AI Uint 2 PDF
AI Uint 2 PDF
Searching-Searching for solutions, uniformed search strategies – Breadth first search, depth first Search. Search
with partial information (Heuristic search) Hill climbing, A* ,AO* Algorithms, Problem reduction, Game
Playing- Adversial search, Games, mini-max algorithm, optimal decisions in multiplayer games, Problem in Game
playing, Alpha-Beta pruning, Evaluation functions.
Production System:
Production System (PS) is one of the formalisms that help AI programs to do search process more
conveniently in state-space problems. This system consists of start (initial) state(s) & goal (final) state(s) of the
problem along with one or more databases consisting of suitable & necessary information for a particular task.
Production System consists of a number of production rules.
Problem Statement: There are two jugs a 4-Gallon one and 3-Gallon one. Neither has any measuring marker on
it. There is a pump that can be used to fill the jugs with water. How can we get exactly 2- Gallon water into the
4- Gallon jug?
The state space for this problem can be described as the set of ordered pairs of integers (x, y) such that x
= 0, 1, 2, 3 or 4 and y = 0, 1, 2 or 3. x represents the number of gallons of water in the 4- Gallon jug. y represents
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the number of gallons of water in the 3- Gallon jug. The start state is (0, 0). The goal state is (2, n) for any
value of n.
Note:0fxf4 and 0fyf3
S.No Rule Result Rule Description
3. (x, y) if x>0 (x-d, y) pour some water out of the 4-g jug
4. (x, y) if y>0 (x, y-d) pour some water out of the 3-g jug
7. (x, y) if x + y g 4 & y>0 (4,y-(4-x)) Pour water from the 3-g jug into the 4-g jug
until the 4-g jug is full
8. (x, y) if x + yg3 & x>0 (x-(3-y), 3) pour water from the 4-g jug into the 3-g jug
until the 3-g jug is full
9. (x, y) if x + y f 4 & y>0 (x+y,0) Pour all the water from 3-g jug into 4-g jug.
10. (x, y) If x + y f 3 & x>0 (0,x+y) Pour all the water from the 4-g jug into
Gallon in the 4-Gallon Jug Gallon in the 3-Gallon Jug Rule Applied
0 0 2
0 3 9
3 0 2
3 3 7
4 2 5/12
0 2 9/11
2 0
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Example 2: Water Jug Problem
Problem Statement: There are two jugs a 5-Gallon one and 3-Gallon one. Neither has any measuring marker on
it. There is a pump that can be used to fill the jugs with water. How can we get exactly 4- Gallon water into the
5- Gallon jug?
The state space for this problem can be described as the set of ordered pairs of integers (x, y) such that x
= 0, 1, 2, 3, 4 or 5 and y = 0, 1, 2 or 3. x represents the number of gallons of water in the 5- Gallon jug. y
represents the number of gallons of water in the 3- Gallon jug. The start state is (0, 0). The goal state is (4,
n) for any value of n.
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Example 3: Missionaries & Cannibals Problem
Problem Statement: Three missionaries & three cannibals want to cross a river. There is a boat on their side of
the river that can be used by either 1 (or) 2 persons. How should they use this boat to cross the river in such a
way that cannibals never outnumber missionaries on either side of the river? If the cannibals ever outnumber the
missionaries (on either bank) then the missionaries will be eaten. How can they cross over without eaten?
Consider Missionaries as 8M9, Cannibals as 8C9 & Boat as 8B9 which are on the same side of the river.
Initial State: ([3M, 3C, 1B], [0M, 0C, 0B]) Goal State: ([0M, 0C, 0B], [3M, 3C, 1B])
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State Space Search:
A State Space Search is another method of problem representation that facilitates easy search. Using this
method, we can also find a path from start state to goal state while solving a problem. A state space basically
consists of 4 components:
1. A set S containing start states of the problem.
2. A set G containing goal states of the problem.
3. Set of nodes (states) in the graph/tree. Each node represents the state in problem-solving process.
4. Set of arcs connecting nodes. Each arc corresponds to operator that is a step in a problem-solving
process.
