method might not always provide us the finest solution, but it is assured
that it helps us find a good solution in a reasonable time.
Based on context, there can be different heuristic methods that correlate with the
problem's scope. The most common heuristic methods are - trial and error, guesswork,
the process of elimination, historical data analysis. These methods involve simply
available information that is not particular to the problem but is most appropriate. They
can include representative, affect, and availability heuristics.
The examples of Direct Heuristic search techniques include Breadth-First Search (BFS) and
Depth First Search (DFS).
The examples of Weak Heuristic search techniques include Best First Search (BFS) and A*.
Before describing certain heuristic techniques, let's see some of the techniques listed
below:
o Bidirectional Search
o A* search
o Simulated Annealing
o Hill Climbing
o Best First search
o Beam search
o Hill climbing algorithm is a local search algorithm which continuously moves in the
direction of increasing elevation/value to find the peak of the mountain or best solution
to the problem. It terminates when it reaches a peak value where no neighbor has a higher
value.
o Hill climbing algorithm is a technique which is used for optimizing the mathematical
problems. One of the widely discussed examples of Hill climbing algorithm is Traveling-
salesman Problem in which we need to minimize the distance traveled by the salesman.
o It is also called greedy local search as it only looks to its good immediate neighbor state
and not beyond that.
o A node of hill climbing algorithm has two components which are state and value.
o Hill Climbing is mostly used when a good heuristic is available.
o In this algorithm, we don't need to maintain and handle the search tree or graph as it only
keeps a single current state.
Features of Hill Climbing:
Following are some main features of Hill Climbing Algorithm:
o Generate and Test variant: Hill Climbing is the variant of Generate and Test method. The
Generate and Test method produce feedback which helps to decide which direction to
move in the search space.
o Greedy approach: Hill-climbing algorithm search moves in the direction which optimizes
the cost.
o No backtracking: It does not backtrack the search space, as it does not remember the
previous states.
On Y-axis we have taken the function which can be an objective function or cost function,
and state-space on the x-axis. If the function on Y-axis is cost then, the goal of search is
to find the global minimum and local minimum. If the function of Y-axis is Objective
function, then the goal of the search is to find the global maximum and local maximum.
Different regions in the state space landscape:
Local Maximum: Local maximum is a state which is better than its neighbor states, but
there is also another state which is higher than it.
Global Maximum: Global maximum is the best possible state of state space landscape.
It has the highest value of objective function.
Flat local maximum: It is a flat space in the landscape where all the neighbor states of
current states have the same value.
o Step 1: Evaluate the initial state, if it is goal state then return success and Stop.
o Step 2: Loop Until a solution is found or there is no new operator left to apply.
o Step 3: Select and apply an operator to the current state.
o Step 4: Check new state:
a. If it is goal state, then return success and quit.
b. Else if it is better than the current state then assign new state as a current state.
c. Else if not better than the current state, then return to step2.
o Step 5: Exit.
o Step 1: Evaluate the initial state, if it is goal state then return success and stop, else make
current state as initial state.
o Step 2: Loop until a solution is found or the current state does not change.
a. Let SUCC be a state such that any successor of the current state will be better than
it.
b. For each operator that applies to the current state:
a. Apply the new operator and generate a new state.
b. Evaluate the new state.
c. If it is goal state, then return it and quit, else compare it to the SUCC.
d. If it is better than SUCC, then set new state as SUCC.
e. If the SUCC is better than the current state, then set current state to SUCC.
o Step 5: Exit.
2. Plateau: A plateau is the flat area of the search space in which all the neighbor states
of the current state contains the same value, because of this algorithm does not find any
best direction to move. A hill-climbing search might be lost in the plateau area.
Solution: The solution for the plateau is to take big steps or very little steps while
searching, to solve the problem. Randomly select a state which is far away from the
current state so it is possible that the algorithm could find non-plateau region.
3. Ridges: A ridge is a special form of the local maximum. It has an area which is higher
than its surrounding areas, but itself has a slope, and cannot be reached in a single move.
1. f(n)= g(n).
Advantages:
o Best first search can switch between BFS and DFS by gaining the advantages of
both the algorithms.
o This algorithm is more efficient than BFS and DFS algorithms.
Disadvantages:
Example:
Consider the below search problem, and we will traverse it using greedy best-first search.
At each iteration, each node is expanded using evaluation function f(n)=h(n) , which is
given in the below table.
In this search example, we are using two lists which are OPEN and CLOSED Lists.
Following are the iteration for traversing the above example.
Time Complexity: The worst case time complexity of Greedy best first search is O(bm).
