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Automated Planning and Decision Making - Search Methods

Learn about automated planning and decision making through search methods. Understand the concept of search problems and explore blind search algorithms like Depth First Search and Breadth First Search.

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Automated Planning and Decision Making - Search Methods

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  1. Search Automated Planning and Decision Making 2007

  2. Introduction • In the past, most problems you encountered were such that the way to solve them was very “clear” and straight forward: • Solving quadratic equation. • Solving linear equation. • Matching input to a regular expression. • … • Most of the problems in AI are of different kind. • NP-Hard problems. • Require searching in a large solution space. Automated Planning and Decision Making

  3. Searching Problems • A Search Problem is defined as: • A set S of possible states – the search space. • Initial State: sI in S. • Operators - which take us from one state to another (S→S functions) • Goal Conditions. • The Search Space defined by a Search Problem is a graph G(V,E) where: • V={v : v in S} • E={<v,u> : exists o in Operators such that o(v)=u} • The goal of search is to find a path in the search space from sI to a state s where the Goal Conditions are valid. • Sometimes we only care about s, and not the path • Sometimes we only care whether s exists. • Sometimes value is associated with states, and we want the best s. • Sometimes cost is associated with operators, and we want the cheapest path Automated Planning and Decision Making

  4. Search Problem Example • Finding a solution for Rubik's Cube. • SI: Some state of the cube. • Operators: 90o rotation of any of the 9 plates. • Goal Conditions: Same color for each of the cube's sides. • The Search Space will include: • A node for any possible state of the cube. • An edge between two nodes if you can reach from one to the other by a 90o rotation of some plate. Automated Planning and Decision Making

  5. Another Example • States: Locations of Tiles. • Operators: Move blank right/left/down/up. • Goal Conditions: As in the picture. • Note: optimal solution of n-Puzzle family isNP-hard… Initial State Goal State Automated Planning and Decision Making

  6. Solving Search Problems • Apply the Operators on States in order to expand (produce) new States, utill we find one that satisfies the Goal Conditions. • At any moment we may have different options to proceed (multiple Operators may apply) • Q: In what order should we expand the States? • Our choice affects: • Computation time • Space used • Whether we reach an optimal solution • Whether we are guaranteed to find a solution if one exists (completeness) Automated Planning and Decision Making

  7. Search Tree • You can think of the search as spanning a tree: • Root: The initial state. • Children of node v are all states reachable from v by applying an operator. • We can reach the same state via different paths. • In such a case, we can ignore this duplicate state, and treat it as a leaf node • Important parameters affecting performance: • b – Average branching factor. • d – Depth of the closest solution. • m – Maximal depth of the tree. • Fringe: set of current leaf (unexpanded) nodes Automated Planning and Decision Making

  8. Search Methods • Different search methods differ in the order in which they visit/expand the nodes. • It is important to distinguish between: • The search space. • The order by which we scan that space. • Blind Search • No additional information about search states is used. • Informed Search • Additional information used to improve search efficiency Automated Planning and Decision Making

  9. Relation to Planning • Simplest way to solve planning problem is to search from the initial state to a goal • Search states are states of the world • Operators are possible actions • There are other formulations! • For instance: search states = plans • Search is a very general technique – very important for many applications Automated Planning and Decision Making

  10. Blind Search Automated Planning and Decision Making

  11. Blind Search • Main algorithms: • DFS – Depth First Search • Expand the deepest unexpanded node. • Fringe is a LIFO. • BFS – Breath First Search • Expand the shallowest unexpanded node. • Fringe is a FIFO. • IDS – Iterative Deepening Search • Combines the advantages of both methods. • Avoids the disadvantages of each method. • There are other variants… Automated Planning and Decision Making

  12. Breadth First Search 1 2 3 4 Automated Planning and Decision Making

  13. Properties of BFS • Complete?Yes (if b is finite). • Time?1+b+b2+b3+…+b(bd-1)=O(bd+1( • Space? O(bd( (keeps every node on the fringe). • Optimal?Yes (if cost is 1 per step). • Space is a BIG problem… Automated Planning and Decision Making

