1 midterm review cmsc421 fall 2005. 2 outline review the material covered by the midterm questions?

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1 Midterm Review cmsc421 Fall 2005

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Page 1: 1 Midterm Review cmsc421 Fall 2005. 2 Outline Review the material covered by the midterm Questions?

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Midterm Review

cmsc421 Fall 2005

Page 2: 1 Midterm Review cmsc421 Fall 2005. 2 Outline Review the material covered by the midterm Questions?

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Outline

• Review the material covered by the midterm

• Questions?

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Subjects covered so far…

• Search: Blind & Heuristic

• Constraint Satisfaction

• Adversarial Search

• Logic: Propositional and FOL

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… and subjects to be covered

• planning

• uncertainty

• learning

• and a few more…

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Search

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Stating a Problem as a Search Problem

State space S Successor function: x S SUCCESSORS(x) 2S

Arc cost Initial state s0

Goal test: xS GOAL?(x) =T or F A solution is a path joining the initial to a goal node

S1

3 2

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Basic Search Concepts

Search tree Search node Node expansion Fringe of search tree Search strategy: At each stage it

determines which node to expand

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Search Algorithm

1. If GOAL?(initial-state) then return initial-state2. INSERT(initial-node,FRINGE)3. Repeat:

a. If empty(FRINGE) then return failureb. n REMOVE(FRINGE)c. s STATE(n)d. For every state s’ in SUCCESSORS(s)

i. Create a new node n’ as a child of nii. If GOAL?(s’) then return path or goal

stateiii. INSERT(n’,FRINGE)

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Performance Measures

CompletenessA search algorithm is complete if it finds a solution whenever one exists[What about the case when no solution exists?]

OptimalityA search algorithm is optimal if it returns an optimal solution whenever a solution exists

ComplexityIt measures the time and amount of memory required by the algorithm

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Blind vs. Heuristic Strategies

Blind (or un-informed) strategies do not exploit state descriptions to select which node to expand next

Heuristic (or informed) strategies exploits state descriptions to select the “most promising” node to expand

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Blind Strategies

Breadth-first• Bidirectional

Depth-first• Depth-limited • Iterative deepening

Uniform-Cost(variant of breadth-first)

Arc cost = c(action) 0

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Comparison of Strategies

Breadth-first is complete and optimal, but has high space complexity

Depth-first is space efficient, but is neither complete, nor optimal

Iterative deepening is complete and optimal, with the same space complexity as depth-first and almost the same time complexity as breadth-first

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Avoiding Revisited States

Requires comparing state descriptions Breadth-first search:

• Store all states associated with generated nodes in CLOSED

• If the state of a new node is in CLOSED, then discard the node

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Avoiding Revisited States

Depth-first search: Solution 1:

– Store all states associated with nodes in current path in CLOSED

– If the state of a new node is in CLOSED, then discard the node

Only avoids loops

Solution 2:– Store of all generated states in CLOSED– If the state of a new node is in CLOSED, then discard

the node Same space complexity as breadth-first !

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Uniform-Cost Search (Optimal)

Each arc has some cost c > 0 The cost of the path to each fringe node N is g(N) = costs of arcs The goal is to generate a solution path of minimal cost The queue FRINGE is sorted in increasing cost

Need to modify search algorithm

S0

1A

5B

15CS G

A

B

C

5

1

15

10

5

5

G11

G10

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Modified Search Algorithm

1. INSERT(initial-node,FRINGE)2. Repeat:

a. If empty(FRINGE) then return failureb. n REMOVE(FRINGE)c. s STATE(n)d. If GOAL?(s) then return path or goal statee. For every state s’ in SUCCESSORS(s)

i. Create a node n’ as a successor of nii. INSERT(n’,FRINGE)

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Avoiding Revisited States in Uniform-Cost Search

When a node N is expanded the path to N is also the best path from the initial state to STATE(N) if it is the first time STATE(N) is encountered.

So:

• When a node is expanded, store its state into CLOSED

• When a new node N is generated:– If STATE(N) is in CLOSED, discard N

– If there exits a node N’ in the fringe such that STATE(N’) = STATE(N), discard the node – N or N’ – with the highest-cost path

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Best-First Search It exploits state description to

estimate how promising each search node is

An evaluation function f maps each search node N to positive real number f(N)

Traditionally, the smaller f(N), the more promising N

Best-first search sorts the fringe in increasing f

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The heuristic function h(N) estimates the distance of STATE(N) to a goal state

Its value is independent of the current search tree; it depends only on STATE(N) and the goal test

Example:

h1(N) = number of misplaced tiles = 6

Heuristic Function

14

7

5

2

63

8

STATE(N)

64

7

1

5

2

8

3

Goal state

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Classical Evaluation Functions

h(N): heuristic function[Independent of search tree]

g(N): cost of the best path found so far between the initial node and N[Dependent on search tree]

f(N) = h(N) greedy best-first search

f(N) = g(N) + h(N)

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Can we Prove Anything?

If the state space is finite and we discard nodes that revisit states, the search is complete, but in general is not optimal

If the state space is finite and we do not discard nodes that revisit states, in general the search is not complete

If the state space is infinite, in general the search is not complete

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Admissible Heuristic

Let h*(N) be the cost of the optimal path from N to a goal node

The heuristic function h(N) is admissible if: 0 h(N) h*(N)

An admissible heuristic function is always optimistic !