A solution path is a path through the graph from a node in S to a node in G. The main objective of a search
algorithm is to determine a solution path in graph. There may be more than one solution paths, as there may be
more than one ways of solving the problem.
Problem Statement: The eight-puzzle problem has a 3X3 grid with 8 randomly numbered (1 to 8) tiles arranged
on it with one empty cell. At any point, the adjacent tile can move to the empty cell, creating a new empty cell.
Solving this problem involves arranging tiles such that we get the goal state from the start state.
A state for this problem should keep track of the position of all tiles on the game board, with 0 representing the
blank (empty cell) position on the board. The start & goal states may be represented as follows with each list
representing corresponding row:
1. Start state: [ [3, 7, 6], [5, 1, 2], [4, 0, 8] ]
2. Goal state: [ [5, 3, 6], [7, 0, 2], [4, 1, 8] ]
3. The operators can be thought of moving {Up, Down, Left, Right}, the direction in which blank space
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effectively moves.
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Example: Chess Game (One Legal Chess Move)
Chess is basically a competitive 2 player game played on a chequered board with 64 squares arranged in
an 8 X 8 square. Each player is given 16 pieces of the same colour (black or white). These include 1 King, 1
Queen, 2 Rooks, 2 Knights, 2 Bishops & 8 pawns. Each of these pieces move in a unique manner. The player
who chooses the white pieces gets the first turn to play. The players get alternate chances in which they can
move one piece at a time. The objective of this game is to remove the opponent9s king from the game. The
opponent9s King has to be placed in such a situation where the king is under immediate attack & there is no
wayto save it from the attack. This is known as Checkmate.
For a problem playing chess the starting position can be described as an 8 X 8 array where each position
contains a symbol standing for appropriate piece in the official chess opening position. We can define our goal
as any board position in which the opponent does not have a legal move & his/her king is under attack. The
legal moves provide the way of getting from initial state to goal state. They can be described easily as a set of
rules consisting of 2 parts
A left side that serves as a pattern to be matched against the current board position
A right side that describes the change to be made to the board position to reflect the move
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Control Strategies:
Control strategy is one of the most important components of problem solving that describes the order of
application of the rules to the current state. Control strategy should be such that it causes motion towards a
solution. The second requirement of control strategy is that it should explore the solution space in a systematic
manner.
Depth-First & Breadth-First are systematic control strategies. There are 2 directions in which a search
could proceed
Data-Driven Search, called Forward Chaining, from the Start State
Goal-Driven Search, called Backward Chaining, from the Goal State
Forward Chaining: The process of forward chaining begins with known facts & works towards a solution. For
example, in 8-puzzle problem, we start from the start state & work forward to the goal state. In this case, we
begin building a tree of move sequences with the root of the tree as the start state. The states of next level of the
tree are generated by finding all rules whose left sides match with root & use their right side to create the new
state. This process is continued until a configuration that matches the goal state is generated.
Backward Chaining: It is a goal directed strategy that begins with the goal state & continues working backward,
generating more sub-goals that must also be satisfied to satisfy main goal until we reach to start state. Prolog
(Programming in Logic) language uses this strategy.
In this case, we begin building a tree of move sequences with the goal state of the tree as the start state.
The states of next level of the tree are generated by finding all rules whose right sides match with goal state &
use their left side to create the new state. This process is continued until a configuration that matches the start
state is generated.
Note: We can use both Data-Driven & Goal-Driven strategies for problem solving, depending on the nature of
the problem.
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SEARCH STRATEGIES
Depth-First Search
Depth-First Iterative Deepening
Bidirectional Search
structure. Algorithm:
1. Create a variable called NODE-LIST and set it to the initial state.
2. Loop until the goal state is found or NODE-LIST is empty.
a. Remove the first element, say E, from the NODE-LIST. If NODE-LIST was empty then quit.
b. For each way that each rule can match the state described in E do:
i. Apply the rule to generate a new state.
ii. If the new state is the goal state, quit and return this state.
iii. Otherwise add this state to the end of NODE-LIST
Advantages:
BFS will provide a solution if any solution exists.
If there is more than one solution for a given problem, then BFS will provide the minimal solution
which requires the least number of steps.
