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HEURISTIC SEARCH

Heuristic
1. From Greek heuriskein, “to find”.

2. Of or relating to a usually speculative formulation serving as a guide in the


investigation or solution of a problem.

3. Computer Science: Relating to or using a problem-solving technique in which the


most appropriate solution of several found by alternative methods is selected at
successive stages of a program for use in the next step of the program.

4. the study of methods and rules of discovery and invention.

5. In state space search, heuristics are formalized as rules for choosing those
branches in a state space that are most likely to lead to an acceptable problem
solution.
INTRODUCTION
• Al problem solvers employ heuristics in two situations:-

– A problem may not have an exact solution, because


of inherent ambiguities in the problem statement or
available data.

• Medical diagnosis is an example of this. A given


set of symptoms may have several possible
causes. Doctors use heuristics to chose the most
likely diagnosis and formulate a plan of treatment.
INTRODUCTION
• Al problem solvers employ heuristics in two situations:-

– A problem may not have an exact solution, because of inherent


ambiguities in the problem statement or available data.

• Vision is another example of an inherently inexact problem.


Visual scenes are often ambiguous, allowing multiple
interpretations of the connectedness, extent and orientation
of objects. Optical illusions exemplify these ambiguities.
Vision systems use heuristics to select the most likely of
several possible interpretations of a given scene.
INTRODUCTION
• Al problem solvers employ heuristics in two situations:-
– A problem may have an exact solution, but the computational
cost of finding it may be prohibitive. In many problems, state
space growth is combinatorially explosive, with the number of
possible states increasing exponentially or factorially with the
depth of the search.
– Heuristics handle above problem by guiding the search along
the most “promising” path through the space. By eliminating
unpromising states and their descendants from consideration,
a heuristic algorithm can defeat this combinatorial explosion
and find an acceptable solution.
INTRODUCTION
• Heuristics and the design of algorithms to implement heuristic search
have been an important part of artificial intelligence research.

• Game playing and theorem proving require heuristics to reduce


search space to simplify the solution finding.

• It is not feasible to examine every inference that can be made in


search space of reasoning or every possible move in a board game
to reach to a solution. In this case, heuristic search provides a
practical answer.
INTRODUCTION
• Heuristics are fallible.
– A heuristics is only an informed guess of the next step to be
taken in solving a problem. It is often based on experience or
intuition.
– Heuristics use limited information, such as the descriptions of
the states currently on the open list, they are seldom able to
predict the exact behavior of the state space farther along in
the search.
– A heuristics can lead a search algorithm to a sub optimal
solution or fail to find any solution at all.
Slide II.7
Figure II.5: Portion of the state space for tic-tac-toe.

A R T I F I C I A L I N T E L L I G E N C E: Structure and Strategies for Complex Problem Solving, 4th Edition George F. Luger © 2002 Addison Wesley
Tic-Tac-Toe

• The combinatorics for exhaustive search are high.


– Each of the nine first moves has eight possible responses.
– which in turn have seven continuing moves, and so on.
– As simple analysis puts exhaustive search at 9 x 8 x7x … or 9!.
• Symmetry reduction can decrease the search space, there are really
only three initial moves.
– To a corner.
– To the center of a side.
– To the center of the grid.
Tic-Tac-Toe
Symmetry reductions on the second level of states further reduce the
number of possible paths through the space. In following figure the
search space is smaller then the original space but It is still factorial in its
growth.
Tic-Tac-Toe
• Heuristics

– Algorithm analysis the moves in which X has the most


winning lines.

– Algorithm then selects and moves to the state with the


highest heuristic value i.e. X takes the center of the grid.
Figure 4.2: The “most wins” heuristic applied to the first children in tic-tac-toe.
Tic-Tac-Toe
• Heuristics
– Other alternatives and their descendants are eliminated.
– Approximately two-thirds of the space is pruned away with
the first move .
– After the first move, the opponent can choose either of two
alternative moves.
Tic-Tac-Toe

• Heuristics
– After the move of opponent, The “max
win lines” heuristics can be applied to
the resulting state of the game.
– As search continues, each move
evaluates the children of a single
node: exhaustive search is not
required.
– Figure shows the reduced search
after three steps in the games. States
are marked with their heuristics
values.
Tic-Tac-Toe
• COMPLAXITY
– It is difficult to compute the exact number of states that must be examined.
However, a crude upper bound can be computed by assuming a maximum
of nine moves in a game and eight children per move.
– In reality:
• The number of states will be smaller, as board fills and reduces our
options.
• In addition opponent is responsible for half the moves.
• Even this crude upper bound of 8 x 9 or 72 states is an improvement of
four orders of magnitude over 9!.
ALGORITHM FOR HEURISTICS SEARCH
Implementing Best-First-Search
• Best first search uses lists to maintain states:

– OPEN to keep track of the current fringe of the search.

