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• Breadth first search • Depth first search

uninformed search blind search

...are all too slow for most real world problems

heuristics that only underestimate are very desirable.. But for reasons which we will see. when applied to a state. the heuristic tells us approximately how far the state is from the goal state*. returns a number that is an estimate of the merit of the state. Heuristics might underestimate or overestimate the merit of a state. Note we said “approximately”. and are called admissible.we can use this knowledge of the relative merit of states to guide search Heuristic Search (informed search) A Heuristic is a function that.. .. In other words. with respect to the goal.

. They are bad to the extent that they may miss points of interest to particular individuals.A Heuristic is a technique that improves the efficiency of a search process. possibly by sacrificing claims of completeness. On the average they improve the quality of the paths that are explored. Heuristics are like tour guides They are good to the extent that they point in generally interesting directions.

that it thinks a solution might be available in just 1 more move. N N N N N Y N N Notation: h(n) h(current state) = 1 .Current State •The number of misplaced tiles (not including the blank) 1 4 7 1 4 7 2 5 3 6 8 3 6 Goal State 2 5 8 11 22 33 44 55 66 77 8 8 In this case. the heuristic is telling us. so the heuristic function evaluates to 1. In other words. only “8” is misplaced.

“8” and “1” tiles are misplaced.Current State •The Manhattan Distance (not including the blank) 3 4 7 1 4 7 2 5 1 2 5 8 8 6 3 3 2 spaces Goal State 3 6 1 8 3 spaces 8 In this case. by 2. that it thinks a solution is available in just 8 more moves. 3 spaces 1 Total 8 Notation: h(n) h(current state) = 8 . the heuristic is telling us. so the heuristic function evaluates to 8. only the “3”. 3. and 3 squares respectively. In other words.

. In this example. 1 1 1 1 1 1 1 1 6 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 3 1 1 1 1 1 1 1 1 3 But “hill climbing has a problem. the Manhattan Distance heuristic helps us quickly find a solution to the 8-puzzle..” 0 1 1 1 1 1 1 1 1 2 .1 1 1 1 1 1 1 1 5 4 h(n) We can use heuristics to guide “hill climbing” search.

In this example. 1 4 6 2 5 3 8 7 1 4 6 2 5 7 3 8 6 h(n) 7 1 4 6 2 5 7 3 5 8 1 4 6 2 7 3 5 8 6 1 4 6 2 5 7 3 8 6 . hill climbing does not work! All the nodes on the fringe are taking a step “backwards” (local minima) Note that this puzzle is solvable in just 12 more steps.

Can we combine them to create an optimal and complete algorithm that is also very fast? . • Is optimal and complete! • Can be very slow. Uniform Cost • Measures the cost to each node.We have seen two interesting algorithms. Hill Climbing • Estimates how far away the goal is. • Can be very fast. • Is neither optimal nor complete.

Where the estimate of distance to goal is .Uniform Cost Search Enqueue nodes in order of cost 5 2 5 2 1 7 5 2 1 4 5 7 Intuition: Expand the cheapest node. Where the cost is the path cost g(n) Hill Climbing Search Enqueue nodes in order of estimated distance to goal 17 19 16 17 14 19 16 17 14 13 19 15 Intuition: Expand the node you think is nearest to goal.

If the heuristic is optimistic. h(n) is the estimated distance to the goal. f(n) = g(n) + h(n) We can think of f(n) as the estimated cost of the cheapest solution that goes through node n Note that we can use the general search algorithm we used before. that is to say. then… A* is optimal and complete! . it never overestimates the distance to the goal. All that we have changed is the queuing strategy.g(n) is the cost to get to a node.

the actual cost to goal for these other paths can be no better than the cost of the one we have already found. •Since the heuristic function was optimistic.Informal proof outline of A* completeness • Assume that every operator has some minimum positive cost. it must expand a goal state in finite time. •Expanding nodes produces paths whose actual costs increase by at least epsilon each time. Informal proof outline of A* optimality • When A* terminates. Since the algorithm will not terminate until it finds a goal state. • Assume that a goal state exists. it has found a goal state • All remaining nodes have an estimate cost to goal (f(n)) greater than or equal to that of goal we have found. therefore some finite set of operators lead to it. epsilon . .

The time taken depends on the quality of the heuristic. How fast is it? Depends of the quality of the heuristic. there is no real search. •If the heuristic is useless (ie h(n) is hardcoded to equal 0 ). for any given heuristic.A* is the fastest search algorithm. •If the heuristic is perfect. the algorithm degenerates to uniform cost. Generally we are somewhere in between the two situations above. no algorithm can expand fewer nodes than A*. . we just march down the tree to the goal. That is.

but an iterative deepening version is possible ( IDA* ) .A* has worst case O(bd) space complexity.

Problem: To get from square A3 to square E2. Heuristic: Manhattan distance A B C D E 1 2 3 4 5 . avoiding obstacles (black squares). one step at a time. Operators: (in order) •go_left(n) •go_down(n) •go_right(n) each operator costs 1.

A3 A2 A1 g(A2) = 1 h(A2) = 4 B3 g(B3) = 1 h(B3) = 4 A4 g(A4) = 1 h(A4) = 6 g(A1) = 2 h(A1) = 5 A B C D E 1 2 3 4 5 C3 B1 g(B1) = 3 h(B1) = 4 g(C3) = 2 h(C3) = 3 B4 g(B4) = 2 h(B4) = 5 B5 g(B5) = 3 h(B5) = 6 Operators: (in order) •go_left(n) •go_down(n) •go_right(n) each operator costs 1. .

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