CS 347 Introduction to Artificial Intelligence CS 347

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CS 347 – Introduction to Artificial Intelligence CS 347 course website: http: //web. mst.

CS 347 – Introduction to Artificial Intelligence CS 347 course website: http: //web. mst. edu/~tauritzd/courses/cs 347/ Dr. Daniel Tauritz (Dr. T) Department of Computer Science tauritzd@mst. edu http: //web. mst. edu/~tauritzd/

What is AI? Systems that… –act like humans (Turing Test) –think like humans –think

What is AI? Systems that… –act like humans (Turing Test) –think like humans –think rationally –act rationally Play Ultimatum Game

Key historical events for AI • • 4 th century BC Aristotle propositional logic

Key historical events for AI • • 4 th century BC Aristotle propositional logic 1600’s Descartes mind-body connection 1805 First programmable machine Mid 1800’s Charles Babbage’s “difference engine” & “analytical engine” • Lady Lovelace’s Objection • 1847 George Boole propositional logic • 1879 Gottlob Frege predicate logic

Key historical events for AI • 1931 Kurt Godel: Incompleteness Theorem In any language

Key historical events for AI • 1931 Kurt Godel: Incompleteness Theorem In any language expressive enough to describe natural number properties, there are undecidable (incomputable) true statements • 1943 Mc. Culloch & Pitts: Neural Computation • 1956 Term “AI” coined • 1976 Newell & Simon’s “Physical Symbol System Hypothesis” A physical symbol system has the necessary and sufficient means for general intelligent action.

How difficult is it to achieve AI? • Three Sisters Puzzle

How difficult is it to achieve AI? • Three Sisters Puzzle

Rational Agents • • • Environment Sensors (percepts) Actuators (actions) Agent Function Agent Program

Rational Agents • • • Environment Sensors (percepts) Actuators (actions) Agent Function Agent Program Performance Measures

Rational Behavior Depends on: • Agent’s performance measure • Agent’s prior knowledge • Possible

Rational Behavior Depends on: • Agent’s performance measure • Agent’s prior knowledge • Possible percepts and actions • Agent’s percept sequence

Rational Agent Definition “For each possible percept sequence, a rational agent selects an action

Rational Agent Definition “For each possible percept sequence, a rational agent selects an action that is expected to maximize its performance measure, given the evidence provided by the percept sequence and any prior knowledge the agent has. ”

Task Environments PEAS description & properties: –Fully/Partially Observable –Deterministic, Stochastic, Strategic –Episodic, Sequential –Static,

Task Environments PEAS description & properties: –Fully/Partially Observable –Deterministic, Stochastic, Strategic –Episodic, Sequential –Static, Dynamic, Semi-dynamic –Discrete, Continuous –Single agent, Multiagent –Competitive, Cooperative

Problem-solving agents A definition: Problem-solving agents are goal based agents that decide what to

Problem-solving agents A definition: Problem-solving agents are goal based agents that decide what to do based on an action sequence leading to a goal state.

Problem-solving steps • • Problem-formulation Goal-formulation Search Execute solution

Problem-solving steps • • Problem-formulation Goal-formulation Search Execute solution

Well-defined problems • • • Initial state Successor function Goal test Path cost Solution

Well-defined problems • • • Initial state Successor function Goal test Path cost Solution Optimal solution

Example problems • • Vacuum world Tic-tac-toe 8 -puzzle 8 -queens problem

Example problems • • Vacuum world Tic-tac-toe 8 -puzzle 8 -queens problem

Search trees • Root corresponds with initial state • Vacuum state space vs. search

Search trees • Root corresponds with initial state • Vacuum state space vs. search tree • Search algorithms iterate through goal testing and expanding a state until goal found • Order of state expansion is critical! • Water jug example

Search node datastructure • • • STATE PARENT-NODE ACTION PATH-COST DEPTH States are NOT

Search node datastructure • • • STATE PARENT-NODE ACTION PATH-COST DEPTH States are NOT search nodes!

Fringe • Fringe = Set of leaf nodes • Implemented as a queue with

Fringe • Fringe = Set of leaf nodes • Implemented as a queue with ops: – MAKE-QUEUE(element, …) – EMPTY? (queue) – FIRST(queue) – REMOVE-FIRST(queue) – INSERT(element, queue) – INSERT-ALL(elements, queue)

Problem-solving performance • • Completeness Optimality Time complexity Space complexity

Problem-solving performance • • Completeness Optimality Time complexity Space complexity

Complexity in AI • • b – branching factor d – depth of shallowest

Complexity in AI • • b – branching factor d – depth of shallowest goal node m – max path length in state space Time complexity: # generated nodes Space complexity: max # nodes stored Search cost: time + space complexity Total cost: search + path cost

Tree Search • • • Breadth First Tree Search (BFTS) Uniform Cost Tree Search

Tree Search • • • Breadth First Tree Search (BFTS) Uniform Cost Tree Search (UCTS) Depth-First Tree Search (DFTS) Depth-Limited Tree Search (DLTS) Iterative-Deepening Depth-First Tree Search (ID-DFTS)