Disadvantages:
BFS requires lots of memory since each level of the tree must be saved into memory to expand the next
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level.
BFS needs lots of time if the solution is far away from the root
--- >K.
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2. Depth-First Search (DFS):
DFS is a recursive algorithm for traversing a tree or graph data structure.
It is called the depth-first search because it starts from the root node and follows each path to its
greatest depth node before moving to the next path.
DFS uses a stack data structure for its
implementation. Algorithm:
1. If the initial state is a goal state, quit and return success.
2. Otherwise, loop until success or failure is signaled.
a) Generate a state, say E, and let it be the successor of the initial state. If there are no more
successors, signal failure.
b) Call Depth-First Search with E as the initial state.
c) If success is returned, signal success. Otherwise continue in this loop.
Advantages:
DFS requires very less memory as it only needs to store a stack of the nodes on the path from root
node to the current node.
It takes less time to reach to the goal node than BFS algorithm (if it traverses in the right path).
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Disadvantages:
There is the possibility that many states keep re-occurring, and there is no guarantee of finding the
solution.
DFS algorithm goes for deep down searching and sometime it may go to the infinite
loop. Example 1:
Note: It will start searching from root node S, and traverse A, then B, then D and E, after traversing E, it will
backtrack the tree as E has no other successor and still goal node is not found. After backtracking it will traverse
node C and then G, and here it will terminate as it found goal node.
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Example 4: 8- Puzzle Problem
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Example:
Iteration 1: A
Iteration 2: A, B, C
Iteration 3: A, B, D, E, C, F, G
Iteration 4: A, B, D, H, I, E, C, F, K, G
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Advantages:
It combines the benefits of BFS and DFS search algorithm in terms of fast search and memory efficiency.
Disadvantages:
Repeats all the work of the previous phase.
4. Bidirectional Search:
Bidirectional search is a graph search algorithm that runs 2 simultaneous searches. One search moves
forward from the start state & other moves backward from the goal state & stops when the two meet in the
middle. It is useful for those problems which have a single start state & single goal state.
Advantages:
Bidirectional search is fast.
Bidirectional search requires less
memory Disadvantages:
Implementation of the bidirectional search tree is difficult.
In bidirectional search, one should know the goal state in
advance. Example:
If match is found, then path can be traced from start to the matched state & from matched to the goal
state. It should be noted that each node has link to its successors as well as to its parent. These links will be
generating complete path from start to goal states.
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The trace of finding path from node 1 to 16 using Bidirectional Search is as given below. The Path
obtained is 1, 2, 6, 11, 14, 16.
Start
Generate a possible solution
Test if it is a goal
If not go to start else
quit End
Advantage:
Guarantee in finding a solution if a solution really exists.
Disadvantage:
Not suitable for the larger problems
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cost is in demand.
A uniform-cost search algorithm is implemented by the priority queue. It gives maximumpriority to the
lowest cumulative cost.
Example:
Advantage:
Uniform cost search is optimal because at every state the path with the least cost is chosen.
Disadvantage:
It does not care about the number of steps involve in searching and only concerned about path cost. Due
to which this algorithm may be stuck in an infinite loop.
Hill Climbing:
Simple Hill Climbing
Steepest-Ascent Hill Climbing (Gradient Search)
Algorithm:
Step 1: Evaluate the initial state, if it is goal state then return success and Stop.
Step 2: Loop Until a solution is found or there is no new operator left to apply.
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Step 3: Select and apply an operator to the current state.
Step 4: Check new state:
If it is goal state, then return success and quit.
Else if it is better than the current state then assign new state as a current state.
Else if not better than the current state, then return to step2.
Step 5: Exit.
Algorithm:
Step 1: Evaluate the initial state, if it is goal state then return success and stop, else make current state as initial
state.
Step 2: Loop until a solution is found or the current state does not change.
a) Let SUCC be a state such that any successor of the current state will be better than it.
b) For each operator that applies to the current state:
Apply the new operator and generate a new state.
Evaluate the new state.
If it is goal state, then return it and quit, else compare it to the SUCC.
If it is better than SUCC, then set new state as SUCC.
