*
| Forward search | vs | Backward search |
| data-driven | goal-driven (assume hypothesis) | |
| discover | verify/deny a conclusion |
* Chess: 8 X 8 board, 32 pieces about 10120 board positions
- humans don't memorize such lists
- even with computers it is infeasable to consider all
- all are not even legal anyway! (discuss cognitive psych study)
(experts and memory)
we need a representation for describing patterns and allowable substitutions
Which procedures are efficient?
Which procedures are easy to implement?
Searching a path: efforts are in
(1) Heuristic Search Techniques
Which search procedures work (given a problem)?Weak Methods of control:
(weak but provide framework)
Depth-first
Breadth-first
Generate & Test
What does (1) mean. If a "complete" solution must be generated before it is tested than this means exhaustive depth-first search... (at each state, not at goal yet but still don't know if future generation of this path may be successful). If generation done systematically will find a solution eventually, if one exists. If problem space is very large - could take a very long time.
If the generation is done randomly, we get the British Museum algorithm and
no guarantee that a solution will ever be found.
In a sense, almost all search techniques are a form of
generate and test (in pure generate and test, the test responds with only yes or no.)
Hill climbing is a local method - moves are determined by being better than previous.
What if reach:
breadth-first except only downward from the best 'w' nodes at each level (not exponential...if b is branching factor - wb nodes) ... prunes, may lose goal, not optimal
Best-First Search
Like hill-climbing except
in hill-climbing, one move is selected and all others are rejected (never considered unless add backtracking)
Branch and Bound (Dykstra's shortest path algorithm)
provides an optimal path (heuristic here is length (absolute) )
(distances)
During search, many incomplete paths are encountered
Example: Shortest distance Start to Goal: Page 1 , Page 2 ,
Page 3 (I looked it up, there was no more nodes on the S-A-B-C link, hence the C with value 11 ended (not a path to G))
* More knowledge means less search
A*
The A* algorithm, first described in [Hart, 1968; Hart, 1972] is a way to implement best-first search of a problem graph.
Uses:
British Museum algorithm, a reference to the fact that if a sufficient number of monkeys were placed in front of a set of typewriters and left alone long enough, then their implementation of this algorithm would generate all the books the museum contains. (Monkeys at keyboards writing Shakespeare if enough time)
(3)Hill-Climbing
generate and test with a closeness heuristic function
need an adjustable parameter and a way to measure
this is "steepest-ascent" (gets best rather than first that is better than the previous)
a. test if goal state
b. use function to determine which is "closest"
(procedure takes one step in each fixed set of directions, moves to the best alternative)
(procedure stops when node reached where all nodes children have lower values)
Solutions:
backtrack (would need to maintain a list of paths)
jump
apply >1 rule before test
increase the number of directions used for probingBeam Search
the best available state is selected even if the value is lower than the value of the previous state
notice with each advancement we get closer to a "shorter" answer, but remember to consider the time to calculate and sort
- shortest one is extended one level, creating as many new incomplete paths as branches. Consider these and remaining old ones ... extend shortest path.
- terminate when shortest incomplete path is longer than shortest complete path (ensures optimum)
* Search is seductive.
While involved in many tasks, tuning a search procedure is rarely the right thing to do. More often, the right thing is to improve understanding, thereby reducing the need for search.
(6)
weak methods are too general
reduce the search space even more
See Wikipedia
| branch and bound | (best) - now | |
| estimate | (promising) - now and later | |
| dynamic programming | (know way (past) -- already better (waste him)) |
(solution to problem is viewed as the result of sequence of decisions (want optimal))
Dynamic Programming uses principle of optimality
An optimal decision sequence has the property that whatever the initial state and decision are, the remaining decisions must constitute an optimal decision sequence with regard to the state that results from the first decision.
f' = g + h' f is heuristic measure of goodness
g is how good the node is now
h is how much farther to go to goal
' means it is an estimate
Example A* and use of dynamic programming on right side bottom