State space Search
3.1.3 - State space representation of problem
Representing
Xs and Os
as state-space problem.
Image courtesy of
Ralph Morelli.
See
Luger Fig II.5
State space representation of problem:
-
All the states the system can be in are represented as nodes of a graph.
-
An action that can change the system
from one state to another (e.g. a move in a game)
is represented by a link from one node to another.
-
Links may be unidirectional (e.g. Xs and Os, chess, can't go back)
or bi-directional (e.g. geographic move).
-
Search for a solution.
-
A solution might be:
- Any path from start state to goal state.
- The best (e.g. lowest cost)
path from start state to goal state
(e.g. Travelling salesman problem).
-
It may be possible to reach the same state through many different paths
(obviously true in Xs and Os).
-
There may be loops in the graph (can go round in circle).
No loops in Xs and Os.
- Xs and Os
- Directed acyclic graph
- Unidirectional. No loops. Multiple paths to the same state.
- Game-tree complexity
- 9 first moves, 8 replies, 7 replies, ...
- 9! (9 factorial)
= 362,880
different paths.
- In fact, 9! is an upper bound
- many of these games will terminate with a win before reaching end of path.
- Number of paths < 9!
- Unlike chess, could do exhaustive search.
- factorial
(and here)
- List of factorials
- State-space complexity
- How many unique states exist?
- Could have blank, X or O in each of 9 squares.
- That is 39 = 19,683 different states.
- In fact, this is an upper bound
- many of these states don't exist.
e.g. 9 X's.
- These states don't exist:
- (Number of Xs) - (Number of Os) = 2 or more
- (Number of Os) - (Number of Xs) = 2 or more
Travelling salesman problem
Travelling salesman problem
Travelling salesman problem.
Start at A, visit all cities, return to A.
Links show cost of each trip (distance, money).
Find trip with minimum cost.
Solution is a path.
e.g. [A,D,C,B,E,A]
Image courtesy of
Ralph Morelli.
See
Luger Fig 3.9
Representing
Travelling salesman problem as state-space problem.
Given n cities, (n-1) choices for 1st stop, (n-2) choices for next stop, etc.
(Assume don't, or not allowed, visit same city twice.)
(n-1)! paths
With many cities or nodes this soon becomes intractable.
Image courtesy of
Ralph Morelli.
See
Luger Fig 3.10
Restrict search / Problem-specific heuristics
Reduce statespace
Branch and bound
- Keep track of best path so far.
This is a bound on future candidates.
As soon as best possible extension to a
partially-constructed path (the branch)
exceeds bound,
that partial path and all its extensions are removed.
Reduces space but still exponential
(const)n
number of paths.
With large state spaces (e.g. 50 cities)
need to use heuristic.
e.g. Nearest neighbour: "Go to the nearest unvisited city."
Finds solution quick! (Only tries one path!)
Example of "Nearest neighbour" heuristic failing on
Travelling salesman problem.
Image courtesy of
Ralph Morelli.
See
Luger Fig 3.11
3.2 - Searching a statespace graph
3.2.2 - Backtracking (Exhaustive search)
Backtracking
- exhaustive search,
try each path in order, until find goal.
Start at A. Search state space systematically until find goal.
When multiple children, go down 1st child.
If fails, back to parent, down 2nd child, and so on.
Note there are multiple paths to F.
If F has already been found to be a dead-end when we went there from B,
the algorithm should not go there a second time (from C).
Image courtesy of
Ralph Morelli.
See
Luger Fig 3.14
Algorithm:
Definitions used in algorithm below:
-
SL - state list - states in current path
- path keeps changing - states added/removed as we go
- until get path that ends in goal.
- NSL - new state list - nodes whose existence we have become aware of,
but have not visited yet.
- DE - dead ends - nodes proven not to lead to goal.
- CS - current state.
Algorithm:
function newchildren ( state )
{
returns not all the children of state,
but the new ones to look at
i.e. those not on DE, SL or NSL
}
SL := [Start] // CS is part of the chain
NSL := [Start]
DE := []
CS := Start
while NSL not empty do
{
if CS = goal
return SL
else if newchildren(CS) not empty
place newchildren(CS) on NSL
CS := first element of NSL // move down to new state
add CS to SL // CS is part of the chain
else // newchildren(CS) empty, so backtrack
{
while (SL not empty) and (CS == first element of SL)
{
add CS to DE
remove first element of SL
remove first element of NSL
CS := first element of NSL
}
add CS to SL
}
}
|
Trace:
First we work down the tree:
AFTER CS SL NSL DE
ITERATION
0 A [A] [A] []
1 B [B A] [B C D A] []
2 E [E B A] [E F B C D A] []
3 H [H E B A] [H I E F B C D A] []
Now the first backtrack:
H has no new children.