If the SUCC is better than the current state, then set current state to
SUCC. Step 5: Exit.
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Disadvantages of Hill Climbing:
1. Local Maximum: It is a state that is better than all its neighbours but not better than some other states which
are far away. From this state all moves looks to be worse. In such situation backtrack to some earlier state &
try going in different direction to find a solution.
2. Plateau: It is a flat area of the search space where all neighboring states has the same value. It is not possible
to determine the best direction. In such situation make a big jump to some direction & try to get to new
section of the search space.
3. Ridge: It is an area of search space that is higher than surrounding areas but that cannot be traversed by
single moves in any one direction. It is a special kind of Local Maxima.
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Best-First Search:
It is a way of combining the advantages of both Depth-First and Breadth-First Search into a single
method. At each step of the best-first search process, we select the most promising of the nodes we have
generated so far. This is done by applying an appropriate heuristic function to each of them.
In some cases we have so many options to solve but only any one of them must be solved. In AI this can
be represented as OR graphs. In this among all available sub problems either of them must be solved. Hence the
name OR graph.
To implement such a graph-search procedure, we will need to use two lists of nodes.
OPEN: This list contains all the nodes those have been generated and have had the heuristic function
applied to them but which have not yet been examined. OPEN is actually a priority queue in which the
elements with the highest priority are those with the most promising value of the heuristic function.
CLOSED: This list contains all the nodes that have already been examined. We need to keep these
nodes in memory if we want to search a graph rather than a tree.
Algorithm:
1. Start with OPEN containing just the initial state
2. Until a goal is found or there are no nodes left on OPEN do:
a) Pick the best node on OPEN
b) Generate its successors
c) For each successor do:
i. If it has not been generated before, evaluate it, add it to OPEN, and record its parent.
ii. If it has been generated before, change the parent if this new path is better than the
previous one. In that case, update the cost of getting to this node and to any successors
that this node may already have.
Example:
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Fig: A Best-First Search
Step 1: At this level we have only one node, i.e., initial node A
Step 2: Now we generate the successors A, three new nodes are generated namely B, C, and D with the costs of
3, 5 and 1 respectively. So these nodes are added to the OPEN list and A can be shifted to CLOSED list since it
is processed.
Among these three nodes D is having the least cost, and hence selected for expansion. So this node is shifted to
CLOSED list.
Step 3: At this stage the node D is expanded generating the new nodes E and F with the costs 4 and 6
respectively. The newly generated nodes will be added to the OPEN list. And node D will be added to
CLOSEDlist.
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Step 4: At this stage node B is expanded generating the new nodes G & H with costs 6 and 5 respectively. The
newly generated nodes will be added to the OPEN list. And node B will be added to CLOSED list.
Step 5: this stage node E is expanded generating the new nodes I & J with costs 2 and 1 respectively. The newly
generated nodes will be added to the OPEN list. And node E will be added to CLOSED list.
A* Algorithm:
A* is a Best First Search algorithm that finds the least cost path from initial node to one goal node (out of
one or more possible goals)
Where, f l = estimate of cost from initial state to goal state, along the path that generated current
node. g = measure of cost getting from initial state to current node.
hl = estimate of the additional cost of getting from current node to a goal state.
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Example 1:
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of
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a node F is stopped as f value of C is not the smallest. Thus, we see that by underestimating heuristic value, we
have wasted some effort by eventually discovered that B was farther away than we thought. Now we go back
& try another path & will find the optimal path.
Overestimation: Here we are overestimating heuristic value of each node in the graph/tree. We expand B to E, E
to F & F to G for a solution path of length 4. But assume that there is direct path from D to a solution giving a
path of length 2 as h value of D is also overestimated. We will never find it because of overestimating h(D). We
may find some other worse solution without ever expanding D. So, by overestimating h, we cannot be
guaranteed to find the shortest path.
Admissibility of A*:
A search algorithm is admissible, if for any graph, it always terminates in an optional path from start
state to goal state, if path exists. We have seen earlier that if heuristic function 8h9 underestimates the actual
value from current state to goal state, then it bounds to give an optimal solution & hence is called
admissible
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function. So, we can say that A* always terminates with the optimal path in case h is an admissible heuristic
function.