– CLOSED to record states already visited.

• Algorithm orders the states on OPEN according to some heuristics estimate of


their “closeness” to a goal.

• Each iteration of the loop consider the most “promising” state on the OPEN list.

• Example algorithm sorts and rearrange OPEN in precedence of lowest heuristics


value.
BEST-FIRST-SEARCH
BEST-FIRST-
SEARCH
BEST-FIRST-SEARCH

Figure: Heuristic search of a


hypothetical state space with
OPEN and CLOSED states
highlighted.
BEST-FIRST-SEARCH
• At each iteration best-first –search removes the first element from the OPEN
list. If it meets the goals conditions, the algorithm returns the solution path that
led to the goal.
• Each state retains ancestor information to determine if it had previously been
reached by a shorter path and to allow the algorithm to return the final solution
path.
• If the first element on OPEN is not a goal, the algorithm generate its
descendants.
• If a child state is already on OPEN or CLOSED, the algorithm checks to make
sure that the state records the shorter of the two partial solution paths.
• Duplicate states are not retained.
• By updating the ancestor history of nodes on OPEN and CLOSED when they
are rediscovered, the algorithm is more likely to find a shorter path to a goal.
BEST-FIRST-SEARCH
• Best-first-search applies a heuristics evaluation to the states on OPEN, and the
list is sorted accordingly to the heuristic values of those states. This brings the
best states to the front of OPEN .

• Because these estimates are heuristic in nature, the next state to be examined
may be from any level of the state space. When OPEN is maintained as a
sorted list, it is often referred a priority queue.

• Figure 4.4 shows a hypothetical state space with heuristic evaluations attached
to some of its states.

• The goals of best –first search is to find the goals state by looking at as few
states as possible: the more informed the heuristic, the fewer states are
processed in finding the goal.
BEST-FIRST-SEARCH
• The best-first search algorithm always selects the most promising state on
OPEN for further expansion.

• It does not abandon all the other states but maintains them on OPEN .

• In the event a heuristic leads the search down a path that proves incorrect,
the algorithm will eventually retrieve some previously generated next best
state from OPEN and shift its focus to another part of the space.

• In the example after the children of state B were found to have poor
heuristic evaluations, the search shifted its focus to state C.

• In best-first-search the OPEN list allows backtracking from paths that fail
to produce a goal.
Figure 3.6: State space of the 8-puzzle generated by “move blank” operations.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS
• We will evaluate performance of various heuristics for solving the
8-puzzle.

• Figure shows a start and goal state for the 8-puzzle, along with the
first three states generated in the search.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS
• Heuristic 1
– The simplest heuristic, counts the tiles out of place in
each state when it is compared with the goal.
– The state that had fewest tiles out of place is probably
closer to the desired goal and would be the best to
examine next.
– However, this heuristic does not use all of the information
available in a board configuration, because it does not
take into account the distance the tiles must be moved.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS

• Heuristic 2
– A “better” heuristic would sum all the distances
by which the tiles are out of place, one for each
square a tile must be moved to reach its
position in the goal state.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS
• Heuristic 3

– Above two heuristics fail to take into account the problem of tile
reversals.

– If two tiles are next to each other and the goal requires their being in
opposite locations, it takes more than two moves to put them back to
place, as the tiles must “go around” each other.

– A heuristic that takes this into account multiplies a small number (2 ,


for example) times each direct title reversal.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS

• The “sum of distances” heuristic provides a more


accurate estimate of the work to be done than the “number
of titles out of place” heuristic.

• Title reversal heuristic gives out an evaluation of ‘0’ since


non of these states have any direct tile reversals.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS

• Devising A Good Heuristic


– Good heuristics are difficult to devise. Judgment and
intuition help, but the final measure of a heuristic must
be its actual performance on problem instances.
– Each heuristic proposed above ignores some critical
information and needs improvement.
– An improved version is discussed next.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS

• Devising A Good Heuristic


– The distance from the starting state to its descendants can be
measured by maintaining a depth count for each state. This
count is ‘0’ for the beginning state and may be incremented
by ‘1’ for each level of the search.