H will have been last link on SL, and last state added to NSL,
if we use LIFO (stack)
structure.
So while [H E B A] not empty and H is first element,
back up to parent, SL = [E B A],
NSL = [I E F B C D A]
then go down:
SL = [I E B A]
4 I [I E B A] [I E F B C D A] [H]
Now I is dead and so is parent E
I goes to DE, SL = [E B A], NSL = [E F B C D A], CS = E
CS is still first element of SL, so loop again
E goes to DE, SL = [B A], NSL = [F B C D A], CS = F, loop exits
5 F [F B A] [F B C D A] [E I H]
6 J [J F B A] [J F B C D A] [E I H]
7 C [C A] [C D A] [B F J E I H]
Here we only add G to NSL, since F is already in DE:
8 G [G C A] [G C D A] [B F J E I H]
Features:
- DE stops it examining states that are known completely already.
- Only goes to new states (not in SL path), so can't loop.
3.2.3 - Depth-first search, Breadth-first search
Image courtesy of
Ralph Morelli.
Depth-first search
(e.g. Backtrack above)
examines the nodes in the order:
A, B, E, K, S, L, T, F, M, C, G, N, H, O, P, U, D, I, Q, J, R
Breadth-first search
does each level first before moving lower,
examines the nodes in the order:
A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U
Breadth-first search
Definitions:
- OPEN ( = NSL ) - states known to exist but not yet examined
- CLOSED ( = DE plus SL ) - states examined
Algorithm:
function newchildren ( state )
{
return children of state that are not already on OPEN or CLOSED
}
OPEN := [Start]
CLOSED := []
while OPEN not empty
{
remove LHS state from OPEN, call it X
if X is goal
return success
else
{
put X on CLOSED
put newchildren(X) on RHS of OPEN
}
}
|
Trace:
AFTER OPEN CLOSED
ITERATION
0 [A] []
1 [B C D] [A]
2 [C D E F] [B A]
3 [D E F G H] [C B A]
4 [E F G H I J] [D C B A]
5 [F G H I J K L] [E D C B A]
6 [G H I J K L M] [F E D C B A]
7 [H I J K L M N] [G F E D C B A]
...
Discussion:
- OPEN is FIFO
-
When finds goal, there is no record of how it got there.
To save that, might store (state, parent) pairs on OPEN and CLOSED.
- It is guaranteed to find the (joint) shortest path to the goal.
Whereas Depth-first might find a goal deep in the structure,
yet not realise that a different choice at the start could have led straight there.
- If path length matters, Depth-first could keep going
after finding goal
and find multiple paths, compare lengths.
- Problem with Depth-first is tree might grow forever (or at least exponentially).
Often, Depth-first is given a depth bound of n levels
after which it will backtrack.
- Problem with Breadth-first is if there is a high
Branching factor,
OPEN grows very big.
e.g. Every node has B children.
Down at level n, there will be Bn nodes.
When Breadth-first gets down to level n,
all of these will be added to OPEN before it examines the first one
(see trace, step 4 above).
-
Breadth-first good if goal is fairly small number of steps away.
Not good if goal is large number of steps away with high branching factor.
- e.g. Breadth-first not possible in Chess.
- Depth-first memory cost much lower
- does not have to keep all nodes across a given level on open list.
- Depth-first good if path to goal will be long.
Won't waste time searching shallow states.
Gets deep into state space quickly.
But may miss optimal path.
3.2.4 - Iterative deepening depth-first search
Iterative deepening depth-first search
Depth-first with bound of 1 level.
If goal not found, depth-first with bound of 2.
If goal not found, depth-first with bound of 3.
...
Guaranteed to find shortest path.
Uninformed search
These are all
Uninformed search
algorithms.
Generic algorithms for any search problem.
No problem-specific information.
No problem-specific heuristic to guide/restrict search.