ITERATIVE-DEEPING A*
IDA* is a combination of the DFID & A* algorithm. Here the successive iterations are corresponding to
increasing values of the total cost of a path rather than increasing depth of the search. Algorithm works as
follows:
For each iteration, perform a DFS pruning off a branch when its total cost (g+h) exceeds a given
threshold.
The initial threshold starts at the estimate cost of the start state & increases for each iteration of the
algorithm.
The threshold used for the next iteration is the minimum cost of all values exceeded the current
threshold.
These steps are repeated till we find a goal state.
Let us consider as example to illustrate the working IDA* Algorithm as shown below. Initially, the
threshold value is the estimated cost of the start node. In the first iteration, threshold=5. Now we generate all the
successors of start node & compute their estimated values as 6, 8, 4, 8 & 9. The successors having values
greater than 5 are to be pruned. Now for next iteration, we consider the threshold to be the minimum of the
pruned nodes value, that is, threshold=6 & the node with 6 value along with node with value 4 are retained for
further expansion.
Advantages:
Simpler to implement over A* is that it does not use Open & Closed lists
Finds solution of least cost or optimal solution
Uses less space than A*
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Fig: Working of IDA*
CONSTRAINT SATISFACTION
Many problems in AI can be viewed as problems of constraint satisfaction in which the goal is to
discover some problem state that satisfies a given set of constraints instead of finding a optimal path to the
solution. Such problems are called Constraint Satisfaction (CS) problems. Constraint satisfaction is a two step
process.
First, constraints are discovered and propagated as far as possible throughout the system. Then, if there
is still not a solution then the search begins. A guess about something is made and added as a new
constraint
Propagation then occurs with this new constraint.
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Start State: all the variables are unassigned.
Goal State: all the variables are assigned which satisfy constraints. Rules:
Values of variables should be from 0 to 9
No 2 variables have same value
Algorithm:
1. Propagate available constraints. To do this, first set OPEN to the set of all objects that must have values
assigned to them in a complete solution. Then do until an inconsistency is detected or until OPEN is empty:
a) Select an object OB from OPEN. Strengthen as much as possible the set of constraints that apply to OB.
b) If this set is different from the set that was assigned the last time OB was examined or if this is the first
time OB has been examined, then add to OPEN all objects that share any constraints with OB
c) Remove OB from OPEN.
2. If the union of the constraints discovered above defines a solution, then quit and report the solution.
3. If the union of the constraints discovered above defines a contradiction, then return failure.
4. If neither of the above occurs, then it is necessary to make a guess at in order to proceed. To do this, loop
until a solution is found or all possible solutions have been eliminated
a) Select an object whose value is not yet determined and select a way of strengthening the constraints on
that object.
b) Recursively invoke constrain satisfaction with the current set of constraints augmented by the
strengthening constraint just selected.
Example:
Let us consider M=1, because by adding any 2 single digit number, at maximum we get one as carry.
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Assume that S=8 (or) 9, S + M = 0 (or) S + M + C3 = 0
If S = 9, S + M = 9 + 1 =10 (with no carry)
If S = 8, S + M + C3 = 8 + 1 + 1 = 10 (with carry). So, we get O value as 0.
Therefore, M = 1, S = 9 & O = 0.
So, here E + 0 = N. Then E =N (It is not possible because no 2 variables should have same value).
E + O + c2 = N
E + 0 + 1 = N which gives E + 1 = N
Estimate E value from the remaining possible numbers i.e.., 2, 3, 4, 5, 6, 7, 8. So, from our estimation the E &
N values satisfies at E = 5. So, E + 1 = 5 + 1 = 6 i.e.., N = 6 (E + 1 = N)
Therefore, M = 1, S = 9, O = 0, E = 5 & N = 6.
So, here N + R + C1 = E. We already know that E = 5. So, the E value is satisfied by taking R = 8.
6 + 8 + 1 = 15.
