Ch4 Heuristic Search

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Ch4 Heuristic Search Dr. Bernard Chen Ph.D. University of Central Arkansas Spring 2011

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Ch4 Heuristic Search. Dr. Bernard Chen Ph.D. University of Central Arkansas Spring 2011. George Polya defines heuristic as: “the study of the methods and rules of discovery and invention” This meaning can be traced to the term’s Greek root, the verb eurisco , which means “I discover” - PowerPoint PPT Presentation

Transcript of Ch4 Heuristic Search

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Ch4 Heuristic Search

Dr. Bernard Chen Ph.D.University of Central Arkansas

Spring 2011

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Introduction George Polya defines heuristic as:“the study of the methods and rules of discovery and

invention”

This meaning can be traced to the term’s Greek root, the verb eurisco, which means “I discover”

When Archimedes emerged from his famous bath clutching the golden crown, he shouted “Eureka!!”, meaning I have found it

IN AI, heuristics are formalized as Rules for choosing those branches in a state space that are most likely to lead to an acceptable problem solution

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Introduction AI problem solvers employ heuristics in

two basic situations:

A problem may not have an exact solution because of inherent ambiguities in the problem statement or available data

A problem may have an exact solution, but the computational cost of finding it may be prohibitive

For example…

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Introduction A problem may not have an exact

solution because of inherent ambiguities in the problem statement or available data

Medical diagnosis. Doctors use heuristic to choose the most likely diagnosis based on patient’s symptoms and description

Vision. Vision systems often use heuristics to select the most likely of several possible interpretations of a scene

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Introduction

A problem may have an exact solution, but the computational cost of finding it may be prohibitive

When brute force search techniques (BFS, DFS) may fail to find a solution within a reasonable amount of time

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Introduction Unfortunately, like all rules of discovery

and invention, heuristic are fallible

A heuristic is only an informed guess of the next step to take

A heuristic can lead a search to a suboptimal solution or fail to find any solution at all, because heuristic use limited information of the present situation

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Introduction Consider heuristic in the game of tic-tac-

toe A simple analysis put the total number of

states for 9! Symmetry reduction decrease the

search space Thus, there are not 9 but 3 initial moves:

to a corner to the center of a side to the center of the grid

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Introduction

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Introduction Use of symmetry on the second level

further reduces the number of path to 3* 12 * 7!

A simple heuristic, can almost eliminate search entirely: we may move to the state in which X has the most winning opportunity

In this case, X takes the center of the grid as the first step

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Introduction

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Introduction

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Introduction

The following topics in Heuristic includes: Hill-Climbing and Dynamic

Programming Best-first-search Using heuristic in Games

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Hill-Climbing Te simplest way to implement heuristic

search is through a procedure called hill-climbing

It expend the current state of the search and evaluate its children

The Best child is selected for further expansion

Neither it sibling nor its parent are retained

Tic-Tac-Toe we just saw is an example

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Hill-Climbing

Because it keeps no history, the algorithm cannot recover from failures of its strategy

A major problem of hill-climbing is their tendency to become stuck at local maxima

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Hill-Climbing

Hill Climbing is named for the strategy that might be used by an eager, but blind mountain climber:

Go uphill along the closest-to-the-top path until you can go no further up

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Hill-Climbing

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Hill-Climbing An example of local maximum in games

occurs in the 8-puzzle. Often, in order to move a particular tile

to its destination, other tiles already in their position need to move out

This is a necessary step but temporarily worsens the board state

Thus, hill climbing is not useful to the 8-puzzle game

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Dynamic Programming (DP) DP keeps track of and reuses of multiple

interacting and interrelated subproblems

An example might be reuse the subseries solutions within the solution of the Fibonacci series

The technique of subproblem caching for reuse is sometimes called memorizing partial subgoal solutions

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Dynamic Programming (DP) One of the most famous current

application in DP is “sequence alignment”

Suppose we want to find the best possible alignment for the characters in the strings BAADDCABDDA BBADCBA

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Dynamic Programming (DP)

One optimal alignment, among several possible, would be:

BAADDCABDDA BBA_DC_B_ _A

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Dynamic Programming (DP)

DP requires a data structure to keep track of the subproblem related to the state currently being processed

BAADDCABDDABBADCBA

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Dynamic Programming (DP) The array reflects the global alignment

success to that point in the matching process

There are 3 possible costs for creating the current state: Cost is 0 when characters are identical Cost is 1 when a character is shifted or inserted Cost is 2 when a character is shifted and

inserted

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Dynamic Programming (DP)

Start with a simple example BCA BA

We know the answer is BCA B_A

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Dynamic Programming (DP) The function is try to find the minimum

of (x-1,y),(x,y-1),(x-1,y-1) for (x,y)

If there’s a match for (x,y), add 0 to (x-1,y-1)

If there’s no match for (x,y), add 1 to (x-1,y),(x,y-1), as well as add 2 to (x-1,y-1)

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Dynamic Programming (DP)

_ B C A

_ 0 1 2 3

B 1 0 1 2A 2 1 2 1

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Dynamic Programming (DP)

Once the array is filled, we begin the backward stage of the algorithm that produces particular solutions

We select where the match came from

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Dynamic Programming (DP)

_ B C A

_ 0 1 2 3

B 1 0 1 2

A 2 1 2 1

_ B C A_ B _ A

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Dynamic Programming (DP)