  14. Depth First Search 1 2 3 4 5 7 8 6 9 10 11 12 Automated Planning and Decision Making

  15. Properties of DFS • Complete? • No if given infinite branches (e.g., when we have loops) • Easy to modify: check for repeat states along path • Complete in finite spaces! • May require large space to maintain list of visited states • Time? • Worst case: O(bm(. • Terrible if m is much larger then d. • But if solutions occur often or in the “left” part of the tree, may be much faster then BFS. • Space? • O(m( Linear Space! • Optimal? • No. Automated Planning and Decision Making

  16. Depth Limited Search • DFS with a depth limit ℓ, i.e., nodes at depth ℓ have no successors. Automated Planning and Decision Making

  17. Iterative Deepening Search • Increase the depth limit of the DLS with each Iteration: Automated Planning and Decision Making

  18. Iterative Deepening Search Automated Planning and Decision Making

  19. Complexity of IDS • 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 + db1 + (d-1)b2 + … + 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% Automated Planning and Decision Making

  20. Properties of IDS • Complete?Yes. • Time?(d+1)b0 + db1 + (d-1)b2 + … + bd = O(bd) • Space?O(d) • Optimal?Yes. If step cost is 1. Automated Planning and Decision Making

  21. Comparison of the Algorithms Automated Planning and Decision Making

  22. Bidirectional Search • Assumptions: • There is a small number of states satisfying the goal conditions. • It is possible to reverse the operators. • Simultaneously run BFS from both directions. • Stop when reaching a state from both directions. • Under the assumption that validating this overlap takes constant time, we get: • Time: O(bd/2) • Space: O(bd/2) Automated Planning and Decision Making

  23. Informed Search Automated Planning and Decision Making

  24. Informed/Heuristic Search • Heuristic Function h:S→R • For every state s, h(s) is an estimation of the minimal distance/cost from s to a solution. • Distance is only one way to set a price. • How to produce h? later on… • Cost Function g:S→R • For every state s, g(s) is the minimal cost to s from the initial state. • f=g+h, is an estimation of the cost from the initial state to a solution. Automated Planning and Decision Making

  25. Best First Search • Greedy on h values. • Fringe stored in a queue ordered by h values. • In every step, expand the “best” node so far, i.e., the one with the best h value. Automated Planning and Decision Making

  26. Romania with step cost in KMs • How to reach from Arad to Bucharest? Automated Planning and Decision Making

  27. 1 2 3 4 Solution by Best First Automated Planning and Decision Making

  28. Properties of Best First • Complete? • No, can get into loops • Time? • O(bm). But a good heuristic can give dramatic improvement. • Space? • O(bm). Keeps all nodes in memory. • Optimal • No. Automated Planning and Decision Making

  29. A* Search • Idea: Avoid expanding paths that are already expensive. • Greedy on f values. • Fringe is stored in a queue ordered by f values. • Recall, f(n)=g(n)+h(n), where: • g(n): cost so far to reach n. • h(n): estimated cost from n to goal. • f(n): estimated total cost of path through n to goal. Automated Planning and Decision Making

  30. Solution by A* 1 2 3 4 Automated Planning and Decision Making

  31. Solution by A* 4 5 6 Automated Planning and Decision Making

  32. Admissible Heuristics • A heuristic h(n) is admissible if for every node n, h(n) ≤ h*(n), where h*(n) is the realcost to reach the goal state from n. • An admissible heuristic never overestimates the cost to reach the goal, i.e., it is optimistic • Theorem:If h(n)is admissible, A* using Tree-Search is optimal. • Tree search – nodes encountered more than once are not treated as leaf nodes Automated Planning and Decision Making

  33. Optimality of A* (Proof) • Suppose some suboptimal goal G2has been generated and is in the fringe. Let n be an unexpanded node in the fringe such that n is on a shortest path to an optimal goal G. Automated Planning and Decision Making

