Which search procedures work (given a problem)?
Which procedures are efficient?
Which procedures are easy to implement?
Which is best to think about?
Searching a path: efforts are in
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 the generation is done randomly, we get the British Museum algorithm. (monkeys at keyboards writing Shakespeare if enough time)
DENDRAL - classification of structure of organic compounds through mass spectroscopy and NMR uses plan-generate-test (where planning uses constraint satisfaction with backtracking) (read classnotes for next class)
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
g&t with a closeness heuristic function need an adjustable parameter and a way to measure
(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)
this is "steepest-ascent" (gets best rather than first that is better than the previous)
What if reach:
(sometimes called foothills - in sight of solution)
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
the best available state is selected even if the value is lower than the value of the previous state
in hill-climbing, one move is selected and all others are rejected (never considered unless add backtracking)
notice with each advancement we get closer to a "shorter" answer, but remember to consider the time to calculate and sort
see page 74
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
- 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)
* More knowledge means less search
* 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.
weak methods are too general
reduce the search space even more
A*
uses:
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 (wnat 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
still no focus....want to constrain space
Constraint Satisfaction
Goal: to discover some problem state that satisfies a given set of constraints
- fixed limits on time, cost, material
- not new search method
constrains space by augmenting description of state with list of constraints
Coursenotes: student and MOLGEN
page 89-94 Cryptarithmetic problem
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page 98 # 1,3,5,6,12,14 Closeness paper next