Topic - 4 (Informed Search and Exploration)
Topic - 4 (Informed Search and Exploration)
Heuristic Functions
Problems
Hill-climbing search
Simulated annealing search
Local beam search
Genetic algorithms
Best-First Search
• Node is selected for expansion based on
an evaluation function f(n)
• Evaluation function estimates distance to
the goal
• Choose node which appears best
• Implementation:
– fringe is a priority queue sorted in ascending
order of f-values
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A Heuristic Function h(n)
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Romania with Step Costs in Km
• hSLD = straight-line
distance heuristic
• hSLD cannot be
computed from the
problem description
itself
• In greedy best-first
search f(n)=h(n)
– Expand node that is
closest to goal
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Greedy Search: Example
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Greedy Search: Example
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Greedy Search: Example
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Greedy Search: Example
• Goal reached
– For this example no node is expanded that is not
on the solution path
– But not optimal (see Arad, Sibiu, Rimnicu Vilcea,
Pitesti)
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Greedy Search: Evaluation
• Complete or optimal: no
– Minimizing h(n) can result in false starts, e.g. Iasi
to Fagaras
– Check on repeated states
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Greedy Search: Evaluation
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A* Search
• Best-known form of best-first search
• Idea: avoid expanding paths that are already
expensive
• Evaluation function f(n)= g(n) + h(n)
– g(n): the cost (so far) to reach the node
– h(n): estimated cost to get from the node to the goal
– f(n): estimated total cost of path through n to goal
• A* search is both complete and optimal if h(n)
satisfies certain conditions
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A* Search
• A* search is optimal if h(n) is an admissible
heuristic
• A heuristic is admissible if it never overestimates
the cost to reach the goal
– h(n) ≤ h*(n) where h*(n) is the true cost from n
• Admissible heuristics are optimistic about the
cost of solving the problem
• e.g. hSLD(n) never overestimates the actual road
distance
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Romania Example
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A* Search: Example
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A* Search: Example
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A* Search: Example
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A* Search: Example
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A* Search: Example
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A* Search: Example
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Optimality of A*
• Suppose a suboptimal goal node G2 appears on the
fringe and let the cost of the optimal solution be C*.
• Since G2 is suboptimal and
h(G2) = 0 (true for any goal node),
we know that f(G2) = g(G2) + h(G2) = g(G2) > C*
• Now consider a fringe node n that is on an optimal
solution path.
• If h(n) does not overestimate the cost of completing
the solution path,
then we know that f(n) = g(n) + h(n) C*
• Since f(n) C* < f(G2), G2 will not be expanded and
A* search must return an optimal solution.
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A* Search: Evaluation
• Complete: yes
– Unless there are infinitely many nodes with
f < f(G)
• Optimal: yes
– A* is also optimally efficient for any given
h(n). That is, no other optimal algorithm is
guaranteed to expand fewer nodes than A*.
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A* Search: Evaluation
• Time complexity:
– number of nodes expanded is still exponential
in length of solution
• Space complexity:
– All generated nodes are kept in memory
– A* usually runs out of space before running
out of time
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Heuristic Functions
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Example: 8-puzzle
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Local Search Algorithms and
Optimization Problems
• Previously: systematic exploration of search space
– Path to goal is solution to problem
• for some problem classes, it is sufficient to find a
solution
– the path to the solution is not relevant, e.g. 8-queens
• Different algorithms can be used
– Local search
• memory requirements can be dramatically relaxed by
modifying the current state
– all previous states can be discarded
– since only information about the current state is kept, such
methods are called local 27
Local Search Algorithms and
Optimization Problems
• Local search = use single current state and
move to neighboring states.
• Advantages:
– Use very little memory
– Find often reasonable solutions in large or infinite state spaces.
• Are also useful for pure optimization problems.
– Find best state according to some objective function.
– e.g. survival of the fittest as a metaphor for optimization.
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Local Search Algorithms and
Optimization Problems
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Hill-Climbing Search
• continually moves uphill
– increasing value of the evaluation function
– gradient descent search is a variation that
moves downhill
• is a loop that continuously moves in the direction
of increasing value - that is, uphill.
– It terminates when a peak is reached.
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Hill-Climbing Search
• Hill-climbing does not look ahead of the immediate
neighbors of the current state.
• Hill-climbing chooses randomly among the set of
best successors, if there is more than one.
