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Showing posts with the label Unit 2

Searching with Partial Observations

Read Aloud Stop Reading   Searching with partial observations is a subfield of AI concerned with developing techniques for decision making under uncertainty, where an agent does not have full access to the current state of the environment. In such cases, the agent must make decisions based on a partially observable state of the environment. One of the key techniques used in searching with partial observations is the use of belief states, which are probability distributions over the possible states of the environment. Belief states are updated using Bayesian inference as new observations are made. One common approach to searching with partial observations is to use the partially observable Markov decision process (POMDP) framework. In POMDPs, the state of the environment is not fully observable, and the agent must maintain a belief state to represent the possible states of the environment. The agent uses a policy to determine its actions based on its current belief st

Searching with Non-deterministic Actions: AND-OR search trees

Read Aloud Stop Reading   In some problem domains, actions can have non-deterministic effects, meaning that the outcome of an action is uncertain. In such cases, a search algorithm needs to reason about all possible outcomes of an action to determine whether it is a good choice or not. AND-OR search trees are a common way to represent non-deterministic search problems. In an AND-OR search tree, the nodes represent states of the world, and the edges represent actions. Each action can have multiple outcomes, which are represented as children of the action node. An AND node represents a state in which all of its children must be satisfied, while an OR node represents a state in which at least one of its children must be satisfied. To search an AND-OR search tree, we need to use a search algorithm that can handle both AND nodes and OR nodes. One such algorithm is called the alpha-beta pruning algorithm, which is an extension of the minimax algorithm used in game playing. Th

Local Search in Continuous Spaces

Read Aloud Stop Reading Local search algorithms can also be used in continuous spaces, where the solution space is represented by a set of continuous variables. In this case, the search process involves moving from one solution to another by making small changes to the values of the variables. One common local search algorithm for continuous spaces is gradient descent, where the search process follows the direction of the steepest descent of a function. In gradient descent, the search starts from an initial solution and iteratively moves towards the minimum of a cost function by updating the values of the variables in the direction of the negative gradient. Another variant of gradient descent is stochastic gradient descent, where the gradient is estimated from a random subset of the training data. This method is often used in machine learning, where the cost function is based on a training set of examples. Simulated annealing is another local search algorithm that can b

Genetic algorithms

Read Aloud Stop Reading   Genetic algorithms are a type of optimization algorithm that is inspired by the process of natural selection in evolution. In a genetic algorithm, a population of candidate solutions is iteratively evolved through a process of selection, reproduction, and mutation. The genetic algorithm begins by initializing a population of randomly generated candidate solutions, also known as individuals or chromosomes. Each individual is evaluated based on its fitness, which is a measure of how well it solves the problem at hand. The fitter individuals are more likely to be selected for reproduction. The selection process is typically based on a fitness-proportionate scheme, where individuals with higher fitness are more likely to be selected for reproduction. One common method of selection is roulette wheel selection, where individuals are selected randomly with a probability proportional to their fitness. The reproduction process involves creating new cand

Local beam search

Read Aloud Stop Reading Local beam search is another optimization algorithm that is similar to hill-climbing search. The main difference is that local beam search maintains a set of k candidate solutions, or a beam, instead of just a single solution. At each iteration, the algorithm generates all possible successor solutions for each candidate solution, and selects the k best successor solutions to form the new beam. The algorithm then continues the search from these k best successor solutions. Local beam search is useful when the search space is too large to be explored exhaustively, and hill-climbing search is likely to get stuck in a local optimum. By maintaining multiple candidate solutions, local beam search can explore multiple regions of the search space in parallel and avoid getting trapped in a local optimum. However, local beam search is still prone to getting stuck in suboptimal solutions if the search space is too large or the beam size is too small. One dis

Algorithms and Optimization Problems: Hill-climbing search Simulated annealing

Read Aloud Stop Reading Hill-climbing search and simulated annealing are both algorithms used for optimization problems, where the goal is to find the best solution among a set of possible solutions. They are both examples of local search algorithms. Hill-climbing search is a simple local search algorithm that starts with an initial solution and repeatedly makes small changes to it, keeping the changes that improve the objective function value. The algorithm terminates when no further improvements can be made. However, hill-climbing search can easily get trapped in local optima, where the algorithm finds a solution that is better than its immediate neighbors but not better than other solutions in the search space. Simulated annealing is a stochastic local search algorithm that allows for occasional moves to worse solutions to avoid getting trapped in local optima. The algorithm starts with a high temperature, allowing for more random moves, and gradually decreases the t