  34. Optimality of A* (Proof) • f(G2) = g(G2) since h(G2) = 0. • f(G) = g(G) since h(G) = 0. • g(G2) > g(G) since G2 is suboptimal. • f(G2) > f(G) by 1,2,3. • h(n) ≤ h*(n) since h is admissible. • g(n)+h(n) ≤ g(n)+h*(n) by 5. • f(n) ≤ f(G) by definition of f. • f(G2) > f(n) by 4,7. Hence A* will never select G2 for expansion. Automated Planning and Decision Making

  35. Consistent Heuristics • A heuristic is consistent (monotonic) if for every node n, every successor n' of n generated by any action a, h(n) ≤ c(n,a,n') + h(n') • If h is consistent, we have:f(n') = g(n') + h(n') = g(n) + c(n,a,n') + h(n') ≥ g(n) + h(n) = f(n) i.e., f(n) is non-decreasing along any path. • TheoremIf h(n) is consistent, A* using Graph-Search is optimal. • Graph-search: nodes encountered a second time can be treated as leaf nodes. Automated Planning and Decision Making

  36. Optimality of A* • A* expands nodes in order of increasing f value. • Gradually adds "f-contours" of nodes . • Contour i has allnodes with f=fi, where fi < fi+1. Automated Planning and Decision Making

  37. Properties of A* • Complete?Yes, unless there are infinitely many nodes with f ≤ f(G). • Time?Exponential. • Space?Keeps all nodes in memory. • Optimal?Yes. Automated Planning and Decision Making

  38. Iterative Deepening A* (IDA*) • Use Iterative Deepening with A* in order to overcome the space problem. • A simple idea: • Define an upper bound U for f values. • If f(n)>U, n is not enqueued. • If no solution was found for some U, increase it. Automated Planning and Decision Making

  39. Branch & Bound • Used when searching for optimal node (i.e., in problems where there are multiple possible solutions, but some are better than others) • Attempts to prune entire sub-trees • Applicable in the context of different search methods (BFS, DFS, …). • Assume an upper and lower bound U on every node n • They bound the value of the best descendent of n • If for some node n there exists a node n’ such thatU(n)<I(n’), we can prune n. Automated Planning and Decision Making

  40. Local search algorithms • In many problems, the path to the goal is irrelevant; the goal state itself is all we care about. • Exampe: n-queens problems • More generally: constraint-satisfaction problems • Local search algorithms keep a single "current" state, and try to improve it. Automated Planning and Decision Making

  41. Hill-climbing search • “Like climbing mount Everest in thick fog with amnesia…” • Improve while you can, i.e. stop when reaching a maxima (minima). Automated Planning and Decision Making

  42. Hill-climbing search • Problem: depending on initial state, can get stuck in local maxima. Automated Planning and Decision Making

  43. N-Queens Problem • Situate n queens on a n×n board such that no two queens threat one another. i.e., no two queens share row, column or a diagonal. Automated Planning and Decision Making

  44. Solution by Hill-climbing A • h = number of pairs of queens that are attacking each other, either directly or indirectly. • Moves: change position of a single queen • On A, h=17. • On B, h=1. local minimum. B Automated Planning and Decision Making

  45. Simulated annealing search • Idea: escape local maxima by allowing some "bad" moves, but gradually decrease their frequency. Automated Planning and Decision Making

  46. Properties of SAS • One can prove: If T decreases slowly enough, then SAS will find a global optimum with probability approaching 1. • Widely used in VLSI layout, airline scheduling, etc. Automated Planning and Decision Making

  47. Local beam search • Keep track of k states rather than just one. • Start with k randomly generated states. • At each iteration, all the successors of all k states are generated. • If any one is a goal state, stop; else select the k best successors from the complete list and repeat. Automated Planning and Decision Making

  48. Heuristic Functions • Heuristic functions are usually obtained by finding a simple approximation to the problem • Simple heuristics often work well (but not very well) • Examples: • N-puzzle: Manhattan distance • Simplification: assumes that we can move each tile independently. Ignores interactions between tiles • A very general idea – ignore certain interactions Automated Planning and Decision Making

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