• Hill-climbing is also called greedy local search
• Hill-climbing is a very simple strategy with low
space requirements
– stores only the state and its evaluation, no search tree
•
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Hill-Climbing Example
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Hill-Climbing Example
(a) (b)
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Drawbacks
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Hill-Climbing Search
• problems
– local maxima
• algorithm can’t go higher, but is not at a satisfactory solution
– plateau
• area where the evaluation function is flat
– ridges
• search may oscillate slowly
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Escaping Local Optima
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Hill-Climbing Search
function HILL-CLIMBING( problem) return a state that is a local maximum
input: problem, a problem
local variables: current, a node.
neighbor, a node.
current MAKE-NODE(INITIAL-STATE[problem])
loop do
neighbor a highest valued successor of current
if VALUE [neighbor] ≤ VALUE[current] then return STATE[current]
current neighbor
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Hill-Climbing Variations
• Stochastic hill-climbing
– Random selection among the uphill moves.
– The selection probability can vary with the
steepness of the uphill move.
• First-choice hill-climbing
– implements stochastic hill climbing by
generating successors randomly until a better
one is found.
• Random-restart hill-climbing
– Tries to avoid getting stuck in local maxima.
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Simulated Annealing
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Simulated Annealing
function SIMULATED-ANNEALING( problem, schedule) return a solution state
input: problem, a problem
schedule, a mapping from time to temperature
local variables: current, a node.
next, a node.
T, a “temperature” controlling the probability of downward steps
current MAKE-NODE(INITIAL-STATE[problem])
for t 1 to ∞ do
T schedule[t]
if T = 0 then return current
next a randomly selected successor of current
∆E VALUE[next] - VALUE[current]
if ∆E > 0 then current next
else current next only with probability e∆E /T
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Local Beam Search
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Genetic Algorithms
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Genetic Algorithms
• GAs begin with a set of k randomly generated states, called
the population.
• Each state, or individual, is represented as a string over a
finite alphabet—most commonly, a string of 0s and 1s.
• For example, an 8-queens state must specify the positions of
8 queens, each in a column of 8 squares, and so requires
8 x log2 8 = 24 bits.
• Alternatively, the state could be represented as 8 digits, each
in the range from 1 to 8.
• Figure 4.6(a) shows a population of four 8-digit strings
representing 8-queens states.
•
•
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Genetic Algorithms
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Genetic Algorithms
• The 8-queens states involved in this reproduction step are
shown in Figure 4.7.
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Genetic Algorithms
• The production of the next generation of states is shown in
Figure 4.6(b)–(e).
• In (b), each state is rated by the objective function, or (in GA
terminology) the fitness function.
• A fitness function should return higher values for better
states, so, for the 8-queens problem we use the number of
nonattacking pairs of queens, which has a value of 28 for a
solution.
• The values of the four states are 24, 23, 20, and 11.
• In this particular variant of the genetic algorithm, the
probability of being chosen for reproducing is directly
proportional to the fitness score, and the percentages are
shown next to the raw scores.
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Genetic Algorithms
• In (c), two pairs are selected at random for reproduction, in
accordance with the probabilities in (b).
• Notice that one individual is selected twice and one not at all.
• For each pair to be mated, a crossover point is chosen
randomly from the positions in the string.
• In Figure 4.6, the crossover points are after the third digit in
the first pair and after the fifth digit in the second pair.
• In (d), the offspring themselves are created by crossing over
the parent strings at the crossover point.
• For example, the first child of the first pair gets the first three
digits from the first parent and the remaining digits from the
second parent, whereas the second child gets the first three
digits from the second parent and the rest from the first
parent.
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Genetic Algorithms
• The 8-queens states involved in this reproduction step are
shown in Figure 4.7.
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Genetic Algorithms
• The example shows that when two parent states are
quite different, the crossover operation can produce
a state that is a long way from either parent state.
• It is often the case that the population is quite
diverse early on in the process, so crossover (like
simulated annealing) frequently takes large steps in
the state space early in the search process and
smaller steps later on when must individuals are
quite similar.
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Genetic Algorithms
• Finally, in (e), each location is subject to random
mutation with a small independent probability.
• One digit was mutated in the first, third, and fourth
offspring.
• In the 8-queens problem, this corresponds to choosing a
queen at random and moving it to a random square in its
column.
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Genetic Algorithms
Figure: A genetic algorithm. The algorithm is the same as the
one diagrammed in the figure in slide no. 45, with one variation:
in this more popular version, each mating of two parents
produces only one offspring, not two.
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Genetic Algorithms
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