Beyond Classical Search: Local Search

Read Aloud Stop Reading Local search is a type of search algorithm that is used for solving optimization problems, where the goal is to find the best solution among a set of possible solutions. Unlike classical search algorithms, which systematically explore the search space, local search algorithms focus on a single candidate solution and iteratively improve it by making small local modifications. The basic idea of local search is to start with an initial solution, evaluate its quality using an objective function, and then repeatedly modify the current solution by making small changes, until a better solution is found or a stopping criterion is met. Some common local search algorithms include: Hill climbing: This is a simple local search algorithm that starts with an initial solution and repeatedly makes small changes to it, keeping the changes that improve the objective function value. The algorithm terminates when no further improvements can be made. Simulated annea

Learning heuristics from experience

Read Aloud Stop Reading   Learning heuristics from experience is a technique for automatically improving the performance of search algorithms by using data from previous search instances. The basic idea is to learn a heuristic function that accurately predicts the cost of reaching the goal state from a given state, based on the features of the state and the actions taken to reach it. There are several approaches to learning heuristics from experience, including: Machine learning: This involves training a machine learning model, such as a decision tree, neural network, or support vector machine, on a dataset of state-action pairs and their associated costs. The learned model can then be used to predict the cost of reaching the goal state from new states. Reinforcement learning: This involves using a reinforcement learning algorithm, such as Q-learning or SARSA, to learn a policy that maximizes the expected cumulative reward over time. The policy can then be used to guid

Generating admissible heuristics from sub problems: Pattern databases

Read Aloud Stop Reading   Pattern databases are a technique for generating admissible heuristics for search problems by precomputing the cost of reaching the goal state from all possible substates of the problem. They are particularly useful for problems with large state spaces, where computing an exact heuristic function for every state is infeasible. The basic idea behind pattern databases is to partition the state space into smaller subspaces, or patterns, each of which can be solved independently using some other algorithm or heuristic function. The cost of reaching the goal state from each pattern is then precomputed and stored in a lookup table. To use the pattern database as a heuristic function during search, the state is first partitioned into the corresponding patterns, and the precomputed costs for each pattern are looked up in the table. The sum of these costs provides an admissible estimate of the remaining cost to reach the goal state. For example, conside

Heuristic Functions

Read Aloud Stop Reading   A heuristic function is a function that estimates the distance or cost to reach a goal state from a given state in a search problem. It is used in informed search algorithms to guide the search towards more promising paths in the search space. A good heuristic function should be admissible, meaning it never overestimates the actual cost of reaching the goal state. It should also be consistent, meaning that the estimated cost of reaching a successor state is less than or equal to the estimated cost of reaching the current state plus the actual cost of transitioning between them. Some common heuristic functions include: Manhattan distance: This is a heuristic used in grid-based search problems such as the 8-puzzle or 15-puzzle. It estimates the distance between two cells as the sum of the absolute differences of their row and column indices. Euclidean distance: This heuristic estimates the straight-line distance between two points in continuous s

Memory-bounded heuristic search

Read Aloud Stop Reading Memory-bounded heuristic search is a type of informed search algorithm that limits the amount of memory used during the search process. It is designed to efficiently find solutions in large state spaces while ensuring that the search does not exceed the available memory resources. One common memory-bounded heuristic search algorithm is iterative-deepening A* (IDA*), which is a variant of A* search that limits the memory used by controlling the depth of the search tree. In IDA*, the search begins with a cutoff value equal to the estimated cost of the optimal solution, as given by the heuristic function. The search then proceeds iteratively, increasing the cutoff value until a goal state is found. At each iteration, the search performs a depth-first search (DFS) starting from the initial state, but only expands nodes whose f values (f(n) = g(n) + h(n)) are less than the current cutoff value. If a goal state is not found at the current iteration, th

Optimality of A*

Read Aloud Stop Reading   A* search is a best-first search algorithm that combines both the cost of the path from the start node and an admissible heuristic function that estimates the cost of reaching the goal node. A* search is guaranteed to find the optimal solution if the following conditions are met: The heuristic function used in A* search is admissible. This means that the heuristic function never overestimates the cost of reaching the goal node from any node. The heuristic function used in A* search is consistent. This means that the estimated cost of reaching a node and the estimated cost of reaching its successors plus the cost of moving from the current node to the successor are always less than or equal to the estimated cost of reaching the current node. When these two conditions are satisfied, A* search is guaranteed to find the optimal solution, i.e., the path with the lowest cost from the start node to the goal node. The optimality of A* search can be pro