DS/CMPSC 442: Artificial Intelligence
Search
Instructor: Amulya Yadav
Penn State University
1
Today
o Agents that Plan Ahead
o Search Problems
o Uninformed Search Methods
o Depth-First Search
o Breadth-First Search
o Uniform-Cost Search
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Why Search Problems?
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Why Search Problems?
THIS IS THE TOOL OF SEARCH PROBLEMS
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Why Search Problems?
o Let’s say there is a real world problem that needs to be
solved.
o Goal: Build an AI agent to solve this problem.
o How to build this agent?
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Why Search Problems?
o How to build this AI agent?
o Maybe the problem is simple enough that the answer is
straightforward.
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Why Search Problems?
o More interesting problems require the framework of search
problems
o more than one possible alternative needs to be explored before the
problem is solved
o the number of alternatives to search among can be very large
o Can we model the real-world problem using a search problem?
o Develop an AI agent to solve that search problem.
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Some Characteristics of When to use Search Problems
o Single Agent
o Completely Observable Environment
o No adversaries (single player)
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Reflex Agents
o Reflex agents:
o Choose action based on current percept
o May have memory
o Do not consider the future consequences of
their actions
o Consider how the world IS
o Can a reflex agent be rational?
[Demo: reflex optimal (L2D1)]
[Demo: reflex optimal (L2D2)]
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Video of Demo Reflex Optimal
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Video of Demo Reflex Odd
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Planning Agents
o Planning agents:
o Ask “what if”
o Decisions based on (hypothesized)
consequences of actions
o Must have a model of how the world evolves
in response to actions
o Must formulate a goal (test)
o Consider how the world WOULD BE
o Optimal vs. complete planning
o Planning vs. replanning
[Demo: re-planning (L2D3)]
[Demo: mastermind (L2D4)]
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Video of Demo Replanning
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Video of Demo Mastermind
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Search Problems
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Search Problems
o A search problem consists of:
o A state space
“N”, 1.0
o A successor function
(with actions, costs)
“E”, 1.0
o A start state and a goal test
o A solution is a sequence of actions (a plan) which
transforms the start state to a goal state
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Search Problems Are Models
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Search – Not Just Pathing Problems
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Search – Not Just Pathing Problems
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Search – Not Just Pathing Problems
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Search – Not Just Pathing Problems
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Example: Traveling in Romania
o State space:
o Cities
o Successor function:
o Roads: Go to adjacent city with
cost = distance
o Start state:
o Arad
o Goal test:
o Is state == Bucharest?
o Solution?
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What’s in a State Space?
The world state includes every last detail of the environment
A search state keeps only the details needed for planning (abstraction)
o Problem: Pathing o Problem: Eat-All-Dots
o States: (x,y) location o States: {(x,y), dot booleans}
o Actions: NSEW o Actions: NSEW
o Successor: update location o Successor: update location
only and possibly a dot boolean
o Goal test: is (x,y)=END o Goal test: dots all false
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State Space Sizes?
o World state:
o Agent positions: 120
o Food count: 30
o Ghost positions: 12
o Agent facing: NSEW
o How many
o World states?
120x(230)x(122)x4
o States for pathing?
120
o States for eat-all-dots?
120x(230)
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Safe Passage
o Problem: eat all dots while keeping the ghosts perma-scared
o What does the state space have to specify?
o (agent position, dot booleans, power pellet booleans, remaining scared time)
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State Space Graphs and Search Trees
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State Space Graphs
o State space graph: A mathematical
representation of a search problem
o Nodes are (abstracted) world configurations
o Arcs represent successors (action results)
o The goal test is a set of goal nodes (maybe only one)
o In a state space graph, each state occurs only
once!
o We can rarely build this full graph in
memory (it’s too big), but it’s a useful idea
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State Space Graphs
o State space graph: A mathematical
a G
representation of a search problem
b c
o Nodes are (abstracted) world configurations
o Arcs represent successors (action results) e
d f
o The goal test is a set of goal nodes (maybe only one)
S h
p r
o In a state space graph, each state occurs only q
once!
Tiny search graph for a tiny
search problem
o We can rarely build this full graph in
memory (it’s too big), but it’s a useful idea
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Search Trees
This is now / start
“N”, 1.0 “E”, 1.0
Possible futures
o A search tree:
o A “what if” tree of plans and their outcomes
o The start state is the root node
o Children correspond to successors
o Nodes show states, but correspond to PLANS that achieve those states
o For most problems, we can never actually build the whole tree
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State Space Graphs vs. Search Trees
Each NODE in in
State Space Graph the search tree is Search Tree
an entire PATH in
S
the state space
a G graph. d e p
b c
b c e h r q
e
d f h r p q f
a a
S h We construct both
on demand – and p q f q c G
p q r
we construct as q c G a
little as possible.
a
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State Space Graphs vs. Search Trees
Consider this 4-state graph: How big is its search tree (from S)?
S G
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State Space Graphs vs. Search Trees
Consider this 4-state graph: How big is its search tree (from S)?
a s
a b
S G
b G a G
b a G b G
… …
Important: Lots of repeated structure in the search tree!
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Tree Search
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Search Example: Romania
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Searching with a Search Tree
o Search:
o Expand out potential plans (tree nodes)
o Maintain a fringe of partial plans under consideration
o Try to expand as few tree nodes as possible
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General Tree Search
o Important ideas:
o Fringe
o Expansion
o Exploration strategy
o Main question: which fringe nodes to explore?
