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Announcements Project 0: Python Tutorial Due today at 11:59pm (0 - PowerPoint PPT Presentation

Announcements Project 0: Python Tutorial Due today at 11:59pm (0 points in class, but pulse check to see you are in + get to know submission system) Homework 0: Math self-diagnostic Optional, but important to check your


  1. Announcements  Project 0: Python Tutorial  Due today at 11:59pm (0 points in class, but pulse check to see you are in + get to know submission system)  Homework 0: Math self-diagnostic  Optional, but important to check your preparedness for second half  Project 1: Search  Will go out this week  Longer than most, and best way to test your programming preparedness  Sections  Start this week, check Piazza for instructions for load balancing the sections!  Instructional accounts: https://inst.eecs.berkeley.edu/webacct  Pinned posts on Piazza  Make sure you are signed up for Piazza and Gradescope

  2. CS 188: Artificial Intelligence Search Instructors: Sergey Levine & Stuart Russell University of California, Berkeley [slides adapted from Dan Klein, Pieter Abbeel]

  3. Today  Agents that Plan Ahead  Search Problems  Uninformed Search Methods  Depth-First Search  Breadth-First Search  Uniform-Cost Search

  4. Agents and environments Agent Environment Sensors Percepts ? Actuators Actions  An agent perceives its environment through sensors and acts upon it through actuators

  5. Rationality  A rational agent chooses actions maximize the expected utility  Today: agents that have a goal, and a cost  E.g., reach goal with lowest cost  Later: agents that have numerical utilities, rewards, etc.  E.g., take actions that maximize total reward over time (e.g., largest profit in $)

  6. Agent design  The environment type largely determines the agent design  Fully/partially observable => agent requires memory (internal state)  Discrete/continuous => agent may not be able to enumerate all states  Stochastic/deterministic => agent may have to prepare for contingencies  Single-agent/multi-agent => agent may need to behave randomly

  7. Agents that Plan

  8. Reflex Agents  Reflex agents:  Choose action based on current percept (and maybe memory)  May have memory or a model of the world’s current state  Do not consider the future consequences of their actions  Consider how the world IS  Can a reflex agent be rational? [Demo: reflex optimal (L2D1)] [Demo: reflex optimal (L2D2)]

  9. Video of Demo Reflex Optimal

  10. Video of Demo Reflex Odd

  11. Planning Agents  Planning agents:  Ask “what if”  Decisions based on (hypothesized) consequences of actions  Must have a model of how the world evolves in response to actions  Must formulate a goal (test)  Consider how the world WOULD BE  Optimal vs. complete planning  Planning vs. replanning [Demo: re-planning (L2D3)] [Demo: mastermind (L2D4)]

  12. Video of Demo Replanning

  13. Video of Demo Mastermind

  14. Search Problems

  15. Search Problems  A search problem consists of:  A state space “N”, 1.0  A successor function (with actions, costs) “E”, 1.0  A start state and a goal test  A solution is a sequence of actions (a plan) which transforms the start state to a goal state

  16. Search Problems Are Models

  17. Example: Traveling in Romania  State space:  Cities  Successor function:  Roads: Go to adjacent city with cost = distance  Start state:  Arad  Goal test:  Is state == Bucharest?  Solution?

  18. What’s in a State Space? The world state includes every last detail of the environment A search state keeps only the details needed for planning (abstraction)  Problem: Pathing  Problem: Eat-All-Dots  States: (x,y) location  States: {(x,y), dot booleans}  Actions: NSEW  Actions: NSEW  Successor: update location  Successor: update location only and possibly a dot boolean  Goal test: is (x,y)=END  Goal test: dots all false

  19. State Space Sizes?  World state:  Agent positions: 120  Food count: 30  Ghost positions: 12  Agent facing: NSEW  How many  World states? 120x(2 30 )x(12 2 )x4  States for pathing? 120  States for eat-all-dots? 120x(2 30 )

  20. Quiz: Safe Passage  Problem: eat all dots while keeping the ghosts perma-scared  What does the state space have to specify?  (agent position, dot booleans, power pellet booleans, remaining scared time)

  21. Agent design  The environment type largely determines the agent design  Fully/partially observable => agent requires memory (internal state)  Discrete/continuous => agent may not be able to enumerate all states  Stochastic/deterministic => agent may have to prepare for contingencies  Single-agent/multi-agent => agent may need to behave randomly

