Problems, Problem Spaces, and Search

General Problem Solving

One needs a formal description of problems:

suggested characteristics:

To solve a problem, one needs to identify options

Problem solving is essentially search

Characteristics of Search

A problem to solve: Water Jug Problem

You are given two jugs, a 4-gal. one and a 3-gal. one. Neither has any measuring markers on it. There is a pump that can be used to fill the jugs with water. How can you get exactly 2 gallons of water into the 4-gal. jug?

Solution: Define state space, give initial & final state(s), ops?

A representation:
The state space for the problem can be a set of ordered pairs (x,y) where x is the # of gallons in the 4-gal. jug, y is the 3-gal.

domain for x is 0,1,2,3,4 : domain for y is 0,1,2,3

Thus (4,2) represents what...
The start state is ?
The Goal state is (2,n), success does not depend on the 3-gal. jug

Control (operators):
pour either out, fill either one, pour one into another, etc.
Generate State Space ... control technique of try all possible ops.
alternatives: 7,5,3 gallon jugs

Missionaries and Cannibals:

Three missionaries and three cannibals (or 2 and 3 ...)

Different stories [perspectives ;-) ]

Book wants missionaries > cannibals or will eat

Formal Description:

Pictorally:

State-space
Initial state
Final state
transformations:

The Monkey and Banana Problem:

Pictorally:

Representation:

State-space:
(monkey position, on/off box, box position, banana in hand)

Initial state:
Final state:
Ops:
(move-self(x,y), move-box(x,y), climb-on-box, climb-off-box, grab banana)

  1. representation:
      state-space description
      operators

  2. given (a) generate state-space to solve problem
Requirements for Control Strategies: Two common control strategies Both will lead to the answer (if one exists)
Both are OK for simple problems, otherwise combinatorial explosion for larger

When (why) is depth-first good?
maybe quicker (shorter) answer
less memory (can trash if not successful) (good when lots of solutions)
Bad
possibly not shortest path..."blind alleys"

When (why) is breadth-first good?
Shortest path

Bad - if all lead to result at same level (can be wasteful) (process&memory intensive)

Would like to join the two together to get
maximum goodness of both. (local vs global)

Heuristics...allows for Best-first searches

Generate all, use a heuristic function to pick best

Heuristics allow jumps in search or direct path
(e.g., Branch-and-Bound - more later)

Most problems in AI are NP (nondeterministic polynomial) exponentional time

Heuristics improve efficiency but possibly sacrifice completeness

Trying to understand why a heuristic works, or why it doesn't, often leads to a deeper understanding of the problem.

A heuristic function could be as simple as a "closeness measure"

Problem Analysis
AI is "the study of techniques for solving exponentially hard problems in polynomial time by exploiting knowledge about the problem domain"

Questions:

Issues in the Design of Search Techniques:

* implicit generation of search tree vs explicit
(one really does not build the whole search tree)

*
Forward search vs Backward search
data-driven goal-driven (assume hypothesis)
discover verify/deny a conclusion (not for monkey&banana)

* 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

Heuristic Search Techniques

Which search procedures work (given a problem)?
Which procedures are efficient?
Which procedures are easy to implement?

Searching a path: efforts are in

  1. finding possible paths (operators)
  2. traversing the path (control)

Weak Methods of control:

(weak but provide framework)

Depth-first
Breadth-first

Generate & Test

  1. (1) generate a solution
  2. test if it is an acceptable goal
  3. quit or goto (1)
The most straight-forward way to implement generate and test is as a depth-first search tree with backtracking

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

generate and test with a closeness heuristic function
need an adjustable parameter and a way to measure
  1. evaluate initial state, goal? return and quit, else
  2. generate proposed solution (apply rules). Call set A
  3. For each in A

      a. test if goal state
      b. use function to determine which is "closest"
  4. Use the best (and must be better than previous)... go to (2)
    (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)

Hill climbing is a local method - moves are determined by being better than previous.

What if reach:

  1. local maximun (all moves appear to make worse) (sometimes called foothills - in sight of solution)
  2. plateau (flat - same value)
  3. ridge (cannot be traversed by single moves)
Solutions:

Beam Search

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

notice with each advancement we get closer to a "shorter" answer, but remember to consider the time to calculate and sort

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)

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
* Search is seductive.

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 (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

still not enough focus on the problem....want to constrain space given knowledge

Constraint Satisfaction and Backtracking

Goal: to discover some problem state that satisfies a given set of constraints

Before going back to this in CSCI 356, let's look at what really makes a problem interesting

Let's add another piece into the puzzle adversaries