Search Algorithms
Search Algorithms
Outline
Best-first search
Greedy best-first search
A* search
Heuristics
Local search algorithms
Hill-climbing search
Simulated annealing search
Local beam search
Genetic algorithms
Best-first search
Idea: use an evaluation function f(n) for each node
f(n) provides an estimate for the total cost.
Expand the node n with smallest f(n).
Implementation:
Order the nodes in fringe increasing order of cost.
Special cases:
greedy best-first search
A* search
Romania with straight-line dist.
Greedy best-first search
f(n) = estimate of cost from n to goal
e.g., f(n) = straight-line distance from n
to Bucharest
Greedy best-first search expands the
node that appears to be closest to goal.
Greedy best-first search
example
Greedy best-first search
example
Greedy best-first search
example
Greedy best-first search
example
Properties of greedy best-first
search
Complete? No – can get stuck in loops.
Time? O(bm), but a good heuristic can give
dramatic improvement
Space? O(bm) - keeps all nodes in memory
Optimal? No
e.g. AradSibiuRimnicu
VireaPitestiBucharest is shorter!
A* search
Idea: avoid expanding paths that are already
expensive
Evaluation function f(n) = g(n) + h(n)
g(n) = cost so far to reach n
h(n) = estimated cost from n to goal
f(n) = estimated total cost of path through n to
goal
Best First search has f(n)=h(n)
Uniform Cost search has f(n)=g(n)
A* search example
A search example
*
A* search example
A* search example
A* search example
A* search example
Admissible heuristics
A heuristic h(n) is admissible if for every node n,
h(n) ≤ h*(n), where h*(n) is the true cost to reach the
goal state from n.
An admissible heuristic never overestimates the cost to
reach the goal, i.e., it is optimistic
Example: hSLD(n) (never overestimates the actual road
distance)
Theorem: If h(n) is admissible, A* using TREE-SEARCH
is optimal
Optimality of A* (proof)
Suppose some suboptimal goal G2 has been generated and is in the
fringe. Let n be an unexpanded node in the fringe such that n is on a
shortest path to an optimal goal G.
We want to prove:
f(n) < f(G2)
(then A* will prefer n over G2)
If h is consistent, we have
f(n') = g(n') + h(n')
= g(n) + c(n,a,n') + h(n')
≥ g(n) + h(n) = f(n)
f(n’) ≥ f(n) It’s the triangle
i.e., f(n) is non-decreasing along any path. inequality !
Optimal? Yes
Optimally Efficient: Yes (no algorithm with the
same heuristic is guaranteed to expand fewer nodes)
straight-line distances
6 1
3 A D F 1 h(S-G)=10
h(A-G)=7
2 4 8
S B E G h(D-G)=1
h(F-G)=1
1 h(B-G)=10
20
C h(E-G)=8
h(C-G)=20
try yourself
The graph above shows the step-costs for different paths going from the start (S) to
the goal (G). On the right you find the straight-line distances.
1. Draw the search tree for this problem. Avoid repeated states.
2. Give the order in which the tree is searched (e.g. S-C-B...-G) for A* search.
Use the straight-line dist. as a heuristic function, i.e. h=SLD,
and indicate for each node visited what the value for the evaluation function, f, is.
Memory Bounded Heuristic
Search: Recursive BFS
How can we solve the memory problem for
A* search?
Idea: Try something like depth first search,
but let’s not forget everything about the
branches we have partially explored.
We remember the best f-value we have
found so far in the branch we are deleting.
RBFS:
best alternative
over fringe nodes,
which are not children:
do I want to back up?
h1(S) = ?
h2(S) = ?
Admissible heuristics
E.g., for the 8-puzzle:
h1(n) = number of misplaced tiles
h2(n) = total Manhattan distance
(i.e., no. of squares from desired location of each tile)
h1(S) = ? 8
h2(S) = ? 3+1+2+2+2+3+3+2 = 18
Dominance
If h2(n) ≥ h1(n) for all n (both admissible)
then h2 dominates h1
h2 is better for search: it is guaranteed to expand
less nodes.
probability of being
regenerated
in next generation
Fitness function: number of non-attacking pairs of queens
(min = 0, max = 8 × 7/2 = 28)
24/(24+23+20+11) = 31%
23/(24+23+20+11) = 29% etc
Appendix
Some details of the MBA* next.
SMA* pseudocode (not in 2nd edition 2 of
book)
function SMA*(problem) returns a solution sequence
inputs: problem, a problem
static: Queue, a queue of nodes ordered by f-cost
Queue MAKE-QUEUE({MAKE-NODE(INITIAL-STATE[problem])})
loop do
if Queue is empty then return failure
n deepest least-f-cost node in Queue
if GOAL-TEST(n) then return success
s NEXT-SUCCESSOR(n)
if s is not a goal and is at maximum depth then
f(s)
else
f(s) MAX(f(n),g(s)+h(s))
if all of n’s successors have been generated then
update n’s f-cost and those of its ancestors if necessary
if SUCCESSORS(n) all in memory then remove n from Queue
if memory is full then
delete shallowest, highest-f-cost node in Queue
remove it from its parent’s successor list
insert its parent on Queue if necessary
insert s in Queue
end
Simple Memory-bounded A* (SMA*)
(Example with 3-node memory) maximal depth is 3, since
memory limit is 3. This
Progress of SMA*. Each node is labeled with its current f-cost. branch is now useless.
Values in parentheses show the value of the best forgotten
descendant. best forgotten node
Search space best estimated solution
so far for that node
f = g+h = goal A
13[15]
A
0+12=12 A A A
12 12
10 8 13
G
B G 13
10+5=15 8+5=13
B B G
10 10 8 16 15
18 H
15 13
20+5=25
C D
16+2=18
H I
20+0=20 24+0=24
10 10 A A A
8 8 15[15] 15[24] 20[24]
E F J K
A 8
15
30+5=35 30+0=30 24+0=24 24+5=29 G B B
15 20[]
24[]
B G
I D
15 24 C 25
24 20
Algorithm can tell you when best solution found within memory constraint is optimal or not.