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Uninformed/Blind Search
Fundamentals of Artificial Intelligence
Slides are mostly adapted from AIMA, MIT Open Courseware and
Svetlana Lazebnik (UIUC)
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Introduction
• Simple-reflex agents directly maps states to actions.
• Therefore, they cannot operate well in environments
where the mapping is too large to store or takes too much
to learn
• Goal-based agents can succeed by considering future
actions and desirability of their outcomes
• Problem solving agent is a goal-based agent that decides
what to do by finding sequences of actions that lead to
desirable states
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Outline
• Problem-solving agents
• Problem types
• Problem formulation
• Example problems
• Basic search algorithms
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Problem solving agents
• Intelligent agents are supposed to maximize their
performance measure
• This can be simplified if the agent can adopt a goal and aim
at satisfying it
• Goals help organize behaviour by limiting the objectives
that the agent is trying to achieve
• Goal formulation, based on the current situation and the
agent’s performance measure, is the first step in problem
solving
• Goal is a set of states. The agent’s task is to find out which
sequence of actions will get it to a goal state
• Problem formulation is the process of deciding what sorts of
actions and states to consider, given a goal
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Problem solving agents
• An agent with several immediate options of unknown value
can decide what to do by first examining different possible
sequences of actions that lead to states of known value, and
then choosing the best sequence
• Looking for such a sequence is called search
• A search algorithm takes a problem as input and returns a
solution in the form of action sequence
• One a solution is found the actions it recommends can be
carried out – execution phase
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Problem solving agents
• “formulate, search, execute” design for the agent
• After formulating a goal and a problem to solve the agent
calls a search procedure to solve it
• It then uses the solution to guide its actions, doing whatever
the solution recommends as the next thing to do (typically
the first action in the sequence)
• Then removing that step from the sequence
• Once the solution has been executed, the agent will
formulate a new goal
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Problem-solving agents
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Environment Assumptions
• Static, formulating and solving the problem is
done without paying attention to any changes that
might be occurring in the environment
• Initial state is known and the environment is
observable
• Discrete, enumerate alternative courses of actions
• Deterministic, solutions to problems are single
sequences of actions, so they cannot handle any
unexpected events, and solutions are executed
without paying attention to the percepts
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Example: Romania
• On holiday in Romania; currently in Arad.
• Flight leaves tomorrow from Bucharest
• Formulate goal:
– be in Bucharest
• Formulate problem:
– states: various cities
– actions: drive between cities
• Find solution:
– sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest
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Example: Romania
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Well-defined problems and solutions
• A problem can be defined formally by four components
• Initial state that the agent starts in
– e.g. In(Arad)
• A description of the possible actions available to the agent
– Successor function – returns a set of <action,successor> pairs
– e.g. {<Go(Sibiu),In(Sibiu)>, <Go(Timisoara),In(Timisoara)>, <Go(Zerind), In(Zerind)>}
– Initial state and the successor function define the state space ( a
graph in which the nodes are states and the arcs between nodes are
actions). A path in state space is a sequence of states connected by a
sequence of actions
• Goal test determines whether a given state is a goal state
– e.g.{In(Bucharest)}
• Path cost function that assigns a numeric cost to each path.
The cost of a path can be described as the some of the costs
of the individual actions along the path – step cost
– e.g. Time to go Bucharest
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Problem Formulation
• A solution to a problem is a path from the initial state to the
goal state
• Solution quality is measured by the path cost function and an
optimal solution has the lowest path cost among all solutions
• Real world is absurdly complex
– state space must be abstracted for problem solving
• (Abstract) state = set of real states
• (Abstract) action = complex combination of real actions
– e.g., "Arad Zerind" represents a complex set of possible
routes, detours, rest stops, etc.
• For guaranteed realizability, any real state "in Arad“ must get
to some real state "in Zerind"
• (Abstract) solution =
– set of real paths that are solutions in the real world
• Each abstract action should be "easier" than the original
problem
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Vacuum world state space graph
• states integer dirt and robot location.