Graph Search • • • Breadth First Graph Search (BFGS) Uniform Cost Graph Search

Graph Search • • • Breadth First Graph Search (BFGS) Uniform Cost Graph Search (UCGS) Depth-First Graph Search (DFGS) Depth-Limited Graph Search (DLGS) Iterative-Deepening Depth-First Graph Search (ID-DFGS)

Example state space

Example state space

Diameter example 1

Diameter example 1

Diameter example 2

Diameter example 2

Best First Search (Be. FS) • Select node to expand based on evaluation function

Best First Search (Be. FS) • Select node to expand based on evaluation function f(n) • Typically node with lowest f(n) selected because f(n) correlated with path-cost • Represent fringe with priority queue sorted in ascending order of f-values

Path-cost functions • g(n) = lowest path-cost from start node to node n •

Path-cost functions • g(n) = lowest path-cost from start node to node n • h(n) = estimated path-cost of cheapest path from node n to a goal node [with h(goal)=0]

Important Be. FS algorithms • UCS: f(n) = g(n) • GBe. FS: f(n) =

Important Be. FS algorithms • UCS: f(n) = g(n) • GBe. FS: f(n) = h(n) • A*S: f(n) = g(n)+h(n)

Heuristics • h(n) is a heuristic function • Heuristics incorporate problemspecific knowledge • Heuristics

Heuristics • h(n) is a heuristic function • Heuristics incorporate problemspecific knowledge • Heuristics need to be relatively efficient to compute

GBe. FS • Incomplete (so also not optimal) • Worst-case time and space complexity:

GBe. FS • Incomplete (so also not optimal) • Worst-case time and space complexity: O(bm) • Actual complexity depends on accuracy of h(n)

A*S • f(n) = g(n) + h(n) • f(n): estimated cost of optimal solution

A*S • f(n) = g(n) + h(n) • f(n): estimated cost of optimal solution through node n • if h(n) satisfies certain conditions, A*S is complete & optimal

Admissible heuristics • h(n) admissible if: Example: straight line distance A*TS optimal if h(n)

Admissible heuristics • h(n) admissible if: Example: straight line distance A*TS optimal if h(n) admissible

Consistent heuristics • h(n) consistent if: Consistency implies admissibility A*GS optimal if h(n) consistent

Consistent heuristics • h(n) consistent if: Consistency implies admissibility A*GS optimal if h(n) consistent

Example graph

Example graph

Local Search • • Steepest-ascent hill-climbing Stochastic hill-climbing First-choice hill-climbing Random-restart hill-climbing Simulated Annealing

Local Search • • Steepest-ascent hill-climbing Stochastic hill-climbing First-choice hill-climbing Random-restart hill-climbing Simulated Annealing Deterministic local beam search Stochastic local beam search Evolutionary Algorithms

Adversarial Search Environments characterized by: • Competitive multi-agent • Turn-taking Simplest type: Discrete, deterministic,

Adversarial Search Environments characterized by: • Competitive multi-agent • Turn-taking Simplest type: Discrete, deterministic, two-player, zero-sum games of perfect information

Search problem formulation • Initial state: board position & starting player • Successor function:

Search problem formulation • Initial state: board position & starting player • Successor function: returns list of (legal move, state) pairs • Terminal test: game over! • Utility function: associates playerdependent values with terminal states

Minimax

Minimax

Depth-Limited Minimax • State Evaluation Heuristic estimates Minimax value of a node • Note

Depth-Limited Minimax • State Evaluation Heuristic estimates Minimax value of a node • Note that the Minimax value of a node is always calculated for the Max player, even when the Min player is at move in that node!

Iterative-Deepening Minimax • IDM(n, d) calls DLM(n, 1), DLM(n, 2), …, DLM(n, d) •

Iterative-Deepening Minimax • IDM(n, d) calls DLM(n, 1), DLM(n, 2), …, DLM(n, d) • Advantages: –Solution availability when time is critical –Guiding information for deeper searches

Redundant info example

Redundant info example

Alpha-Beta Pruning • α: worst value that Max will accept at this point of

Alpha-Beta Pruning • α: worst value that Max will accept at this point of the search tree • β: worst value that Min will accept at this point of the search tree • Fail-low: encountered value <= α • Fail-high: encountered value >= β • Prune if fail-low for Min-player • Prune if fail-high for Max-player

DLM w/ Alpha-Beta Pruning Time Complexity • Worst-case: O(bd) • Best-case: O(bd/2) [Knuth &

DLM w/ Alpha-Beta Pruning Time Complexity • Worst-case: O(bd) • Best-case: O(bd/2) [Knuth & Moore, 1975] • Average-case: O(b 3 d/4)

Move Ordering Heuristics • Knowledge based • Killer Move: the last move at a

Move Ordering Heuristics • Knowledge based • Killer Move: the last move at a given depth that caused an ABpruning or had best minimax value • History Table

