ho-04 kecerdasan buatan
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HO-3 KTL401 Kecerdasan Buatan
Menyelesaikan Masalah
dengan Pencarian
Opim S Sitompul
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Outline
Agen-agen Penyelesaian-masalah
Jenis-jenis masalah
Formulasi masalah
Contoh-contoh masalah
Algoritma pencarian dasar
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Agen-agen Penyelesaian-masalah
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Contoh: Romania
Liburan di Romania; saat ini berada di Arad.
Pesawat berangkat besok dari Bucharest
Formulasi goal:
sampai di Bucharest
Formulasi masalah: states: berbagai kota
actions: mengemudi antar kota
Cari penyelesaian: Deretan kota, mis., Arad, Sibiu, Fagaras, Bucharest
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Contoh: Romania
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Contoh: Romania
Search:
Sebuah agen dengan beberapa pilihan segera dengan nilai yang tidak diketahui dapat memutuskan apa yang dilakukan dengan pertama-tama memeriksa deretan aksi berbeda yang mungkin yang membawa ke state dengan nilai yang diketahui, dan kemudian memilih deretan terbaik.
Algoritma search menerima input sebuah masalah dan mengembalikan sebuah penyelesaian dalam bentuk sederetan aksi.
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Contoh: Romania
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Problem types
Deterministic, fully observable single-state problem
Agent knows exactly which state it will be in; solution is a sequence
Non-observable sensorless problem (conformant problem)
Agent may have no idea where it is; solution is a sequence
Nondeterministic and/or partially observable contingency problem
percepts provide new information about current state
often interleave} search, execution
Unknown state space exploration problem
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Masalah yang terdefinisi baik
dan penyelesaian
Sebuah masalah dapat didefinisikan secara formal oleh empat komponen: State awal, dimana agen itu berada.
Cth.: In(Arad)
Deskripsi tentang kemungkinan aksi yang tersedia bagi si agen. Formulasi yang paling umum menggunakan successor function.
In(Arad) -> initial state
{<Go(Sibiu), In(Sibiu)>, <Go(Timisoara), In(Timisoara)>, <Go(Zerind), In(Zerind)>}
Initial state + successor function -> state space, himpunan semua state yang dapat dicapai dari initial state.
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Masalah yang terdefinisi baik
dan penyelesaian
Goal test, menentukan apakah satu state adalah
goal state.
Path cost, fungsi yang memberikan harga
numerik ke masing-masing path.
Memformulasikan masalah
Abstraksi: proses melenyapkan rincian dari
sebuah representasi.
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Contoh: vacuum world
States: agen ada di salah satu dari dua lokasi,
masing-masing berdebu atau tidak berdebu. Ada 2 x
22 = 8 state
Initial state: sembarang state
Successor function: menghasilkan langkah sah
yang dihasilkan dari mencoba tiga tindakan (Left,
Right, dan Suck)
Goal test: memeriksa apakah semua ruang bersih
Path cost: setiap langkah berharga 1, sehingga path
cost adalah jumlah langkah dalam path.
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Contoh: vacuum world
Single-state, start in #5.
Solution?
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Contoh: vacuum world
Single-state, start in #5.
Solution? [Right, Suck]
Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
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Contoh: vacuum world
Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck,Left,Suck]
Contingency
Nondeterministic: Suck may
dirty a clean carpet
Partially observable: location, dirt at current location.
Percept: [L, Clean], i.e., start in #5 or #7
Solution?
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Contoh: vacuum world
Sensorless, start in
{1,2,3,4,5,6,7,8} e.g.,
Right goes to {2,4,6,8}
Solution?
[Right,Suck,Left,Suck]
Contingency
Nondeterministic: Suck may
dirty a clean carpet
Partially observable: location, dirt at current location.
Percept: [L, Clean], i.e., start in #5 or #7
Solution? [Right, if dirt then Suck]
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Single-state problem formulation
A problem is defined by four items:
1. initial state e.g., "at Arad“
2. actions or successor function S(x) = set of action–state pairs e.g., S(Arad) = {<Arad Zerind, Zerind>, … }
3. goal test, can be explicit, e.g., x = "at Bucharest"
implicit, e.g., Checkmate(x)
4. path cost (additive) e.g., sum of distances, number of actions executed, etc.
c(x,a,y) is the step cost, assumed to be ≥ 0
A solution is a sequence of actions leading from the initial state to a goal state
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Selecting a state space
Real world is absurdly complex
state space must be abstracted for problem solving
(Abstract) state = set of real states
(Abstract) action = complex combination of real actions
e.g., "Arad Zerind" represents a complex set of possible routes, detours, rest stops, etc.
For guaranteed realizability, any real state "in Arad“ must get to some real state "in Zerind"
(Abstract) solution =
set of real paths that are solutions in the real world
Each abstract action should be "easier" than the original problem
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Vacuum world state space graph
states?
actions?
goal test?
path cost?
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Vacuum world state space graph
states? integer dirt and robot location actions? Left, Right, Suck
goal test? no dirt at all locations
path cost? 1 per action
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Contoh: The 8-puzzle
states?
actions?
goal test?
path cost?
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Contoh: The 8-puzzle
states? locations of tiles
actions? move blank left, right, up, down
goal test? = goal state (given)
path cost? 1 per move
[Note: optimal solution of n-Puzzle family is NP-hard]
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Contoh: robotic assembly
states?: real-valued coordinates of robot joint angles parts of the object to be assembled
actions?: continuous motions of robot joints
goal test?: complete assembly
path cost?: time to execute
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Tree search algorithms
Basic idea: offline, simulated exploration of state space by generating
successors of already-explored states (a.k.a.~expanding
states)
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Tree search example
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Tree search example
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Tree search example
Fringe: kumpulan node yang telah
dibuat tetapi belum di-expand. Masing-
masing elemen fringe adalah leaf
node.