_ B A A D D C A B D D A

_ 0 1 2 3 4 5 6 7 8 9 10 11

B 1 0 1 2 3 4 5 6 7 8 9 10

B 2 1 2 3 4 5 6 7 6 7 8 9

A 3 2 1 2 3 4 5 6 7 8 9 8

D 4 3 2 3 2 3 4 5 6 7 8 9

C 5 4 3 4 3 4 3 4 5 6 7 8

B 6 5 4 5 4 5 4 5 4 5 6 7

A 7 6 5 4 5 6 5 4 5 6 7 6

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Dynamic Programming (DP)

BAADDCABDDABBA_DC_B_ _A

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Dynamic Programming (DP)

_ G A A T T C A G T T A

_ 0 1 2 3 4 5 6 7 8 9 10 11

G 1 0 1 2 3 4 5 6 7 8 9 10

G 2 1 2 3 4 5 6 7 6 7 8 9

A 3 2 1 2 3 4 5 6 7 8 9 8

T 4 3 2 3 2 3 4 5 6 7 8 9

C 5 4 3 4 3 4 3 4 5 6 7 8

G 6 5 4 5 4 5 4 5 4 5 6 7

A 7 6 5 4 5 6 5 4 5 6 7 6

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Dynamic Programming (DP)

G A A T T C A G T T A G G A _ T C _ G _ _ A

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Introduction

The following topics in Heuristic includes: Hill-climbing and dynamic

programming Best-first-search Using heuristic in Games

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Best First Search

For the 8-puzzle game, we may add 3 different types of information into the code: The simplest heuristic counts the tiles

out of space in each state A “better” heuristic would sum all the

distances by which the tiles are out of space

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Best First Search Both of these heuristics

can be criticized for failing to acknowledge the difficulty of tile reversals

That is, if two tiles are next to each other and the goal requires their being in opposite locations, it takes several moves to put them back

2 1 3

8 4

7 6 5

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Best First Search

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Best First Search In previous figure, the sum of distance

heuristics does provide a much accurate estimate of the work

This example illustrates the difficulty of devising good heuristics

The design of good heuristic is an empirical problem; judgment and intuition help, but the final measure of a heuristic must be its actual performance

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Best First Search

If two states have the same or nearly the same heuristic evaluation, it is generally preferable to examine the state that is nearest to the root

So that we may obtain the shortest path to the goal

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Best First Search For 8-puzzle problem, let’s make our

evaluation function f to be :

f(n) = g(n) + h(n) g(n) means the actual length of path from n

to the root h(n) is a heuristic estimate (sum of distance

out of space) of the distance from state n to a goal

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Best First Search

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Best First Search

In step 3, both e and f have a heuristic of 5

State e is examined first, producing h and i

Compare with all children, select the best move

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Best First Search Compare with BFS & DFS:

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Introduction

The following topics in Heuristic includes: Hill-climbing and dynamic

programming Best-first-search Using heuristic in Games

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Minimax Procedure on Exhaustively Search Graphs

Games have always been an important application area for heuristic algorithm

Two person games are more complicated than simple puzzle because of the existence of a “hotile” and unpredictable opponent

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Minimax Procedure on Exhaustively Search Graphs Let’s consider a variant of the game nim

To play this game, a number of tokens are placed on a table between the two players

At each move, the player must divide a pile of tokens into two nonempty piles of different sizes

Thus, 6 tokens my be divided into piles of 5&1 or 4&2 but not 3&3

The first player who can no longer make a move loses the game

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Minimax Procedure on Exhaustively Search Graphs

Let’s have fun ^^ Now we play a game with 7 cards

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Minimax Procedure on Exhaustively Search Graphs

State space for a variant of nim. Each state partitions the seven matches into one or more piles.

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Minimax Procedure on Exhaustively Search Graphs In playing games whose state space

may be exhaustively delineated, the primary difficulty is in accounting for the actions of the opponent

A simple way to handle this assumes that your opponent uses the same knowledge

Minimax searches the games space under this assumption

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Minimax Procedure on Exhaustively Search Graphs

The opponents in a game are referred to as MIN and MAX MAX represents the player trying to

win MIN is the opponent who attempts to

minimize MAX’s score

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Minimax Procedure on Exhaustively Search Graphs

We label each level in the search space according to whose move it is at the point in the game

Each leaf node is given a value of 1 or 0, depending on whether a win for MAX (1) or for MIN (0)

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Minimax Procedure on Exhaustively Search Graphs

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Minimax Procedure on Exhaustively Search Graphs

Minimax propagates these values up the graph through successive parent nodes according to the rule: If the parent is a MAX node, give it

the maximum value among its children

If the parent is a MIN node, give it the minimum value among its children

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Minimax Procedure on Exhaustively Search Graphs

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Minimax Procedure on Exhaustively Search Graphs

Because all of MIN’s possible first moves lead to nodes with a derived values of 1, the second player always can force the game to a win, regardless of MIN’s first move

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Minimax to Fixed Ply Depth

In applying minimax to more complicated games, it is seldom possible to expand the state space search graph out to the leaf node

Instead, the state space is searched to a predefined number of levels

This is called an n-ply look ahead

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Minimax to Fixed Ply Depth As the leaves of this subgraph is not

complete, it is not possible to give them win or loss

Instead, each node is given a value according to some heuristic evaluation In chess, you may consider the number of

pieces belonging to MAX and MIN A more sophisticated strategy might assign

different values to each piece

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Minimax to Fixed Ply Depth

Minimax propagates these values up the graph through successive parent nodes according to the rule: If the parent is a MAX node, give it

the maximum value among its children

If the parent is a MIN node, give it the minimum value among its children

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Minimax to Fixed Ply Depth