– The agent is in one of two locations, each of which might or might not
contain dirt – 8 possible states
• Initial state: any state
• actions Left, Right, Suck
• goal test no dirt at all locations
• path cost 1 per action
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Example: The 8-puzzle
• states: locations of tiles
• Initial state: any state
• actions: move blank left, right, up, down
• goal test: goal state (given)
• path cost: 1 per move
[Note: optimal solution of n-Puzzle family is NP-hard]
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Example: 8-queens problem
• states: any arrangement of 0-8 queens on the board is a
state
• Initial state: no queens on the board
• actions: add a queen to any empty square
• goal test: 8 queens are on the board, none attacked
64.63...57 = 1.8x1014 possible sequences
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Example: Route finding problem
• states: each is represented by a location (e.g. An airport) and the
current time
• Initial state: specified by the problem
• Successor function: returns the states resulting from taking any
scheduled flight, leaving later than the current time plus the within
airport transit time, from the current airport to another
• goal test: are we at the destination by some pre-specified time
• Path cost:monetary cost, waiting time, flight time, customs and
immigration procedures, seat quality, time of day, type of airplane,
frequent-flyer mileage awards, etc
• Route finding algorithms are used in a variety of applications, such
as routing in computer networks, military operations planning,
airline travel planning systems
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Other example problems
• Touring problems: visit every city at least once, starting
and ending at Bucharest
• Travelling salesperson problem (TSP) : each city must be
visited exactly once – find the shortest tour
• VLSI layout design: positioning millions of components
and connections on a chip to minimize area, minimize
circuit delays, minimize stray capacitances, and maximize
manufacturing yield
• Robot navigation
• Internet searching
• Automatic assembly sequencing
• Protein design
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Example: robotic assembly
• states: real-valued coordinates of robot joint angles parts of
the object to be assembled
• actions: continuous motions of robot joints
• goal test: complete assembly
• path cost: time to execute
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Graphs
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Problem Solving
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Graph Search as Tree Search
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Terminology
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Tree search algorithms
• Basic idea:
– offline, simulated exploration of state space by generating
successors of already-explored states (a.k.a.~expanding states)
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Example: Romania
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Tree search example
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Tree search example
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Tree search example
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Implementation: Components of a node
• State: the state in the state space to which the node
corresponds
• Parent-node: the node in the search tree that
generated this node
• Action: the action that was applied to the parent to
generate the node
• Path-cost: the cost, traditionally denoted by g(n),
of the path from the initial state to the node, as
indicated by the parent pointers
• Depth: the number of steps along the path from the
initial state
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Implementation: states vs. nodes
• A state is a (representation of) a physical configuration
• A node is a data structure constituting part of a search tree includes
state, parent node, action, path cost g(x), depth
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Implementation: general tree search
• Fringe: the collection of nodes that have been
generated but not yet been expanded
• Each element of a fringe is a leaf node, a node with
no successors
• Search strategy: a function that selects the next
node to be expanded from fringe
• We assume that the collection of nodes is
implemented as a queue
• The operations on the queue are:
– Make-queue(queue)
– Empty?(queue)
– first(queue)
– remove-first(queue)
– insert(element, queue)
– insert-all(elements, queue)
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Implementation: general tree search
– The Expand function creates new nodes, filling in the various fields and using
the SuccessorFn of the problem to create the corresponding states.
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Simple search algorithms - revisited
• A search node is a path from state X to the start state (e.g. X B A S)
• The state of a search node is the most recent state of the path (e.g. X)
• Let Q be a list of search nodes (e.g. (X B A S) (C B A S)) and S be the start state
• Algorithm
1. Initialize Q with search node (S) as only entry, set Visited = (S)
2. If Q is empty, fail. Else pick some search node N from Q
3. If state(N) is a goal, return N (we have reached the goal)
4. Otherwise remove N from Q
5. Find all the children of state(N) not in visited and create all the one-step
extensions of N to each descendant
6. Add the extended paths to Q, add children of state(N) to Visited
7. Go to step 2
• Critical decisions
– Step2: picking N from Q
– Step 6: adding extensions of N to Q
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Examples: Simple search strategies
• Depth first search
– Pick first element of Q
– Add path extensions to front of Q
• Breadth first search
– Pick first element of Q
– Add path extensions to the end of Q
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Visited versus expanded
• Visited: a state M is first visited when a path to M first gets added to
Q. In general, a state is said to have been visited if it has ever shown
up in a search node in Q. The intuition is that we have briefly visited
them to place them on Q, but we have not yet examined them
carefully
• Expanded: a state M is expanded when it is the state of a search node
that is pulled off of Q. At that point, the descendants of M are visited
and the path that led to M is extended to the eligible descendants. In
principle, a state may be expanded multiple times. We sometimes
refer to the search node that led to M as being expanded. However,
once a node is expanded, we are done with it, we will not need to
expand it again. In fact, we discard it from Q
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Testing for the goal
• This algorithm stops (in step 3) when state(N) = G or, in
general when state(N) satisfies the goal test
• We could have performed the test in step 6 as each
extended path is added to Q. This would catch termination
earlier
• However, performing the test in step 6 will be incorrect
for the optimal searches
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Keeping track of visited states
• Keeping track of visited states generally improves time efficiency when searching
for graphs, without affecting correctness. Note, however, that substantial additional
space may be required to keep track of visited states.
• If all we want to do is find a path from the start to goal, there is no advantage of
adding a search node whose state is already the state of another search node
• Any state reachable from the node the second time would have been reachable from
that node the first time
• Note that when using Visited, each state will only ever have at most one path to it
(search node) in Q
• We’ll have to revisit this issue when we look at optimal searching
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Implementation issues : The visit List
• Although we speak of a visited list, this is never the preferred implementation
• If the graph states are known ahead of time as an explicit set, then space is allocated
in the state itself to keep a mark, which makes both adding Visited and checking if a
state is Visited a constant time operation
• Alternatively, as in more common AI, if the states are generated on the fly, then a
hash table may be used for efficient detection of previously visited states.
• Note that, in any case, the incremental space cost of a Visited list will be
proportional to the number of states, which can be very high in some problems
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Breadth-first search
• The root node is expanded first, then all the successors of
the root node, and their successors and so on
• In general, all the nodes are expanded at a given depth in
the search tree before any nodes at the next level are
expanded
• Expand shallowest unexpanded node
• Implementation:
– fringe is a FIFO queue,
– the nodes that are visited first will be expanded first
– All newly generated successors will be put at the end of
the queue
– Shallow nodes are expanded before deeper nodes
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Breadth-first search
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Breadth-first search
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Breadth-first search
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Breadth-first search
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8-puzzle problem
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Breadth-first search of the 8-puzzle, showing order in
Breadth-first search which states were removed from open.
Taken from http://iis.kaist.ac.kr/es/
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first search
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Breadth first (Without visited list)
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Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue (stack) , i.e., put successors at front
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth first search
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Depth first search
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Depth first search
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Depth first search
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Depth first search
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Depth first search
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Depth first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Depth-first search
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Graph search
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Problem types
• Deterministic, fully observable single-state problem
– Agent knows exactly which state it will be in; solution is a sequence
• Non-observable sensorless problem (conformant problem)
– Agent may have no idea where it is; solution is a sequence
• Nondeterministic and/or partially observable contingency problem
– percepts provide new information about current state
– often interleave} search, execution
• Unknown state space exploration problem
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Example: vacuum world
Single-state, start in #5.
Solution? [Right, Suck]
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Example: vacuum world
– Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck,Left,Suck]
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Example: vacuum world
• Contingency
– Nondeterministic: Suck may
dirty a clean carpet
– Partially observable: location, dirt at current location.
– Percept: [L, Clean], i.e., start in #5 or #7
Solution? [Right, if dirt then Suck]
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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BFS vs. DFS
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Uninformed search strategies
• A search strategy is defined by picking the order of node
expansion
• Uninformed search (blind search) strategies use only the
information available in the problem definition
• Can only distinguish goal states from non-goal state
• Breadth-first search
• Uniform-cost search
• Depth-first search
• Depth-limited search
• Iterative deepening search
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Breadth First Search
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Breadth-first search
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Breadth-first search
• Expand shallowest unexpanded node
• Implementation: frontier is a FIFO queue
Example state space
graph for a tiny search
problem
Example from P. Abbeel and D. Klein
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Breadth-first search
• Expansion order:
(S,d,e,p,b,c,e,h,r,q,a,a,
h,r,p,q,f,p,q,f,q,c,G)
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Depth-first search
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Depth-first search
• Expand deepest unexpanded node
• Implementation: frontier is a LIFO queue
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Depth-first search
• Expansion order:
(S,d,b,a,c,a,e,h,p,q,q,
r,f,c,a,G)
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Analysis of Search strategies
• Strategies are evaluated along the following dimensions:
– completeness: does it always find a solution if one exists?
– time complexity: number of nodes generated
– space complexity: maximum number of nodes in memory
– optimality: does it always find a least-cost solution?
• Time and space complexity are measured in terms of
– b: maximum branching factor of the search tree
– d: depth of the least-cost solution
– m: maximum depth of the state space (may be ∞)
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Properties of breadth-first search
• Complete? Yes (if b is finite)
• Time?
Number of nodes in a b-ary tree of depth d:
(d is the depth of the optimal solution)
1+b+b2+b3+… +bd = O(bd)
• Space? O(bd) (keeps every node in memory)
• Optimal? Yes (if cost = 1 per step)
• Space is the bigger problem (more than time)
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Properties of depth-first search
• Complete? No: fails in infinite-depth spaces,
spaces with loops
– Modify to avoid repeated states along path
complete in finite spaces
• Time?
Could be the time to reach a solution at maximum depth
m: O(bm)
Terrible if m is much larger than d
But if there are lots of solutions, may be much faster than
BFS
• Space? O(bm), i.e., linear space!
• Optimal? No - – returns the first solution it finds
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Depth-limited search
= depth-first search with depth limit l,
i.e., nodes at depth l have no successors
• Recursive implementation:
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Depth-first search of the 8-puzzle with a depth
bound of 5.
Depth limited search
Taken from http://iis.kaist.ac.kr/es/
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Example: Romania
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Depth limited search
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Iterative deepening search
• Use DFS as a subroutine
1. Check the root
2. Do a DFS searching for a path of length 1
3. If there is no path of length 1, do a DFS searching for
a path of length 2
4. If there is no path of length 2, do a DFS searching for
a path of length 3…
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Iterative deepening search
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Iterative deepening search l =0
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Iterative deepening search l =1
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Iterative deepening search l =2
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Iterative deepening search l =3
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Iterative deepening search
• Number of nodes generated in a depth-limited search to depth d with
branching factor b:
NDLS = b0 + b1 + b2 + … + bd-2 + bd-1 + bd
• Number of nodes generated in an iterative deepening search to depth d
with branching factor b:
NIDS = (d+1)b0 + d b^1 + (d-1)b^2 + … + 3bd-2 +2bd-1 + 1bd
• For b = 10, d = 5,
– NDLS = 1 + 10 + 100 + 1,000 + 10,000 + 100,000 = 111,111
– NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456
• Overhead = (123,456 - 111,111)/111,111 = 11%
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Iterative deepening search
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Properties of iterative deepening search
• Complete? Yes
• Time? (d+1)b0 + d b1 + (d-1)b2 + … + bd = O(bd)
• Space? O(bd)
• Optimal? Yes, if step cost = 1
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Search with varying step costs
• BFS finds the path with the fewest steps, but does not
always find the cheapest path
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Uniform-cost search
• For each frontier node, save the total cost of the path
from the initial state to that node
• Expand the frontier node with the lowest path cost
• Implementation: frontier is a priority queue ordered by
path cost
• Equivalent to breadth-first if step costs all equal
• Equivalent to Dijkstra’s algorithm in general
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Uniform-cost search
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Uniform cost search
• Each link has a length or cost (which is always
greater than 0)
• We want shortest or least cost path
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Uniform cost search
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Uniform cost search
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Uniform cost search
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Uniform cost search
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Uniform cost search
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Uniform cost search
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Uniform cost search
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Why not stop on the first goal
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Uniform-cost search example
• Expansion order:
(S,p,d,b,e,a,r,f,e,G)
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Another example of uniform-cost search
Source: Wikipedia
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Properties of uniform-cost search
• Expand least-cost unexpanded node
• Implementation:
– fringe = queue ordered by path cost
• Equivalent to breadth-first if step costs all equal
• Complete?
Yes, if step cost is greater than some positive constant ε (we
don’t want infinite sequences of steps that have a finite total
cost)
• Optimal?
Yes
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Optimality of uniform-cost search
• Graph separation property: every path
from the initial state to an unexplored state
has to pass through a state on the frontier
start
– Proved inductively fronti
er
• Optimality of UCS: proof by contradiction
– Suppose UCS terminates at goal state n
with path cost g(n) but there exists
another goal state n’ with g(n’) < g(n)
n’’
– By the graph separation property, there
must exist a node n” on the frontier that is
on the optimal path to n’ n’
– But because g(n”) ≤ g(n’) < g(n),
n” should have been expanded first! n
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Uniform-cost search
• Complete? Yes, if step cost ≥ ε
• Time? # of nodes with pathn cost g ≤ cost of optimal
solution,
O(bceiling(C*/ ε)) where C* is the cost of the optimal solution
• This can be greater than O(bd): the search can explore long
paths consisting of small steps before exploring shorter
paths consisting of larger steps
• Space? # of nodes with g ≤ cost of optimal solution,
O(bceiling(C*/ ε))
• Optimal? Yes – nodes expanded in increasing order of g(n)
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Review: Uninformed search strategies
Time Space
Algorithm Complete? Optimal?
complexity complexity
Yes If all step O(bd) O(bd)
BFS costs are equal
DFS No No O(bm) O(bm)
Yes If all step O(bd) O(bd)
IDS costs are equal
UCS Yes Yes Number of nodes with
g(n) ≤ C*
b: maximum branching factor of the search tree
d: depth of the optimal solution
m: maximum length of any path in the state space
C*: cost of optimal solution
g(n): cost of path from start state to node n
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Bidirectional search
• Run two simultaneous searches – one forward from the
initial state, and the other backward from the goal, stopping
when two searches meet in the middle
bd/2 + bd/2 < bd
For b = 10, d= 6 , BFS 1,111, 111 nodes, BS 2,222 nodes
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Bi-directional Search discussion
• Need to have operators that calculate predecessors.
• Need a way to check that states meet (are the same)
• Efficient way to check when searches meet: hash table
• Can use IDS or BFS or DFS in each half
• Optimal, complete, O(bd/2) time.
• Still O(bd/2) space (even with iterative deepening)
because the nodes of at least one of the searches have to
be stored to check matches.
155
Repeated states
• Failure to detect repeated states can turn a linear
problem into an exponential one!
156
Handling repeated states
• Do not return to the state just you came from
• Do not create paths with cycles in them
• Do not generate any state that was ever generated
before
157
158
159
Summary
• Problem formulation usually requires abstracting away real-world
details to define a state space that can feasibly be explored
• Variety of uninformed search strategies
• Iterative deepening search uses only linear space and not much more
time than other uninformed algorithms
160
Classes of Search