Lect 05
Lect 05
Searching is the universal technique of problem solving in AI. There are some single-player games such
as tile games, Sudoku, crossword, etc. The search algorithms help you to search for a particular position
in such games.
The games such as 3X3 eight-tile, 4X4 fifteen-tile, and 5X5 twenty four tile puzzles are single-agent-path-
finding challenges. They consist of a matrix of tiles with a blank tile. The player is required to arrange the
tiles by sliding a tile either vertically or horizontally into a blank space with the aim of accomplishing
some objective.
The other examples of single agent pathfinding problems are Travelling Salesman Problem, Rubik’s
Cube, and Theorem Proving.
Search Terminology
Problem Space − It is the environment in which the search takes place. (A set of states and set
of operators to change those states)
Problem Space Graph − It represents problem state. States are shown by nodes and operators
are shown by edges.
Depth of a problem − Length of a shortest path or shortest sequence of operators from Initial
State to goal state.
Space Complexity − The maximum number of nodes that are stored in memory.
Branching Factor − The average number of child nodes in the problem space graph.
Depth − Length of the shortest path from initial state to goal state.
They are most simple, as they do not need any domain-specific knowledge. They work fine with small
number of possible states.
Requirements −
State description
A set of valid operators
Initial state
Breadth-First Search
It starts from the root node, explores the neighboring nodes first and moves towards the next level
neighbors. It generates one tree at a time until the solution is found. It can be implemented using FIFO
queue data structure. This method provides shortest path to the solution.
If branching factor (average number of child nodes for a given node) = b and depth = d, then number of
nodes at level d = bd.
Disadvantage − Since each level of nodes is saved for creating next one, it consumes a lot of memory
space. Space requirement to store nodes is exponential.
Its complexity depends on the number of nodes. It can check duplicate nodes.
Depth-First Search
It is implemented in recursion with LIFO stack data structure. It creates the same set of nodes as
Breadth-First method, only in the different order.
As the nodes on the single path are stored in each iteration from root to leaf node, the space
requirement to store nodes is linear. With branching factor b and depth as m, the storage space is bm.
Disadvantage − This algorithm may not terminate and go on infinitely on one path. The solution to this
issue is to choose a cut-off depth. If the ideal cut-off is d, and if chosen cut-off is lesser than d, then this
algorithm may fail. If chosen cut-off is more than d, then execution time increases.
Its complexity depends on the number of paths. It cannot check duplicate nodes.
Bidirectional Search
It searches forward from initial state and backward from goal state till both meet to identify a common
state.
The path from initial state is concatenated with the inverse path from the goal state. Each search is done
only up to half of the total path.
Sorting is done in increasing cost of the path to a node. It always expands the least cost node. It is
identical to Breadth First search if each transition has the same cost.
Disadvantage − There can be multiple long paths with the cost ≤ C*. Uniform Cost search must explore
them all.
It performs depth-first search to level 1, starts over, executes a complete depth-first search to level 2,
and continues in such way till the solution is found.
It never creates a node until all lower nodes are generated. It only saves a stack of nodes. The algorithm
ends when it finds a solution at depth d. The number of nodes created at depth d is bd and at depth d-1
is bd-1.
Comparison of Various Algorithms Complexities
Interactive
Criterion Breadth First Depth First Bidirectional Uniform Cost
Deepening
Time bd bm bd/2 bd bd
Space bd bm bd/2 bd bd
To solve large problems with large number of possible states, problem-specific knowledge needs to be
added to increase the efficiency of search algorithms.
They calculate the cost of optimal path between two states. A heuristic function for sliding-tiles games is
computed by counting number of moves that each tile makes from its goal state and adding these
number of moves for all tiles.
It expands nodes in the order of their heuristic values. It creates two lists, a closed list for the already
expanded nodes and an open list for the created but unexpanded nodes.
In each iteration, a node with a minimum heuristic value is expanded, all its child nodes are created and
placed in the closed list. Then, the heuristic function is applied to the child nodes and they are placed in
the open list according to their heuristic value. The shorter paths are saved and the longer ones are
disposed.
A * Search
It is best-known form of Best First search. It avoids expanding paths that are already expensive, but
expands most promising paths first.
It expands the node that is estimated to be closest to goal. It expands nodes based on f(n) = h(n). It is
implemented using priority queue.
They start from a prospective solution and then move to a neighboring solution. They can return a valid
solution even if it is interrupted at any time before they end.
Hill-Climbing Search
It is an iterative algorithm that starts with an arbitrary solution to a problem and attempts to find a
better solution by changing a single element of the solution incrementally. If the change produces a
better solution, an incremental change is taken as a new solution. This process is repeated until there
are no further improvements.
neighbor, a node
current <-Make_Node(Initial-State[problem])
loop
return State[current]
end
Otherwise the (initial k states and k number of successors of the states = 2k) states are placed in a pool.
The pool is then sorted numerically. The highest k states are selected as new initial states. This process
continues until a maximum value is reached.
loop
end
Simulated Annealing
Annealing is the process of heating and cooling a metal to change its internal structure for modifying its
physical properties. When the metal cools, its new structure is seized, and the metal retains its newly
obtained properties. In simulated annealing process, the temperature is kept variable.
We initially set the temperature high and then allow it to ‘cool' slowly as the algorithm proceeds. When
the temperature is high, the algorithm is allowed to accept worse solutions with high frequency.
Start
k = k + 1;
End
Start
Find out all (n -1)! Possible solutions, where n is the total number of cities.
Determine the minimum cost by finding out the cost of each of these (n -1)! solutions.
end