Space Complexity: The worst case space complexity of Greedy best first search is O(bm).
Where, m is the maximum depth of the search space.
Complete: Greedy best-first search is also incomplete, even if the given state space is
finite.
In A* search algorithm, we use search heuristic as well as the cost to reach the node.
Hence we can combine both costs as following, and this sum is called as a fitness
number.
At each point in the search space, only those node is expanded which have the lowest value
of f(n), and the algorithm terminates when the goal node is found.
Algorithm of A* search:
Step1: Place the starting node in the OPEN list.
Step 2: Check if the OPEN list is empty or not, if the list is empty then return failure and
stops.
Step 3: Select the node from the OPEN list which has the smallest value of evaluation
function (g+h), if node n is goal node then return success and stop, otherwise
Step 4: Expand node n and generate all of its successors, and put n into the closed list.
For each successor n', check whether n' is already in the OPEN or CLOSED list, if not then
compute evaluation function for n' and place into Open list.
Step 5: Else if node n' is already in OPEN and CLOSED, then it should be attached to the
back pointer which reflects the lowest g(n') value.
Advantages:
Disadvantages:
o It does not always produce the shortest path as it mostly based on heuristics and
approximation.
o A* search algorithm has some complexity issues.
o The main drawback of A* is memory requirement as it keeps all generated nodes
in the memory, so it is not practical for various large-scale problems.
Example:
In this example, we will traverse the given graph using the A* algorithm. The heuristic
value of all states is given in the below table so we will calculate the f(n) of each state
using the formula f(n)= g(n) + h(n), where g(n) is the cost to reach any node from start
state.
Here we will use OPEN and CLOSED list.
Solution:
Iteration3: {(S--> A-->C--->G, 6), (S--> A-->C--->D, 11), (S--> A-->B, 7), (S-->G, 10)}
Iteration 4 will give the final result, as S--->A--->C--->G it provides the optimal path
with cost 6.
Points to remember:
o A* algorithm returns the path which occurred first, and it does not search for all
remaining paths.
o The efficiency of A* algorithm depends on the quality of heuristic.
o A* algorithm expands all nodes which satisfy the condition f(n)<="" li="">
o Admissible: the first condition requires for optimality is that h(n) should be an
admissible heuristic for A* tree search. An admissible heuristic is optimistic in
nature.
o Consistency: Second required condition is consistency for only A* graph-search.
If the heuristic function is admissible, then A* tree search will always find the least cost
path.
The goal of a CSP is to find an assignment of values to the variables that satisfies all the
constraints. This assignment is called a solution to the CSP.
Solving a CSP typically involves searching for a solution in the state space of possible
assignments to the variables. The state-space is a set of all possible configurations of
variable assignments, each of which is a potential solution to the problem. The state
space can be searched using various algorithms, including backtracking, forward
checking, and local search.
The notion of a solution in CSP depends on the specific problem being solved. In
general, a solution is a complete assignment of values to all the variables in a way that
satisfies all the constraints. For example, in a scheduling problem, a solution would be a
valid schedule that satisfies all the constraints on task scheduling and resource
allocation.
On the other hand, an infinite domain refers to a set of values that extends indefinitely
in one or more directions. It may or may not be continuous, depending on the specific
context.
Unary Constraints:
A unary constraint is a constraint on a single variable. For example, Variable A
not equal to “Red”.
Binary Constraints:
A binary constraint involves two variables and specifies a constraint on their
values. For example, a constraint that two tasks cannot be scheduled at the same
time would be a binary constraint.
Global Constraints:
Global constraints involve more than two variables and specify complex
relationships between them. For example, a constraint that no two tasks can be
scheduled at the same time if they require the same resource would be a global
constraint.
Example :
Cryptarithmatic puzzles,
Algorithm Working:
Consider the crypt arithmetic problem shown in the below fig.
Problem:
SEND
+MORE Assign decimal digit to each of the letters in such a way that the answer to the
problem is correct to the same letter occurs more than once, it must be assign the
…………
same digit each time. No two different letters may be assigned the same digit.
MONEY
Consider the crypt arithmetic problem.
Constraints:-
1. No two digit can be assigned to same letter.
2. Only single digit number can be assign to a letter.
3. No two letters can be assigned same digit.
4. Assumption can be made at various levels such that they do not contradict each other.
5. The problem can be decomposed into secured constraints. A constraint satisfaction
approach may be used.
6. Any of search techniques may be used.
7. Backtracking may be performed as applicable us applied search techniques.
8. Rule of arithmetic may be followed.
Y=0 Y=1
C1,C2,C3 and C4 indicate the carry bits outs of the columns, numbering from the right.
