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Informed Searching - Artificial Intelligence
Heuristic
Game playing
Heuristic
Basic
Rule of Thumb => Using Greedy method
Heuristic Value
Euclidean Distance
Manhattan Distance
Number of squares away from Goal node
Finds good solution but not guaranteed to find Optimal solution
Generate and Test
Basic
Uses DFS with backtracking, Heuristic
Step
Generate a possible solution
Check if it is Goal, if not then repeat
Properties of good generators
Complete
Non Redundant
Informed
Greedy Search
Basic
Not complete
Not optimal
Algorithm
Expands node that seems closest to the goal node
Best First Search
Basic
Informed, Heuristic
Finds good solution but not guaranteed to find Optimal solution
Complete
Time Complexity
Worst Case = O(Branching factor
Depth
)
Algorithm
Push Start node in Priority Queue
Till Queue is Empty
Pop a Node and check if it is Goal node
If goal then return path
Go to all its adjacent unvisited elements and push in Queue based on their Heuristic values
Beam Search Algorithm
Basic
Space complexity = Constant
Not Complete
Beam width (B)
Number of nodes to keep in queue
Algorithm
Like Best First search but nodes are sorted to choose one with lowest HV
Hill Climbing Algorithm
Basic
Local search Algo, Greedy approach, No backtracking
Beam width (B) = 1
Problems
Local Maximum
Plateau/Flat Maximum
Ridge
Algorithm
Evaluate initial state
Loop until solution is found or no operators left
Select and Apply a new operator
Evaluate a new state
If goal found then quit
If a state better than current state then it is new current state
A*
Basic
Informed, BFS based, Heuristic given
f(N) = g(N) + h(N) = Actual cost from Start node to n + Estimation cost from n to Goal node
Time Complexity = O(V+E) = O(Branching factor
Depth
)
Space Complexity = O(Branching factor
Depth
)
Under-Estimation
If estimated value is less than actual value
Admissible => Guarantee Solution
Guarantee Optimal
Overestimation
If estimated value is more than actual value
May not get optimal
AO* (AND/OR)
Basic
Informed, BFS based, Heuristic given
Problem Decomposition => Breakdown into smaller pieces
Admissible => Guarantee Solution
Doesn't explore all the solution paths once it got a solution
Algorithm
Find the Estimation (Heuristic Value) at each level
Choose the minimum value and Update till Root
Problems
8-Puzzle Problem with Heuristic
Heuristic Value = Number of Misplaced tiles
Worst Case Time Complexity = 3
20
Average Branching Factor = 2.6 ≈ 3
Game playing
Basic
Game tree/Search tree/Space graph
Choices and options selected
Utility
0 sum game
Depth (Ply)
Mini-max Algorithm
Basic
Backtracking Algorithm
Best move strategy used
Time Complexity = O(Branching factor
Depth
)
Algorithm
First choose Max then choose Min
Max will try to maximize its utility (Best Move)
Min will try to minimize utility (Worst move)
α-β Pruning
Basic
Cut off search by exploring less number of nodes
Min node => Beta
Max node => Alpha
Time Complexity (Best Case) = O(Branching factor
Depth/2
)
Algorithm
Don't explore the nodes from which worst solution is guaranteed
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