Heuristic Search
Chapter 3
Outline
Generate-and-test
Hill climbing
Best-first search
Problem reduction
Constraint satisfaction
Means-ends analysis
Generate-and-Test
Algorithm
1. Generate a possible solution.
2. Test to see if this is actually a solution.
3. Quit if a solution has been found.
Otherwise, return to step 1.
Generate-and-Test
Acceptable for simple problems.
Inefficient for problems with large space.
Generate-and-Test
Exhaustive generate-and-test.
Heuristic generate-and-test: not consider
paths that seem unlikely to lead to a solution.
Plan generate-test:
Create a list of candidates.
Apply generate-and-test to that list.
Generate-and-Test
Example: coloured blocks
Arrange four 6-sided cubes in a row, with each
side of
each cube painted one of four colours, such that on
all four
sides of the row one block face of each colour is
showing.
Generate-and-Test
Example: coloured blocks
Heuristic: if there are more red faces than other
colours
then, when placing a block with several red faces,
use few
of them as possible as outside faces.
Hill Climbing
Searching for a goal state = Climbing to the top
of a hill
Hill Climbing
Generate-and-test + direction to move.
Heuristic function to estimate how close a
given state is to a goal state.
Simple Hill Climbing
Algorithm
1. Evaluate the initial state.
2. Loop until a solution is found or there are no
new operators left to be applied:
Select and apply a new operator
Evaluate the new state:
goal quit
better than current state new current state
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Simple Hill Climbing
Evaluation function as a way to inject task-
specific knowledge into the control process.
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Simple Hill Climbing
Example: coloured blocks
Heuristic function: the sum of the number of
different
colours on each of the four sides (solution = 16).
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Steepest-Ascent Hill Climbing
(Gradient Search)
Considers all the moves from the current state.
Selects the best one as the next state.
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Steepest-Ascent Hill Climbing
(Gradient Search)
Algorithm
1. Evaluate the initial state.
2. Loop until a solution is found or a complete
iteration produces no change to current state:
SUCC = a state such that any possible successor of the
current state will be better than SUCC (the worst state).
For each operator that applies to the current state, evaluate
the new state:
goal quit
better than SUCC set SUCC to this state
SUCC is better than the current state set the current
state to SUCC.
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Hill Climbing: Disadvantages
Local maximum
A state that is better than all of its neighbours,
but not
better than some other states far away.
15
Hill Climbing: Disadvantages
Plateau
A flat area of the search space in which all
neighbouring
states have the same value.
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Hill Climbing: Disadvantages
Ridge
The orientation of the high region, compared to
the set
of available moves, makes it impossible to climb
up.
However, two moves executed serially may
increase
the height.
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Hill Climbing: Disadvantages
Ways Out
Backtrack to some earlier node and try going
in a different direction.
Make a big jump to try to get in a new section.
Moving in several directions at once.
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Hill Climbing: Disadvantages
Hill climbing is a local method:
Decides what to do next by looking only at the
immediate consequences of its choices.
Global information might be encoded in
heuristic functions.
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Hill Climbing: Disadvantages
Start
Goal
A
Blocks World
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Hill Climbing: Disadvantages
Start
A
D
Goal
D
C
A
Blocks World
Local heuristic:
+1 for each block that is resting on the thing it is
supposed to be resting on.
1 for each block that is resting on a wrong thing.
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Hill Climbing: Disadvantages
0
22
Hill Climbing: Disadvantages
2
D
C
B
A
0
0
D
C
D
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Hill Climbing: Disadvantages
Start
A
D
Goal
D
C
A
Blocks World
Global heuristic:
For each block that has the correct support structure:
+1 to
every block in the support
structure.
For each block that has a wrong support structure: 1
to
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Hill Climbing: Disadvantages
3
D
C
B
A
2
D
C
B
1
A
D
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Hill Climbing: Conclusion
Can be very inefficient in a large, rough
problem space.
Global heuristic may have to pay for
computational complexity.
Often useful when combined with other
methods, getting it started right in the right
general neighbourhood.
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Simulated Annealing
A variation of hill climbing in which, at the
beginning of the process, some downhill
moves may be made.
To do enough exploration of the whole space
early on, so that the final solution is relatively
insensitive to the starting state.
Lowering the chances of getting caught at a
local maximum, or plateau, or a ridge.
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Simulated Annealing
Physical Annealing
Physical substances are melted and then gradually
cooled until some solid state is reached.
The goal is to produce a minimal-energy state.
Annealing schedule: if the temperature is lowered
sufficiently slowly, then the goal will be attained.
Nevertheless, there is some probability for a
transition to a higher energy state: eE/kT.