Example game tree

Example game tree

Example game tree

Example game tree

Example game tree

Example game tree

Search Depth Heuristics • Time based / State based • Horizon Effect: the phenomenon

Search Depth Heuristics • Time based / State based • Horizon Effect: the phenomenon of deciding on a non-optimal principal variant because an ultimately unavoidable damaging move seems to be avoided by blocking it till passed the search depth • Singular Extensions / Quiescence Search

Quiescence Search • When search depth reached, compute quiescence state evaluation heuristic • If

Quiescence Search • When search depth reached, compute quiescence state evaluation heuristic • If state quiescent, then proceed as usual; otherwise increase search depth if quiescence search depth not yet reached • Call format: QSDLM(root, depth, QSdepth), QSABDLM(root, depth, QSdepth, α, β), etc.

Time Per Move • • Constant Percentage of remaining time State dependent Hybrid

Time Per Move • • Constant Percentage of remaining time State dependent Hybrid

Transposition Tables (1) • Hash table of previously calculated state evaluation heuristic values •

Transposition Tables (1) • Hash table of previously calculated state evaluation heuristic values • Speedup is particularly huge for iterative deepening search algorithms! • Good for chess because often repeated states in same search

Transposition Tables (2) • Datastructure: Hash table indexed by position • Element: – State

Transposition Tables (2) • Datastructure: Hash table indexed by position • Element: – State evaluation heuristic value – Search depth of stored value – Hash key of position (to eliminate collisions) – (optional) Best move from position

Transposition Tables (3) • Zobrist hash key – Generate 3 d-array of random 64

Transposition Tables (3) • Zobrist hash key – Generate 3 d-array of random 64 -bit numbers (piece type, location and color) – Start with a 64 -bit hash key initialized to 0 – Loop through current position, XOR’ing hash key with Zobrist value of each piece found (note: once a key has been found, use an incremental apporach that XOR’s the “from” location and the “to” location to move a piece)

MTD(f) MTDf(root, guess, depth) { lower = -∞; upper = ∞; do { beta=guess+(guess==lower);

MTD(f) MTDf(root, guess, depth) { lower = -∞; upper = ∞; do { beta=guess+(guess==lower); guess = ABMax. V(root, depth, beta-1, beta); if (guess<beta) upper=guess; else lower=guess; } while (lower < upper); return guess; } // also needs to return best move

IDMTD(f) IDMTDf(root, first_guess, depth_limit) { guess = first_guess; for (depth=1; depth ≤ depth_limit; depth++)

IDMTD(f) IDMTDf(root, first_guess, depth_limit) { guess = first_guess; for (depth=1; depth ≤ depth_limit; depth++) guess = MTDf(root, guess, depth); return guess; } // actually needs to return best move

Adversarial Search in Stochastic Environments Worst Case Time Complexity: O(bmnm) with b the average

Adversarial Search in Stochastic Environments Worst Case Time Complexity: O(bmnm) with b the average branching factor, m the deepest search depth, and n the average chance branching factor

Example “chance” game tree

Example “chance” game tree

Expectiminimax & Pruning • Interval arithmetic!

Expectiminimax & Pruning • Interval arithmetic!

Null Move Forward Pruning • Before regular search, perform shallower depth search (typically two

Null Move Forward Pruning • Before regular search, perform shallower depth search (typically two ply less) with the opponent at move; if beta exceeded, then prune without performing regular search • Sacrifices optimality for great speed increase

Futility Pruning • If the current side to move is not in check, the

Futility Pruning • If the current side to move is not in check, the current move about to be searched is not a capture and not a checking move, and the current positional score plus a certain margin (generally the score of a minor piece) would not improve alpha, then the current node is poor, and the last ply of searching can be aborted. • Extended Futility Pruning • Razoring

Online Search • • Offline search vs. online search Interleaving computation & action Exploration

Online Search • • Offline search vs. online search Interleaving computation & action Exploration problems, safely explorable Agents have access to: – ACTIONS(s) – c(s, a, s’) – GOAL-TEST(s)

Online Search Optimality • CR – Competitive Ratio • TAPC – Total Actual Path

Online Search Optimality • CR – Competitive Ratio • TAPC – Total Actual Path Cost • C* - Optimal Path Cost • Best case: CR = 1 • Worst case: CR = ∞

Online Search Algorithms • Online-DFS-Agent • Random Walk • Learning Real-Time A* (LRTA*)

Online Search Algorithms • Online-DFS-Agent • Random Walk • Learning Real-Time A* (LRTA*)

Online Search Example Graph

Online Search Example Graph

Particle Swarm Optimization • PSO is a stochastic population-based optimization technique which assigns velocities

Particle Swarm Optimization • PSO is a stochastic population-based optimization technique which assigns velocities to population members encoding trial solutions • PSO update rules:

Ant Colony Optimization • Population based • Pheromone trail and stigmergetic communication • Shortest

Ant Colony Optimization • Population based • Pheromone trail and stigmergetic communication • Shortest path searching • Stochastic moves