Informed Search Problems
Informed Search Problems
Informed Search Problems
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Example of a search tree
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How to Improve Search?
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Avoiding repeated states
Do not re-generate the state you just
came from.
Do not create paths with cycles.
Do not generate any state that was
generated before (using a hash table to
store all generated nodes)
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What are heuristics?
Heuristic: problem-specific knowledge that
reduces expected search effort.
Heuristic functions evaluate the relative
desirability of expanding a node.
Heuristics are often estimates of the
distance to a goal.
In blind search techniques, such
knowledge can be encoded only via state
space and operator representation.
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Examples of heuristics
Travel planning
Euclidean distance
8-puzzle
Manhattan distance
Number of misplaced tiles
Traveling salesman problem
Minimum spanning tree
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Heuristics from relaxed models
Heuristics can be generated via
simplified models of the problem
Simplification can be modeled as
deleting constraints on operators
Key property: Heuristic value can be
calculated efficiently
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Best-first search
1. Start with OPEN containing a single
node with the initial state and a value
resulting from applying eval-fn(node).
2. Until a goal is found or there are no
nodes on OPEN do:
(a) Select the best node on OPEN.
(b) Generate its successors.
(c) For each successor do:
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Best-first search cont.
i. If it has not been generated before,
evaluate it, add it to OPEN, and record
its parent.
ii. If it has been generated before, change
the parent if this new path is better
than the previous one. In that case,
update the cost of getting to this node
and to any successors that this node
may already have (can be avoided when
certain conditions hold).
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Greedy Best-First Search
Evaluation of each node is h(n).
Selection of next node is n in OPEN with
min(h(n)).
Expand until n is the goal, i.e., h(n) = 0.
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Straight-line Distance to
Bucharest
Arad 366 Mehadia 241
Bucharest 0 Neamt 234
Craiova 160 Oradea 380
Drobeta 242 Pitesti 100
Eforie 161 Rimnicu 193
Fagaras 176 Sibiu 253
Giurgiu 77 Timisoara 329
Hirsova 151 Urziceni 80
Iasi 226 Vaslui 199
Lugoj 244 Zerind 374
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Time and Space Complexity
of Best-first Search
Time Complexity = O(bm)
Space Complexity = O(bm)
High space complexity because nodes are
kept in memory to update paths.
These are worst-case complexities. A
good heuristic substantially reduces
them.
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Problems with best-first search
Uses a lot of space
The resulting algorithm is complete but
not optimal
Complete if no infinite path explored.
Analogy: water
Problem: rivers are not the shortest path
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Minimizing total path cost: A*
Similar to best-first search except that
the evaluation is based on total path
(solution) cost:
f(n) = g(n) + h(n) where:
g(n) = cost of path from the initial state to n
h(n) = estimate of the remaining distance
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Admissibility and Monotonicity
Admissible heuristic = never overestimates the
actual cost to reach a goal.
Monotone heuristic = the f value never
decreases along any path.
When h is admissible, monotonicity can be
maintained when combined with pathmax:
f(n) = max(f(n), g(n)+h(n))
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Example: tracing A* with two different heuristics
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Optimality of A*
Intuitive explanation for monotone h:
If h is a lower-bound, then f is a lower-bound
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Proof of optimality of A*
Let O be an optimal solution with path cost f*.
Let SO be a suboptimal goal state, that is g(SO) > f*
Suppose that A* terminates the search with SO.
Let n be a leaf node on the optimal path to O
f* ≥ f(n) admissibility of h
f(n) ≥ f(SO) n was not chosen for expansion
f* ≥ f(n) ≥ f(SO)
f(SO) = g(SO) SO is a goal, h(SO) = 0
f* ≥ g(SO) contradiction!
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Completeness of A*
A* is complete unless there are infinitely
many nodes with f(n) < f*
A* is complete when:
(1) there is a positive lower bound on
the cost of operators.
(2) the branching factor is finite.
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A* is maximally efficient
For a given heuristic function, no
optimal algorithm is guaranteed to do
less work.
Aside from ties in f, A* expands every
node necessary for the proof that we’ve
found the shortest path, and no other
nodes.
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Measuring the heuristics payoff
The effective branching factor b* is:
N = 1 + b* + (b*)2 + ... + (b*)d
Domination among heuristic functions
d A*(h1) A*(h2)
2 6 6
6 20 18
10 93 39
14 539 113
18 3056 363
22 18094 1219
24 39135 1641
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Measuring the Heuristics
Payoff (cont.)
h2 dominates h1 is if, for any node n,
h2(n) h1(n)
As long as h2 does not overestimate.
Intuition: The higher value represents a
closer approximation to the actual cost
of the solution. Therefore, less states
are expanded.
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Time and Space Complexity
of A* Search
Time Complexity = exponential unless the
error in the heuristic function is less than or
equal to the logarithm of the actual path cost.
|h(n) – h*(n)| O(log h*(n))
Space Complexity = O(bm)
High space complexity because all generated
nodes are kept in memory.
These are worst-case complexities. A good
heuristic substantially reduces them.
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Search with limited memory
Problem: How to handle the exponential
growth of memory used by admissible
search algorithms such as A*.
Solutions:
IDA* [Korf, 1985]
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IDA* - Iterative Deepening A*
Beginning with an f-bound equal to the
f-value of the initial state, perform a depth-
first search bounded by the f-bound instead
of a depth bound.
Unless the goal is found, increase the
f-bound to the lowest f-value found in the
previous search that exceeds the previous
f-bound, and restart the depth first search.
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Advantages of IDA*
Use depth-first search with f-cost limit
instead of depth limit.
IDA* is complete and optimal but it uses
less memory [O(bf*/)] and more time
than A*.
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SMA*
Utilizes whatever memory is available.
Avoids repeated states as far as memory allows.
Complete if the available memory is sufficient to
store the shallowest solution path.
Returns the best solution that can be reached
with the available memory.
Optimal if enough memory is available to store
the shallowest optimal solution path.
Optimally efficient when enough memory is
available for the entire search tree.
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SMA* cont.
A
0+12=12
10 8
B G
10+5=15 8+5=13
10 10 8 16
C D H I
20+5=25 20+0=20 16+2=18 24+0=24
10 10 8 8
E F J K
30+5=35 30+0=30 24+0=24 24+5=29
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SMA* cont.
A A A A
12 12 13 13(15)
B B G G
15 15 13 13
H
18
inf
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SMA* cont.
A A A A
15(15) 15 15(24) 20(24)
G B G B B
24(inf) 15 24 15 20(inf)
I C D
25
24 20
inf
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RBFS - Recursive Best-First Search
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