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Simulated Annealing
Algorithm
1. Evaluate the initial state.
2. Loop until a solution is found or there are no new
operators left to be applied:
Set T according to an annealing schedule
Selects and applies a new operator
Evaluate the new state:
goal quit
E = Val(current state) Val(new state)
E < 0 new current state
else new current state with probability eE/kT.
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Best-First Search
Depth-first search: not all competing branches
having to be expanded.
Breadth-first search: not getting trapped on
dead-end paths.
Combining the two is to follow a single
path at a time, but switch paths whenever
some competing
path look more promising
than the current one.
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Best-First Search
A
A
B
3
C
5
D
1
B
3
C
5
A
B
G
6
H
5
C
5
D
E
4
F
6
A
D
E
4
B
F
6
G
6
H
5
C
5
I
2
D
E
J
1
F
6
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Best-First Search
OPEN: nodes that have been generated, but
have not examined.
This is organized as a priority queue.
CLOSED: nodes that have already been
examined.
Whenever a new node is generated, check
whether it has been generated before.
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Best-First Search
Algorithm
1. OPEN = {initial state}.
2. Loop until a goal is found or there are no nodes
left in OPEN:
Pick the best node in OPEN
Generate its successors
For each successor:
new evaluate it, add it to OPEN, record its parent
generated before change parent, update successors
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Best-First Search
Greedy search:
h(n) = estimated cost of the cheapest path
from node
n to a goal state.
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Best-First Search
Uniform-cost search:
g(n) = cost of the cheapest path from the
initial state
to node n.
35
Best-First Search
Greedy search:
h(n) = estimated cost of the cheapest path
from node
n to a goal state.
Neither optimal nor complete
36
Best-First Search
Greedy search:
h(n) = estimated cost of the cheapest path
from node
n to a goal state.
Neither optimal nor complete
Uniform-cost search:
g(n) = cost of the cheapest path from the
initial state
to node n.
Optimal and complete, but very inefficient
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Best-First Search
Algorithm A* (Hart et al., 1968):
f(n) = g(n) + h(n)
h(n) = cost of the cheapest path from node n
to a
goal state.
g(n) = cost of the cheapest path from the
initial state
to node n.
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Best-First Search
Algorithm A*:
f*(n) = g*(n) + h*(n)
h*(n) (heuristic factor) = estimate of h(n).
g*(n) (depth factor) = approximation of g(n)
found by
A* so far.
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Problem Reduction
Goal: Acquire TV set
Goal: Steal TV set Goal: Earn some money Goal: Buy TV set
AND-OR Graphs
Algorithm AO* (Martelli & Montanari 1973, Nilsson 1980
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Problem Reduction: AO*
A
5
A 6
9
B
3
A 9
B
3
C
4
C
4
D
5
A 11
D 10
E
4
F
4
B 6
G
5
12
H
7
C
4
D 10
E
4
F
4
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Problem Reduction: AO*
A 11
B 13
D 5
A 14
C 10
E 6
F 3
G 5
Necessary backward
propagation
B 13
D 5
C 15
E 6
F 3
G 10
H 9
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Constraint Satisfaction
Many AI problems can be viewed as problems
of constraint satisfaction.
Cryptarithmetic puzzle:
SEND
MORE
MONEY
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Constraint Satisfaction
As compared with a straightforard search
procedure, viewing a problem as one of
constraint satisfaction can reduce substantially
the amount of search.
44
Constraint Satisfaction
Operates in a space of constraint sets.
Initial state contains the original constraints
given in the problem.
A goal state is any state that has been
constrained enough.
45
Constraint Satisfaction
Two-step process:
1. Constraints are discovered and propagated as
far as possible.
2. If there is still not a solution, then search
begins, adding new constraints.
46
Initial state:
No two letters have
the same value.
The sum of the
digits
must be as shown.
M=1
S = 8 or 9
O=0
N=E+1
C2 = 1
N+R>8
E9
SEND
MORE
MONEY
E=
2
N=3
R = 8 or 9
2 + D = Y or 2 + D = 10 + Y
C1 =
0
2+D=Y
N + R = 10 + E
R=9
S =8
C1 = 1
2 + D = 10 + Y
D=8+Y
D = 8 or 9
D=
8 Y=0
D=
9
Y=1
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Constraint Satisfaction
Two kinds of rules:
1. Rules that define valid constraint propagation.
2. Rules that suggest guesses when necessary.
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Homework
Exercises
1-14 (Chapter 3 AI Rich & Knight)
Reading
Algorithm A*
(http://en.wikipedia.org/wiki/A
%2A_algorithm)
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