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Implementation: general tree search
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Implementation: states vs. nodes
A state is a (representation of) a physical configuration
A node is a data structure constituting part of a search tree includes state, parent node, action, path cost g(x), depth
The Expand function creates new nodes, filling in the various fields and using the SuccessorFn of the problem to create the corresponding states.
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Search strategies
A search strategy is defined by picking the order of node expansion
Strategies are evaluated along the following dimensions:
completeness: does it always find a solution if one exists?
time complexity: number of nodes generated
space complexity: maximum number of nodes in memory
optimality: does it always find a least-cost solution?
Time and space complexity are measured in terms of
b: maximum branching factor of the search tree
d: depth of the least-cost solution
m: maximum depth of the state space (may be ∞)
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Uninformed search strategies
Uninformed search strategies use only the
information available in the problem definition
Breadth-first search
Uniform-cost search
Depth-first search
Depth-limited search
Iterative deepening search
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Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go at
end
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Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go
at end
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Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go at
end
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Breadth-first search
Expand shallowest unexpanded node
Implementation:
fringe is a FIFO queue, i.e., new successors go at
end
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Properties of breadth-first search
Complete? Yes (if b is finite)
Time? 1+b+b2+b3+… +bd + b(bd-1) = O(bd+1)
Space? O(bd+1) (keeps every node in memory)
Optimal? Yes (if cost = 1 per step)
Space is the bigger problem (more than time)
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Uniform-cost search
Expand least-cost unexpanded node
Implementation:
fringe = queue ordered by path cost
Equivalent to breadth-first if step costs all equal
Complete? Yes, if step cost ≥ ε
Time? # of nodes with g ≤ cost of optimal solution, O(bceiling(C*/ ε)) where C* is the cost of the optimal solution
Space? # of nodes with g ≤ cost of optimal solution, O(bceiling(C*/ ε))
Optimal? Yes – nodes expanded in increasing order of g(n)
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Depth-first search
Expand deepest unexpanded node
Implementation:
fringe = LIFO queue, i.e., put successors at front
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Properties of depth-first search
Complete? No: fails in infinite-depth spaces, spaces
with loops
Modify to avoid repeated states along path
complete in finite spaces
Time? O(bm): terrible if m is much larger than d
but if solutions are dense, may be much faster than
breadth-first
Space? O(bm), i.e., linear space!
Optimal? No
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Depth-limited search
= depth-first search with depth limit l,
i.e., nodes at depth l have no successors
Recursive implementation:
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Iterative deepening search
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Iterative deepening search l =0
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Iterative deepening search l =1
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Iterative deepening search l =2
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Iterative deepening search l =3
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Iterative deepening search
Number of nodes generated in a depth-limited search to depth d with branching factor b:
NDLS = b0 + b1 + b2 + … + bd-2 + bd-1 + bd
Number of nodes generated in an iterative deepening search to depth d with branching factor b:
NIDS = (d+1)b0 + d b^1 + (d-1)b^2 + … + 3bd-2 +2bd-1 + 1bd
For b = 10, d = 5,
NDLS = 1 + 10 + 100 + 1,000 + 10,000 + 100,000 = 111,111
NIDS = 6 + 50 + 400 + 3,000 + 20,000 + 100,000 = 123,456
Overhead = (123,456 - 111,111)/111,111 = 11%
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Properties of iterative
deepening search
Complete? Yes
Time? (d+1)b0 + d b1 + (d-1)b2 + … + bd =
O(bd)
Space? O(bd)
Optimal? Yes, if step cost = 1
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Breadth-first search Procedure breadth-first-serach;
Begin
open = [start];
closed = [];
while open ≠ []
begin
remove leftmost state from open, call it X;
if X is a goal then return(success)
else begin
generate children of X;
put X on closed;
eliminate children of X on open or closed;
put remaining children on right-end of open;
end;
return(failure)
End. 58
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Depth-first search Procedure breadth-first-serach;
Begin
open = [start];
closed = [];
while open ≠ []
begin
remove leftmost state from open, call it X;
if X is a goal then return(success)
else begin
generate children of X;
put X on closed;
eliminate children of X on open or closed;
put remaining children on left-end of open;
end;
return(failure)
End. 59
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Adjacency List
Arad Zerind(75) Sibiu(140) Timisoara(118)
Zerind Oradea(71)
Sibiu Fagaras(99) RimnicuVilcea(80)
Timisoara Lugoj(111)
Oradea Sibiu(151)
Lugoj Mehadia(70)
Fagaras Bucharest(211)
RimnicuVilcea Pitesti(97) Craiova(146)
Pitesti Bucharest(101)
Craiova Pitesti(138)
Mehadia Drobeta(75)
Drobeta Craiova(120)
Bucharest Giurgiu(90) Urziceni(85)
Urziceni Hirsova(98) Vaslui(142)
Hirsova Eforie(86)
Vaslui Lasi(92)
Lasi Neamt(87)
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Summary of algorithms
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Repeated states
Failure to detect repeated states can turn a
linear problem into an exponential one!
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Graph search
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Summary
Problem formulation usually requires abstracting away real-world
details to define a state space that can feasibly be explored
Variety of uninformed search strategies
Iterative deepening search uses only linear space and not much
more time than other uninformed algorithms