• Note: G is a goal node h(G) = 0

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A* Search(most popular algorithm in AI)

f(N) = g(N) + h(N), where:• g(N) = cost of best path found so far to N• h(N) = admissible heuristic function

for all arcs: 0 < c(N,N’) “modified” search algorithm is used

Best-first search is then called A* search

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Result #1

A* is complete and optimal

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Experimental Results 8-puzzle with:

h1 = number of misplaced tiles

h2 = sum of distances of tiles to their goal positions

Random generation of many problem instances Average effective branching factors (number of

expanded nodes):d IDS A1* A2*

2 2.45 1.79 1.79

6 2.73 1.34 1.30

12 2.78 (3,644,035)

1.42 (227) 1.24 (73)

16 -- 1.45 1.25

20 -- 1.47 1.27

24 -- 1.48 (39,135)

1.26 (1,641)

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Iterative Deepening A* (IDA*)

Idea: Reduce memory requirement of A* by applying cutoff on values of f

Consistent heuristic h Algorithm IDA*:

1. Initialize cutoff to f(initial-node)2. Repeat:

a. Perform depth-first search by expanding all nodes N such that f(N) cutoff

b.Reset cutoff to smallest value f of non-expanded (leaf) nodes

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Local Search

Light-memory search method No search tree; only the current state

is represented! Only applicable to problems where the

path is irrelevant (e.g., 8-queen), unless the path is encoded in the state

Many similarities with optimization techniques

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Search problems

Blind search

Heuristic search: best-first and A*

Construction of heuristics Local searchVariants of A*

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When to Use Search Techniques?

1)The search space is small, and• No other technique is available• Developing a more efficient technique is

not worth the effort

2)The search space is large, and• No other technique is available, and• There exist “good” heuristics

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Constraint Satisfaction

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Constraint Satisfaction ProblemConstraint Satisfaction Problem

• Set of variables {X1, X2, …, Xn}• Each variable Xi has a domain Di of possible

values• Usually Di is discrete and finite• Set of constraints {C1, C2, …, Cp}• Each constraint Ck involves a subset of variables

and specifies the allowable combinations of values of these variables

• Goal: Assign a value to every variable such that all constraints are satisfied

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CSP as a Search ProblemCSP as a Search Problem

• Initial state: empty assignment

• Successor function: a value is assigned to any unassigned variable, which does not conflict with the currently assigned variables

• Goal test: the assignment is complete

• Path cost: irrelevant

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QuestionsQuestions

1. Which variable X should be assigned a value next?1. Minimum Remaining Values/Most-constrained

variable

2. In which order should its domain D be sorted?1. least constrained value

3. How should constraints be propagated?1. forward checking

2. arc consistency

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Adversarial Search

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Specific Setting Two-player, turn-taking, deterministic, fully

observable, zero-sum, time-constrained game

State space Initial state Successor function: it tells which actions can

be executed in each state and gives the successor state for each action

MAX’s and MIN’s actions alternate, with MAX playing first in the initial state

Terminal test: it tells if a state is terminal and, if yes, if it’s a win or a loss for MAX, or a draw

All states are fully observable

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Choosing an Action: Basic Idea

1) Using the current state as the initial state, build the game tree uniformly to the maximal depth h (called horizon) feasible within the time limit

2) Evaluate the states of the leaf nodes3) Back up the results from the leaves to

the root and pick the best action assuming the worst from MIN

Minimax algorithm

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Minimax Algorithm

1. Expand the game tree uniformly from the current state (where it is MAX’s turn to play) to depth h

2. Compute the evaluation function at every leaf of the tree

3. Back-up the values from the leaves to the root of the tree as follows:a. A MAX node gets the maximum of the evaluation of

its successorsb. A MIN node gets the minimum of the evaluation of

its successors

4. Select the move toward a MIN node that has the largest backed-up value

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Alpha-Beta Pruning

Explore the game tree to depth h in depth-first manner

Back up alpha and beta values whenever possible

Prune branches that can’t lead to changing the final decision

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Example

The beta value of a MINnode is an upper bound onthe final backed-up value.It can never increase

1

= 1

2

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Example

= 1

The alpha value of a MAXnode is a lower bound onthe final backed-up value.It can never decrease

1

= 1

2

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Alpha-Beta Algorithm

Update the alpha/beta value of the parent of a node N when the search below N has been completed or discontinued

Discontinue the search below a MAX node N if its alpha value is the beta value of a MIN ancestor of N

Discontinue the search below a MIN node N if its beta value is the alpha value of a MAX ancestor of N

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Logical Representations and Theorem Proving

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Logical Representations

• Propositional logic

• First-order logic

• syntax and semantics

• models, entailment, etc.

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The Game

Rules:1. Red goes first2. On their turn, a player must move their piece3. They must move to a neighboring square, or if their

opponent is adjacent to them, with a blank on the far side, they can hop over them

4. The player that makes it to the far side first wins.

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Logical Inference

• Propositional: truth tables or resolution

• FOL: resolution + unification

• strategies:– shortest clause first– set of support

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Questions?