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Search I School of Data Science, Fudan University February 27 th , 2019 Outline Search Problems Uninformed Search Depth-First Search Breadth-First Search Uniform-Cost Search Real world


  1. Search I 魏忠钰 复旦大学大数据学院 School of Data Science, Fudan University February 27 th , 2019

  2. Outline ▪ Search Problems ▪ Uninformed Search ▪ Depth-First Search ▪ Breadth-First Search ▪ Uniform-Cost Search

  3. Real world task - Pac-man

  4. Search problems ▪ A search problem consists of: ▪ A state space ▪ A successor function (with actions, costs) ▪ A start state ▪ A goal test

  5. Search Problems - Pac-man ▪ A search problem consists of: ▪ A state space ▪ A successor function (with actions, costs) “N”, 1.0 “E”, 1.0 ▪ A start state ▪ A goal test ▪ Move to a specific position

  6. Real world task : the 8-puzzle Start State Goal State

  7. Search Problems: the 8-puzzle Start State Goal State ▪ State space ▪ integer locations of 8 tiles. ▪ Successor function: ▪ Move blank (up, down, right, left)

  8. Real Task: 8-Queens Puzzle ▪ Place 8 queens on a chessboard so that no two queens attack each other. ▪ A queen attacks any piece in the same row, column or diagonal. ▪ 3 more queens missing

  9. Search Problem: 8-Queens Puzzle ▪ State space : any arrangement of 0 to 8 queens on board ▪ Successor function: add a queen to any square ▪ Start state : blank board ▪ Goal test : 8 queens on board, non attacked

  10. Real world task : Traveling in Romania

  11. Search Problems: Traveling in Romania ▪ State space ▪ Cities ▪ Successor function: ▪ Roads: Go to adjacent city with cost = distance ▪ Start state: ▪ Arad ▪ Goal test: ▪ Is state == Bucharest?

  12. What is 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

  13. State Space Sizes? • World state: • Board blanks: 64 • Queen number: 8 • How many • World states? • 64 8

  14. 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 )

  15. Safe Passage • Problem: eat all dots while keeping the ghosts perma-scared ( 无敌是多么 寂寞 ) • What does the state space have to specify? • (agent position, dot booleans, power dot booleans, remaining scared time)

  16. State Space Graphs and Search Trees

  17. State Space Graph ▪ 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

  18. Search Trees This is now / start “N”, 1.0 “E”, 1.0 Possible futures ▪ A search tree: ▪ 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 , why? ▪ PLAN means a series of actions.

  19. Quiz: State Space Graphs vs. Search Trees State Space Graph Search Tree S G e p a d c b q b c e h r e d f h r p q f a a S h q c p q f G p r q a q c G a ▪ Each NODE in the search tree is an entire PATH in the state space graph.

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

  21. Tree Search

  22. Search Example: Romania

  23. Search Example G a c b e d f S h p r q

  24. Depth-First Search

  25. Depth-First Search G Strategy: expand a a a c c deepest node first b 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

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

  27. Depth-First Search (DFS) Properties ▪ What nodes DFS expand (Time Complexity)? ▪ Some left prefix of the tree. ▪ If m is finite, takes time O(b m ) ▪ How much space does the fringe 1 node take (Space Complexity)? b … ▪ Only has siblings on path to root, so b nodes O(bm) b 2 nodes m tiers ▪ Is it complete? ▪ No, m can be infinite ▪ Is it optimal? b m nodes ▪ No, it finds the “leftmost” solution, regardless of depth or cost

  28. 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

  29. Breadth-First Search (BFS) Properties ▪ What nodes does BFS expand (Time Complexity)? ▪ Processes all nodes above shallowest solution ▪ Let depth of shallowest solution be s ▪ Search takes time O(b s ) ▪ How much space does the fringe take? 1 node ▪ Has roughly the last tier, so O(b s ) b … b nodes s tiers b 2 nodes ▪ Is it complete? ▪ yes b s ▪ Is it optimal? ▪ Yes (if the cost is equal per step) b m

  30. DFS vs BFS ▪ When will BFS outperform DFS? ▪ The branch factor is relatively small. ▪ The depth of the optimal solution is relatively shallow. ▪ When will DFS outperform BFS? ▪ The tree is deep and the answer is deep and frequent. ▪ It has advantages according to computing complexity.

  31. Iterative Deepening ▪ Idea: get DFS’s space advantage with BFS’s time / shallow-solution advantages ▪ Run a DFS with depth limit 1. If no solution… ▪ Run a DFS with depth limit 2. If no solution… ▪ Run a DFS with depth limit 3. ….. ▪ How many nodes does BFS expand? ▪ O(b d ) ▪ How much space does the fringe take? ▪ O(bd) b … ▪ Is it complete? ▪ yes! d ▪ Is it optimal? ▪ Yes! (if the cost is equal per step)

  32. Cost-Sensitive Search GOAL a 2 2 c b 3 2 1 8 2 e d 3 f 9 8 2 START h 4 2 1 4 p r 15 q BFS finds the shortest path in terms of number of actions. It does not find the least-cost path. We will now cover a similar algorithm which does find the least-cost path.

  33. Uniform Cost Search

  34. Uniform Cost Search 2 G a Strategy: expand a cheapest c b 8 1 node first: 2 2 e 3 d f Fringe is a priority queue 9 2 8 S h 1 (priority: cumulative cost) 1 p r q 15 0 S 1 9 e p 3 d q 16 11 5 17 4 e h r b c 11 Cost 7 6 13 h r p q f a a contours q c 8 p q f G Suppose a C* = 10 and  q c 11 10 G equals 3 a

  35. Uniform Cost Search (UCS) Properties ▪ What nodes does UCS expand? ▪ Processes all nodes with cost less than cheapest solution! ▪ If that solution costs C* and arcs cost at least  , then the “effective depth” is roughly C*/  ▪ Takes time O(b C*/  ) (exponential in effective depth) ▪ How much space does the fringe take? ▪ Has roughly the last tier, so O(b C*/  ) b c  1 … C*/  “tiers” ▪ Is it complete? c  2 ▪ Assuming best solution has a finite cost and c  3 minimum arc cost is positive, yes! ▪ Is it optimal? ▪ Yes!

  36. Uniform Cost Issues ▪ Remember: UCS explores increasing cost contours c  1 … c  2 c  3 ▪ The good: UCS is complete and optimal! ▪ The bad: ▪ Explores options in every “direction” ▪ No information about goal location Start Goal

  37. Comparison Algorithm Complete? Optimal? Time? Space? DFS N N O(b m ) O(bm) BFS Y Y O(b d ) O(b d ) O(b d ) IDS Y Y O(bd) O(b C*/  ) O(b C*/  ) UCS Y Y For BFS, Suppose the branching factor b is finite and step costs are identical;

  38. How bad is BFS?

  39. Data structure ▪ LIFO stack ▪ FIFO queue ▪ Priority queue

  40. Last in First out Stack

  41. FIFO queue

  42. Priority queue

  43. The One Queue ▪ All these search algorithms are the same except for fringe strategies ▪ Conceptually, all fringes are priority queues (i.e. collections of nodes with attached priorities) ▪ Can even code one implementation that takes a variable queuing object

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