Therefore, M = 1, S = 9, O = 0, E = 5, N = 6 & R = 8
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By substituting all the above values,
Example 2:
Example 3:
Example 4:
Example 5:
Example 6:
PROBLEM REDUCTION
An effective way of solving a complex problem is to reduce it to simpler parts & solve each part
separately. Problem Reduction enables us to obtain an elegant solution to the problem. The structure called
AND-OR graph (or tree) is useful for representing the solution of complicated problems. The decomposition of
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a complex problem generates arcs which we call AND arcs. One AND arc may point to any number of
successors, all of which must be solved.
Let us consider a problem known as Towers of Hanoi to illustrate the need of problem reduction
concept. The Tower of Hanoi is a mathematical game or puzzle. It consists of three rods and a number of disks
of different sizes, which can slide onto any rod. The puzzle starts with the disks being stacked in descending
order of their sizes, with the largest at the bottom of the stack & the smallest at the top thus making a conical
shape. The objective of the puzzle is to move the entire stack to another rod by using the following rules:
With 3 disks, the puzzle can be solved in 7 moves. The minimal number of moves required to solve a Tower
of Hanoi puzzle is 2n − 1, where n is the number of disks which is as follows
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Consider an AND-OR graph where each arc with a single successor has a cost of 1. Let us assume that
the numbers listed in parenthesis ( ) denote the estimated costs, while the numbers in the square brackets [ ]
represent the revised costs of the path. Thick lines indicate paths from a given node.
Let us begin search from start node A & compute the heuristic values for each of its successors, say B &
(C,D) as 19 and (8,9) respectively. The estimated cost of paths from A to B is 20 (19 + cost of one arc from A to
B) & that from A to (C,D) is 19 (8 + 9 + cost of 2 arcs, A to C & A to D). The path from A to (C,D) seems to be
better than that from A to B. So, we expand this AND path by extending C to (G,H) and D to (I,J). Now,
heuristic values of G, H, I & J are 3, 4, 8 & 7 respectively which lead to revised costs of C & D as 9 & 17
respectively. These values are then propagated up & the revised costs of path from A to (C,D) is calculated as28
(9 + 17+ Cost of arc A to C & A to D).
Note that the revised cost of this path is now 28 instead of the earlier estimation of 19. Thus, this path is
no longer the best path now. Therefore, choose the path from A to B for expansion. After expansion we see that
the heuristic value of node B is 17 thus making the cost of the path from A to B equal to 18. This path is the
best so far. Therefore, we further explore the path from A to B. The process continues until either a solution is
found (or) all paths lead to dead ends, indicating that there is no solution.
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Algorithm for AND-OR Graphs:
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Game Playing- Adversial search, Games, mini-max algorithm, optimal decisions in multiplayer
games, Problem in Game playing, Alpha-Beta pruning, Evaluation functions.
Game Playing
Game Playing is an important domain of artificial intelligence. Games require the only
knowledge we need to provide is the rules, legal moves and the conditions of winning or losing
the game. Both players try to win the game. So, both of them try to make the best move possible
at each turn. Searching techniques like BFS(Breadth First Search) are not accurate for this as the
branching factor is very high, so searching will take a lot of time. So, we need other search
procedures that improve
• Generate procedure so that only good moves are generated.
• Test procedure so that the best move can be explored first.
The most common search technique in game playing is Minimax search procedure. It is
depthfirst depth-limited search procedure. It is used for games like chess and tic-tac-toe.
Adversial search
Adversarial search is a search, where we examine the problem which arises when we try to plan
ahead of the world and other agents are planning against us.
o We have studied the search strategies which are only associated with a single agent that
aims to find the solution which often expressed in the form of a sequence of actions.
o But, there might be some situations where more than one agent is searching for the
solution in the same search space, and this situation usually occurs in game playing.
o The environment with more than one agent is termed as multi-agent environment, in
which each agent is an opponent of other agent and playing against each other. Each
agent needs to consider the action of other agent and effect of that action on their
performance.
o So, Searches in which two or more players with conflicting goals are trying to
explore the same search space for the solution, are called adversarial searches, often
known as Games.
o Games are modeled as a Search problem and heuristic evaluation function, and these are
the two main factors which help to model and solve games in AI.