  22. State Space Graphs and Search Trees

  23. State Space Graphs  State space graph: A mathematical representation of a search problem  Nodes are (abstracted) world configurations  Arcs represent successors (action results)  The goal test is a set of goal nodes (maybe only one)  In a state space graph, each state occurs only once!  We can rarely build this full graph in memory (it’s too big), but it’s a useful idea

  24. State Space Graphs  State space graph: A mathematical G a representation of a search problem c b  Nodes are (abstracted) world configurations  Arcs represent successors (action results) e d  The goal test is a set of goal nodes (maybe only one) f S h  In a state space graph, each state occurs only p r q once! Tiny state space graph for a tiny  We can rarely build this full graph in memory search problem (it’s too big), but it’s a useful idea

  25. Search Trees This is now / start “N”, 1.0 “E”, 1.0 Possible futures  A search tree:  A “what if” tree of plans and their outcomes  The start state is the root node  Children correspond to successors  Nodes show states, but correspond to PLANS that achieve those states  For most problems, we can never actually build the whole tree

  26. State Space Graphs vs. Search Trees Each NODE in in State Space Graph Search Tree the search tree is an entire PATH in S the state space graph. G e p a d c b q e h r b c e d f h r p q f a a S We construct both h q c p q f G on demand – and p r q we construct as a q c G little as possible. a

  27. Quiz: State Space Graphs vs. Search Trees Consider this 4-state graph: How big is its search tree (from S)? a G S b

  28. Quiz: State Space Graphs vs. Search Trees Consider this 4-state graph: How big is its search tree (from S)? a s a b G S b G a G b a G b G … … Important: Lots of repeated structure in the search tree!

  29. Tree Search

  30. Search Example: Romania

  31. Searching with a Search Tree  Search:  Expand out potential plans (tree nodes)  Maintain a fringe of partial plans under consideration  Try to expand as few tree nodes as possible

  32. General Tree Search  Important ideas:  Fringe  Expansion  Exploration strategy  Main question: which fringe nodes to explore?

  33. Example: Tree Search G a c b e d f S h p r q

  34. Example: Tree Search G a c b e e d d f f S h p r r q s S s  d e p s  e d s  p q e h r c b s  d  b s  d  c h r p q f a a s  d  e s  d  e  h q c p q f G s  d  e  r s  d  e  r  f a q c G s  d  e  r  f  c s  d  e  r  f  G a

  35. Depth-First Search

  36. Depth-First Search G Strategy: expand a a a c c b deepest node first b e e Implementation: d d f f Fringe is a LIFO stack S h h p p r r q q S e p d q e h r b c h r p q f a a q c p q f G a q c G a

  37. Search Algorithm Properties

  38. Search Algorithm Properties  Complete: Guaranteed to find a solution if one exists?  Optimal: Guaranteed to find the least cost path?  Time complexity? 1 node  Space complexity? b b nodes … b 2 nodes  Cartoon of search tree: m tiers  b is the branching factor  m is the maximum depth  solutions at various depths b m nodes  Number of nodes in entire tree?  1 + b + b 2 + …. b m = O(b m )

  39. Depth-First Search (DFS) Properties  What nodes DFS expand?  Some left prefix of the tree. 1 node b  Could process the whole tree! b nodes … b 2 nodes  If m is finite, takes time O(b m ) m tiers  How much space does the fringe take?  Only has siblings on path to root, so O(bm)  Is it complete? b m nodes  m could be infinite, so only if we prevent cycles (more later)  Is it optimal?  No, it finds the “leftmost” solution, regardless of depth or cost

  40. Breadth-First Search

  41. Breadth-First Search G a Strategy: expand a c b shallowest node first e Implementation: Fringe d f is a FIFO queue S h p r q S e p d Search q e h r b c Tiers h r p q f a a q c p q f G a q c G a

  42. Breadth-First Search (BFS) Properties  What nodes does BFS expand?  Processes all nodes above shallowest solution 1 node b b nodes  Let depth of shallowest solution be s … s tiers b 2 nodes  Search takes time O(b s ) b s nodes  How much space does the fringe take?  Has roughly the last tier, so O(b s ) b m nodes  Is it complete?  s must be finite if a solution exists, so yes!  Is it optimal?  Only if costs are all 1 (more on costs later)

  43. Quiz: DFS vs BFS

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