Introduction
A state space is a way to mathematically represent a problem by defining all the possible states
in which the problem can be. This is used in search algorithms to represent the initial state, goal
state, and current state of the problem. Each state in the state space is represented using a set of
variables.
The efficiency of the search algorithm greatly depends on the size of the state space, and it is
important to choose an appropriate representation and search strategy to search the state space
efficiently.
One of the most well-known state space search algorithms is the A algorithm. Other commonly
used state space search algorithms include breadth-first search (BFS), depth-first search
(DFS), hill climbing, simulated annealing, and genetic algorithms.
Exhaustiveness:
State space search explores all possible states of a problem to find a solution.
Completeness:
If a solution exists, state space search will find it.
Optimality:
Searching through a state space results in an optimal solution.
Uninformed and Informed Search:
State space search in artificial intelligence can be classified as uninformed if it provides
additional information about the problem.
In contrast, informed search uses additional information, such as heuristics, to guide the
search process.
Steps in State Space Search
The steps involved in state space search are as follows:
To begin the search process, we set the current state to the initial state.
We then check if the current state is the goal state. If it is, we terminate the algorithm and
return the result.
If the current state is not the goal state, we generate the set of possible successor states that
can be reached from the current state.
For each successor state, we check if it has already been visited. If it has, we skip it, else we add
it to the queue of states to be visited.
Next, we set the next state in the queue as the current state and check if it's the goal state. If it
is, we return the result. If not, we repeat the previous step until we find the goal state or explore
all the states.
If all possible states have been explored and the goal state still needs to be found, we return
with no solution.
State Space Representation
State space Representation involves defining an INITIAL STATE and a GOAL STATE and
then determining a sequence of actions, called states, to follow.
State:
A state can be an Initial State, a Goal State, or any other possible state that can be generated by
applying rules between them.
Space:
In an AI problem, space refers to the exhaustive collection of all conceivable states.
Search:
This technique moves from the beginning state to the desired state by applying good rules while
traversing the space of all possible states.
Search Tree:
To visualize the search issue, a search tree is used, which is a tree-like structure that represents
the problem. The initial state is represented by the root node of the search tree, which is the
starting point of the tree.
Transition Model:
This describes what each action does, while Path Cost assigns a cost value to each path, an
activity sequence that connects the beginning node to the end node. The optimal option has the
lowest cost among all alternatives.
To represent the state space in this problem, we use the nine tiles in the puzzle and their
respective positions in the grid. Each state in the state space is represented by a 3x3 array with
values ranging from 1 to 8, and the blank space is represented as an empty tile.
The initial state of the puzzle represents the starting configuration of the tiles, while the goal
state represents the desired configuration. Search algorithms utilize the state space to find a
sequence of moves that will transform the initial state into the goal state.
This algorithm guarantees a solution but can become very slow for larger state spaces.
Alternatively, other algorithms, such as A search, use heuristics to guide the search more
efficiently.
Our objective is to move from the current state to the target state by sliding the numbered tiles
through the blank space. Let's look closer at reaching the target state from the current state.
To summarize, our approach involved exhaustively exploring all reachable states from the
current state and checking if any of these states matched the target state.
☑️S2:
Initially, only node A is reachable. So put it in S2 and mark it as visited.
The current level is 0.
☑️S2: A
After exploring A, three nodes are now accessible: B, C, and D.
Assume we begin our exploration with node B.
B should be pushed into S2 and marked as visited.
The current level is one.
☑️S2: B, A
Node B will be treated as having no successor because the current level is already the
limited depth L.
As a result, nothing is reachable.
Take B from S2.
The current value is 0.
☑️S2: A
Explore A once more.
There are two unvisited nodes, C and D, that can be reached.
Assume we begin our exploration with node C.
C is pushed into S1 and marked as visited.
The current level is one.
☑️S2: C, A
Because the current level already has the limited depth L, node C is considered to have no
successor.
As a result, nothing is reachable.
Take C from S2.
The current value is 0.
☑️S2: A
Explore A once more.
There is only one unvisited node D, that can be reached.
D should be pushed into S2 and marked as visited.
The current level is one.
☑️S2: D, A
D is explored, but no new nodes are found.
Take D from S2.
The current value is 0.
☑️S2: A
Explore A once more.
There is no new reachable node.
Take A from S2.
☑️ Similarly at depth limit 2, IDS has already explored all the nodes reachable from a;
if the solution exists in the Graph, it has been found.