– It records the actual number of moves that have been used to


go from the starting state in the search to each descendant.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS
• Devising A Good Heuristic
– Let evaluation function ‘f(n)’, be the sum of two components:

f(n) = g(n) + h(n)

– Where:-

• g(n) measures the actual length of the path from start state
to any state n.

• h(n) is a heuristic estimate of the distance from the state n to


a goal.
IMPLEMENTING HEURISTIC EVALUATION FUNCTIONS

h(n) = 5 h(n) = 3 h(n) = 5


BEST-FIRST SEARCH GRAPH
• Each state is labeled with a letter and its
heuristic weight, f(n) = g(n) + h(n).
• The number at the top
of each state indicates
the order in which it
was taken off the
OPEN list.
Successive stages of OPEN and CLOSED that generates the
graph are:
• The g(n) component of the evaluation function gives the search
more of a breadth-first flavor.

• This prevent it from being misled by an erroneous evaluation, If


a heuristic continuously returns “good” evaluations for states
along a path that fails to reach a goal, the g value will grow to
dominate h and force search back to a shorter solution path.

• This guarantees that the algorithm will not become permanently


lost, descending an infinite branch.
HEURISTIC SEARCH AND EXPERT
SYSTEMS
• Simple games such as the 8-puzzle are ideal vehicles for exploring the design and behavior of
heuristic search algorithms.

• More realistic problems greatly complicate the implementation and analysis of heuristic search
by requiring multiple heuristics to deal with different situations in the problems space.

• A single heuristic may not apply to each state in these domains.

• Instead, situation specific problem-solving heuristics are encoded to deal with various states.

• Each solution step incorporates its own heuristic that determines when, it should be applied.
EXAMPLE: THE FINANCIAL ADVISOR
• An individual with adequate savings and income should invest in stocks.
saving_account(adequate)income(adequate)investment(stocks).

• The individual may prefer the added security of a combination strategy.


saving_account(adequate)income(adequate)investment(combination).

• The individual may prefer placing all investment money in savings.


saving_account(adequate)income(adequate)investment(savings).

• Thus the rule is a heuristic in nature. The problem solver should be programmed to account for this
uncertainty. Additional factors may also be taken into account to make the rule more informed and
capable of finer distinctions.
– Age of the investor.
– Long term prospects for security.
– Advancement in investors profession.
EXAMPLE: AN EXPERT SYSTEM

THE FINANCIAL ADVISOR
Now how the financial advisor is going to weigh the above heuristic to decide the best option or to
find out a solution which is closer to the best solution.
• One way is to attach a confidence measure with the conclusion of each rule. Attach a real number
between –1 to 1 as:-
• 1 corresponding to certainty ‘True’.
• -1 to define a value of ‘False’.
• Values in between reflect varying confidence levels.
• This way the preceding rules would be reflected as under:
saving_account(adequate)income(adequate)investment(stocks).
with confidence = 0.8
saving_account(adequate)income(adequate)investment(combination).
with confidence = 0.5
saving_account(adequate)income(adequate)investment(savings).
with confidence = 0.1
ADMISSIBILITY MEASURES
• A search algorithm is admissible if it is guaranteed to find a minimal path to solution, whenever
such a path exists.
• Breadth-first search is an admissible search strategy .
• In determining the properties of admissible heuristics, we define an evaluation
function f*. f*(n) = g*(n) + h*(n)

Let: f(n) = g(n) + h(n) Let: f*(n) = g*(n) + h*(n)


• g(n) measures the depth(cost) at which • g*(n) is the cost of the shortest path
state n has been found in the graph. from the start node to node n
• h(n) is the heuristic estimate of the cost • h*(n) returns the actual cost of the
from n to a goal. shortest path from n to the goal.
• f(n) is the estimate of total cost of the • f*(n) is the actual cost of the optimal
path from the start state through node n path from a start node through node n
to the goal state. to a goal node.
ADMISSIBILITY MEASURES
• In an algorithm A, Ideally function f should be a close estimate of f*.
– The cost of the current path, g(n) to state n, is a reasonable estimate of g*(n).
– Where: g(n)  g*(n).
– These are equal only if the graph search has discovered the optimal path to state n.

• Similarly, we compare h*(n) with h(n).


• h(n) is bounded from above by h*(n) i.e, h(n) is always less than or equal to
the actual cost of a minimal path h*(n) i.e. h(n)  h*(n).
• If algorithm A uses an evaluation function f in which h(n)  h*(n), the
algorithm is called algorithm A*.
The heuristic of counting the number of tiles out of place is certainly less than
or equal to the number of moves required to move them to their goal position.
Thus this heuristic is admissible and guarantees an optimal solution path.
h(n) h*(n)
• Comparison of
search using
heuristics with search
by breadth-first
search.

• Heuristic used is f(n)


= g(n) + h(n) where
h(n) is tiles out of
place.

The portion of the


graph searched
heuristically is
shaded. The optimal
solution path is in
bold.
ni

nj

ng
• Monotonic heuristic is admissible. Consider any path in the space as a sequence of states S1,
S2, …… Sg, where S1 is the start state and Sg is the goal: For the sequence of moves in this arbitrary
selected path:
S1 to S2 h(S1) - h(S2)  cost (S1, S2) by monotone property
S2 to S3 h(S2) - h(S3)  cost (S2, S3) by monotone property
S3 to S4 h(S3) - h(S4)  cost (S3, S4) by monotone property
. . . . by monotone property
. . . . by monotone property
Sg-1 to Sg h(Sg-1) - h(Sg) - cost (Sg-1, Sg) by monotone property
• Summing each column and using the monotone property of h(Sg) = 0:
path S1 to Sg h(S1)  cost (S1, Sg)

This means that monotone heuristic h is A * and admissible.


• If breadth first search is considered a A* algorithm with heuristic h1,
then it must be less than h* (as breadth first search is admissible).
• Also number of tiles out of place with respect to goal state is a heuristic
h2. As this is also admissible therefore, h2 is less than h*.
• In this case h1  h2  h*. It follows that the “number of tiles out of place”
heuristic is more informed than breadth-first search.
• Both h1 and h2 find the optional path, but h2 evaluates many fewer states
in the process.
• Similarly the heuristic that calculates the sum of the direct distances by
which all the tiles are out of place is again more informed than the
calculation of the number of tiles are out of place with respect to the goal
state.
• One can visualize a sequence of search spaces, each smaller than the
previous one, converging on the direct optimal path solution.
• If a heuristic h2 is more informed then h1 then the set of states examined
by h2 is a subset of those examined by h1.
• In general, then the more informed and A* algorithm, the less of the
space it needs to expand to get the optimal solution.
Figure 4.17: Two-ply minimax applied to the opening move of tic-tac-toe, from
Nilsson (1971).
Figure 4.18: Two-ply minimax and one of two possible MAX second moves, from
Nilsson (1971).
Figure 4.19: Two-ply minimax applied to X’s move near the end of the game, from
Nilsson (1971).
Figure 4.20: Alpha-beta pruning applied to state space of Figure 4.15. States without
numbers are not evaluated.
Figure 4.21: Number of nodes generated as a function of branching factor,
B, for various lengths, L, of solution paths. The relating equation is: T =
B(BL - 1)/(B - 1), adapted from Nilsson (1980).
Figure 4.22: Informal plot of cost of searching and cost of computing heuristic
evaluation against informedness of heuristic, adapted from Nilsson
(1980).
Figure 4.23: The sliding block puzzle.
Figure 4.24
Figure 4.25
Alpha-beta Search
Two-player games
• The object of a search is to find a path from the
starting position to a goal position
• In a puzzle-type problem, you (the searcher) get to
choose every move
• In a two-player competitive game, you alternate
choosing moves with the other player
• The other player doesn't want to reach your goal
• Your search technique must be very different
Payoffs
• Each game outcome has a payoff, which we can represent as a
number
• By convention, we prefer positive numbers
• In some games, the outcome is either a simple win (+1) or a simple
lose (-1)
• In some games, you might also tie, or draw (0)
• In other games, outcomes may be other numbers (say, the amount of
money you win at Poker)
Zero-sum games
• Most common games are zero-sum: What I win ($12), plus what
you win (-$12), equals zero
• There do exist non-zero-sum games
• For simplicity, we consider only zero-sum games
• From our point of view, positive numbers are good, negative
numbers are bad
• From our opponents point of view, positive numbers are bad,
negative numbers are good
A trivial "game"
• Wouldn't you like
to win 50?
• Do you think you
will?
• Where should you
move?
Minimaxing
• Your opponent will choose
smaller numbers
• If you move left, your opponent
will choose 3
• If you move right, your
opponent will choose -8
• Your choice is 3 or -8
• Play will be as shown
Heuristics
• In a large game, you don't really know the payoffs
• A heuristic function computes, for a given node, your best guess as to
what the payoff will be
• The heuristic function uses whatever knowledge you can build into
the program
• We make two key assumptions:
– Your opponent uses the same heuristic function
– The more moves ahead you look, the better your heuristic function will work
PBVs
• A PBV is a preliminary backed-up value
– Explore down to a given level using depth-first search
– As you reach each lowest-level node, evaluate it using your
heuristic function
– Back up values to the next higher node, according to the following
rules:
• If your move, bring up the largest value, possibly replacing a smaller
value
• If opponent's move, bring up smallest value, possible replacing a
larger value
Using PBVs
• Explore left-bottom 8; bring it
up
• Explore 5; smaller, so ignore it
• Bring 8 up another level
• Explore 2; bring it up
• Explore 9; better, so bring up,
replacing 2
• Don't replace 8
Bringing up values
• If it's your move, and the next child of this node has a
larger value than this node, replace this value
• If it's your opponent's move, and the next child of this
node has a smaller value than this node, replace this
value
• At your move, never reduce a value
• At your opponent's move, never increase a value
Alpha cutoffs
• The value at your move is 8 (so
far)
• If you move right, the value
there is 1 (so far)
• Your opponent will never
increase the value at this node
• You can ignore the black nodes
Beta cutoffs
• An alpha cutoff occurs where
– It is your opponent's turn to move
– The node has a lower PBV than some other node you could choose
– Your opponent will never increase the PBV of this node
• A beta cutoff occurs where
– It is your turn to move
– The node has a higher PBV than some other node the opponent could choose
– You will never decrease the PBV of this node
Using beta cutoffs
• Beta cutoffs are harder to understand, because you have to
see things from your opponent's point of view
• Your opponent's alpha cutoff is your beta cutoff
• We assume your opponent is rational, and is using a
heuristic function similar to yours
• Even if this assumption is incorrect, it's still the best we
can do
The importance of cutoffs
• If you can search to the end of the game, you know exactly how to
play
• The further ahead you can search, the better
• If you can prune (ignore) large parts of the tree, you can search
deeper on the other parts
• Since the number of nodes at each level grows exponentially, the
higher you can prune, the better
• You can save exponential time
Heuristic alpha-beta searching
• The higher in the search tree you can find a cutoff, the
better (because of exponential growth)
• To maximize the number of cutoffs you can make:
– Apply the heuristic function at each node you come to, not
just at the lowest level
– Explore the "best" moves first
– "Best" means best for the player whose move it is at that node
Best game playing strategies
• For any game much more complicated than tic-tac-toe, you
have a time limit
• Searching takes time; you need to use heuristics to minimize
the number of nodes you search
• But complex heuristics take time, reducing the number of
nodes you can search
• Seek a balance between simple (but fast) heuristics, and slow
(but good) heuristics
Assignment Solve the problems
1. Extend the "most wins' heuristic for tic-tac-toe two plys deeper in the search space of
Figure 4.3. What is the total number of states examined using- this heuristic? Would the
traditional hill-climbing algorithm work in this situation"? Why'?
Assignment
Problem 2 Use the backward component of the dynamic programing algorithm to
find another optimal alignment of the characters of Figure 4.6. How many
optimal alignments arc there?
• The sliding-tile puzzle consists of three black tiles, three white tiles, and an empty space in the confi-zuration shown in Fi-aurc 4.29. The puzzle has two
legal moves with associated costs:
A tile may' move into an adjacent empty location. This has a cost of 1. A tile can hop
over one or two other tiles into the empty' position. This has a cost equal to the number
of tiles jumped over.
The goal is to have all the white tiles to the left of all the black tiles. The position cf‘ the blank
is not Important.
a. Analyze the state space with respect to complexity and looping.
b. Propose a heuristic for solving this problem and analyze it with respect to admissibility, monotonicity, and informedncss.
The End

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