Types of Games:
Imperfect information Battleships, blind, tic-tac-toe Bridge, poker, scrabble, nuclear war
o Perfect information: A game with the perfect information is that in which agents can
look into the complete board. Agents have all the information about the game, and they
can see each other moves also. Examples are Chess, Checkers, Go, etc.
o Imperfect information: If in a game agents do not have all information about the game
and not aware with what's going on, such type of games are called the game with
imperfect information, such as tic-tac-toe, Battleship, blind, Bridge, etc.
o Deterministic games: Deterministic games are those games which follow a strict pattern
and set of rules for the games, and there is no randomness associated with them.
Examples are chess, Checkers, Go, tic-tac-toe, etc.
o Non-deterministic games: Non-deterministic are those games which have various
unpredictable events and has a factor of chance or luck. This factor of chance or luck is
introduced by either dice or cards. These are random, and each action response is not
fixed. Such games are also called as stochastic games.
Example: Backgammon, Monopoly, Poker, etc.
Zero-Sum Game
o Zero-sum games are adversarial search which involves pure competition.
o In Zero-sum game each agent's gain or loss of utility is exactly balanced by the losses or
gains of utility of another agent.
o One player of the game tries to maximize one single value, while other player tries to
minimize it.
o Each move by one player in the game is called as ply.
o Chess and tic-tac-toe are examples of a Zero-sum game.
Mini-Max Algorithm
The minimax algorithm is a fundamental technique in adversarial search, specifically
designed for making optimal decisions in competitive, two-player, zero-sum games. In such
games, the success of one player is directly tied to the failure of the other, meaning their goals
are in direct conflict. The minimax algorithm helps a player maximize their chances of winning
or minimizing their chances of losing by considering the best possible moves and their
outcomes, given that the opponent will make the moves most detrimental to the first player.
Concepts of Maximizing and Minimizing Players:
Maximizing Player (Max): This is the player who aims to maximize their own utility or score. In a
game, the maximizing player seeks moves that will lead to the highest possible score. For
instance, in chess, the maximizing player would want to make moves that increase their chances
of winning.
Minimizing Player (Min): The minimizing player aims to minimize the maximizing player's utility
or score. They act as adversaries, making moves to counter the maximizing player's strategies
and reduce their chances of success. In chess, the minimizing player tries to thwart the
maximizing player's winning chances.
The min max search procedure is a depth first, depth limited search procedure. The idea
is to start at the current position and use the possible move to generate the set of possible
successor positions. To decide one move, it explores the possibilities of winning by looking
ahead to more than one step. This is called a ply. Thus in a two ply search, to decide the current
move, game tree would be explored two levels farther.
Evaluation Functions
In 1950, Shannon proposed that programs should cut off the search earlier to apply a
heuristic evaluation function to states in the search. This technique effectively turns non-terminal
nodes into terminal leaves. The idea is to replace the utility function by a heuristic evaluation
function (EVAL), which estimates the position’s utility, and replace the terminal test by a cutoff
test that decides when to apply EVAL An evaluation function returns an estimate of the expected
utility of the game from a give position, just as heuristic functions return an estimate of the
distance to the goal.
The performance of a game-playing program depends strongly on the quality of its
evaluation function – but how to design?
(1) The evaluation function should order the terminal states in the same way as the true
utility function: states that are wins must evaluate better than draws, etc.
(2) The computation must not take too long!
(3) For nonterminal states, the evaluation function should be strongly correlated with the
actual “chances of winning.”
This function is often known as Evaluation Function. It is sometimes also called a
Heuristic Function. Note that if the search must be cut off at nonterminal states, then the
algorithm will necessarily be uncertain about the final outcomes of those states.
Usually, an evaluation function calculates various features of a state. The features define
various categories or equivalence classes of states: the states in each category have the same
values for all features. Most evaluation functions compute separate numerical contributions from
each feature and then combine them to find the total value.
Typical evaluation function is a linear sum of
features Eval(s) = w1 f 1 (s) + w2 f 2 (s) + … + wn fn (s)
w1 = 9
f 1 (s) = number of white queens – number of black queens etc.
Game tree
Evaluation function