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Example: Tree Search
a G
b c
e
d f
S h
p q r
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Example: Tree Search
a G
b c
e
d f
S h
p q r
S s
s d
d e p s e
q s p
b c e h r
s d b
a a h r p q f s d c
s d e
p q f q c G s d e h
a s d e r
q c G
s d e r f
a s d e r f c
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s d e r f G
Depth-First Search
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Depth-First Search
Strategy: expand a a G
deepest node first b c
Implementation: e
d f
Fringe is a LIFO stack S h
p q r
d e p
b c e h r q
a a h r p q f
p q f q c G
q c G a
a
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Search Algorithm Properties
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Search Algorithm Properties
o Complete: Guaranteed to find a solution if one exists?
o Optimal: Guaranteed to find the least cost path?
o Time complexity?
o Space complexity? 1 node
b
… b nodes
o Cartoon of search tree: b2 nodes
o b is the branching factor m tiers
o m is the maximum depth
o solutions at various depths
bm nodes
o Number of nodes in entire tree?
o 1 + b + b2 + …. bm = O(bm)
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Depth-First Search (DFS) Properties
o What nodes DFS expand?
o Some left prefix of the tree. 1 node
o Could process the whole tree! b
… b nodes
o If m is finite, takes time O(bm)
b2 nodes
o How much space does the fringe take? m tiers
o Only has siblings on path to root, so O(bm)
o Is it complete?
o m could be infinite, so only if we prevent cycles (more bm nodes
later)
o Is it optimal?
o No, it finds the “leftmost” solution, regardless of depth
or cost
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Breadth-First Search
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Breadth-First Search
Strategy: expand a a G
shallowest node first b c
e
Implementation: Fringe d f
is a FIFO queue S h
p q r
d e p
Search
b c e h r q
Tiers
a a h r p q f
p q f q c G
q c G a
a
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Breadth-First Search (BFS) Properties
o What nodes does BFS expand?
o Processes all nodes above shallowest solution 1 node
b
o Let depth of shallowest solution be s … b nodes
s tiers
o Search takes time O(bs) b2 nodes
o How much space does the fringe take? bs nodes
o Has roughly the last tier, so O(bs)
o Is it complete? bm nodes
o s must be finite if a solution exists, so yes!
o Is it optimal?
o Only if costs are all 1 (more on costs later)
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Quiz: DFS vs BFS
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DFS vs BFS
o When will BFS outperform DFS?
o When will DFS outperform BFS?
[Demo: dfs/bfs maze water (L2D6)]
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Video of Demo Maze Water DFS/BFS (part 1)
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Video of Demo Maze Water DFS/BFS (part 2)
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Iterative Deepening
o Idea: get DFS’s space advantage with
BFS’s time / shallow-solution advantages b
o Run a DFS with depth limit 1. If no solution… …
o Run a DFS with depth limit 2. If no solution…
o Run a DFS with depth limit 3. …..
o Isn’t that wastefully redundant?
o Generally most work happens in the lowest
level searched, so not so bad!
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Cost-Sensitive Search
a GOAL
2 2
b c
3
2
1 8
2 e
3 d
f
9 8 2
START h
1 4 2
p 4 r
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q
BFS finds the shortest path in terms of number of actions.
It does not find the least-cost path. We will now cover How?
a similar algorithm which does find the least-cost path.
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Uniform Cost Search
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Uniform Cost Search
2 a G
Strategy: expand a b c
cheapest node first: 1 8 2
2 e
3 d f
Fringe is a priority queue 9 2
S h 8 1
(priority: cumulative cost)
1 p q r
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S 0
d 3 e 9 p 1
b 4 c e 5 h 17 r 11 q 16
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Cost a 6 a h 13 r 7 p q f
contours
p q f 8 q c G
q 11 c G 10 a
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Uniform Cost Search (UCS) Properties
o What nodes does UCS expand?
o Processes all nodes with cost less than cheapest solution!
o If that solution costs C* and arcs cost at least ε , then the “effective b c≤1
…
depth” is roughly C*/ε c≤2
o Takes time O(bC*/ε) (exponential in effective depth) C*/ε “tiers”
c≤3
o How much space does the fringe take?
o Has roughly the last tier, so O(bC*/ε)
o Is it complete?
o Assuming best solution has a finite cost and minimum arc cost is
positive, yes!
o Is it optimal?
o Yes! (Proof next lecture via A*)
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Uniform Cost Issues
o Remember: UCS explores increasing cost c≤1
…
contours c≤2
c≤3
o The good: UCS is complete and optimal!
o The bad:
o Explores options in every “direction”
o No information about goal location
Start Goal
o We’ll fix that soon!
[Demo: empty grid UCS (L2D5)]
[Demo: maze with deep/shallow
water DFS/BFS/UCS (L2D7)]
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Video of Demo Empty UCS
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Video of Demo Maze with Deep/Shallow Water --- DFS, BFS, or UCS? (part
1)
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Video of Demo Maze with Deep/Shallow Water --- DFS, BFS, or UCS? (part
2)
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Video of Demo Maze with Deep/Shallow Water --- DFS, BFS, or UCS? (part
3)
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The One Queue
o All these search algorithms are the
same except for fringe strategies
o Conceptually, all fringes are priority
queues (i.e. collections of nodes with
attached priorities)
o Practically, for DFS and BFS, you can
avoid the log(n) overhead from an
actual priority queue, by using stacks
and queues
o Can even code one implementation
that takes a variable queuing object
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Search and Models
o Search operates over
models of the world
o The agent doesn’t
actually try all the plans
out in the real world!
o Planning is all “in
simulation”
o Your search is only as
good as your models…
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Search Gone Wrong?
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