Skip to content

In this algorithm, I have written a module which is consist of a couple of main searching algorithm that has been implemented on the 8 puzzle problem as default.

License

Notifications You must be signed in to change notification settings

alishhde/AISearchAlgorithm

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

49 Commits
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

AISearchAlgorithm

Search Divides into two type, one is about having information about the goal and the other is not having information about the goals. so we have

  1. Uninformed Search
  2. Informed Search

Before Start

  • The process of deciding what actions and states to consider is Problem Formulation
    • States of the world
    • Actions are transmission between states
  • The process of deciding what the next goal to be is Goal Formulation
  • Search is the process of looking for solution and a search consist of
    • A state space
    • A transmission model
      • a successor function with actions and cost
    • A start state and a goal test
    • A path cost function
  • Solution is a squence of actions which transforms the start state to a goal state.

Search algorithm properties

  • Complete : Guaranteed to find a solution if one exists
  • Optimal : Guaranteed to find the least cost path
  • Time complexity matters
  • Space complexity matters

General Tree Search

image

This algorithm makes a frontier list and every time choose a state from that frontier with a strategy (e.g. UCS, DFS, etc.)

General Graph Search

image

This algorithm makes a frontier list and also a explored list. Every time chooses a state from that frontier with a strategy (e.g. UCS, DFS, etc.) and it checks that, the state that has been choosen was not been seen before.

Uninformed Search Strategies

The main characteristic of the Uninfomred search is to not using the information about the goal.

  1. Breadth-First Search (BFS)
  2. Uniform-Cost Search (UCS)
  3. Depth-First Search (DFS)
  4. Depth-Limited Search (DLS)
  5. Iterative Deepening Search (IDS)

Depth-First Search

  • DFS strategy is to expand the deepest node first.
  • Its frontier is LIFO (Last in first out = stack)
  • It returns the solution by the time it reaches to it.

Breadth-First Search

  • BFS strategy is to expand the shallowest node first.
  • Its frontier is FIFO (First in first out = queue)
  • It returns the solution by the time it reaches to it.

Depth-limited Search

In this search we have a depth limitation and we only wants to use dfs only to that limit. The algorithm we have use for this search is like below: If l is the limitation for our problem, we go deep untill we reach the state at depth l-1 In this depth we are searching for the state of this depth, we know that we can go one depth more So, here we have a loop to loop through the states of this depth(l-1) then we add each of these states to the fringe list and now we only need to select the state from the fringe queue and as the search is DFS so the strategy for selection is to select LIFO.

Iterative-deepening Search

This algorithm uses DLS algorithm with a range of limit from 1 to the n and each time calls the DLS algorithm with the limited value, e.g. first time in the loop calls DLS with the limit == 1, second round limit == 2 ...

Uniform-Cost Search

This algorithm's strategy is that it expands the cheapest first node in the frontier. So the queue in this algorithm is priority and this priority is base on the cost of each node. This cost evaluates with the G(n) function. It is a function that calculates the cost from the first node to the node we want to go, so the cost from the start node to that is matter not the cost it will take to reach the goal. The problem always choose the type of the G(n), and here in our problem the cost equals to the depth of the node.

Informed Search

The main characteristic of the informed search is using some information about the goal, to reach the Goal. These types of search method uses a heuristics function to evaluate the cost from the current state to the Goal state.

A heuristic is

  • A function that estimates how close a state is to a goal
  • Designed for a particular search problem Examples: Manhattan distance, Euclidean distance for pathing

Greedy Search

Greedy search expands the node that appears to be closest to goal, So its priority queue is only base on h(n) and h(n) calculation can be diffrent and the node with the lowest h(n) will be selected from the frontier. In 8 puzzle it can be number of miss place tile or manhattan distance.

A* Search

This algorithm has a evaluation function F(n) = G(n) + h(n). This algorithm each time choose the state with lowest F(n) value. So F(n) value defines the priority in the frontier.

Other search algorithm

Hill Climbing Search

In this algorithm, we have a initial state, we look for its neighbors and we choose the neighbor with the best value between the neighbors and then we compare this value with the value of the current state, if the value is better we'll go to that state. The below is our algorithm: image

Steps:
  1. Put initial state into the current state
  2. While current state is not equal the goal state does
  3. Find all the neighbor of the current state
  4. Choose the neighbor with the best value
  5. Compare this neighbor's value with the current state's value
  6. If the value is better, choose this neighbor as the current neighbor e. Else, we are in the local maximum, and in our problem, the solution for this local maximum is to starting again from a random state.

Refrences

Notations were adopted from my teacher slides, Doctor Nooshin Maghsoodi

About

In this algorithm, I have written a module which is consist of a couple of main searching algorithm that has been implemented on the 8 puzzle problem as default.

Topics

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages