Intro to AI Ch. 4 - Optimization Algorithms

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23 Terms

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Local Search

Keep track of a single current state, moving only to neighboring states, trying to improve current state.

Iterative improvement algorithms

State space is a set of complete configurations.

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Local Maximum

A state which is better than all its neighbors states, but there is another state somewhere that is better than it.

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Global Maximum

The best possible state of a state space. It has the highest value of objective function.

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Flat Local Maximum

A flat space in the landscape where all the neighbor states of the current state have the same objective value

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Shoulder

A plateau region that has an uphill ascent

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Hill-climbing

Always chooses the best/most beneficial successor state, according to the objective function. If no neighbor state has a higher value, then return to the current state. If more than one successor states are tied, choose the next state at random.

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Foothill Problem

Search process gets stuck at local maxima

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Non-determinism

Random steps in random directions

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Backtracking

Maintain a list of visited states. If the search reaches an undesirable state, backtrack to a previous configuration and explore a new path.

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Ridge Problem

The search space may contain ridges of high-quality states which fall off steeply to low quality states on either sides.

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Plateau Problem

In a plateau, local changes will bring about no change to the quality function so the search has no way of knowing how to proceed.

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Sideways move

A move to a state with the same quality as the current state. Limit the number of sideways moves allowed

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Simple Hill-Climbing

Takes into account one neighboring state. If the neighboring state is better, it becomes the new current state

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Steepest Ascent Hill-Climbing

Considers multiple neighboring states and selects the one that gives the best result

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Stochastic Hill-Climbing

Selects at random from the uphill moves. The probability of selection varies with the steepness of the uphill move.

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First-Choice Climbing

Randomly generate successors until a better one is found

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Random-restart Hill-climbing

Repeated HC searches from randomly generated initial states until the goal state is reached

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Simulated Annealing

Escape from local optima by also accepting moves that are worse than the current solution (with a probability that decreases during the search)

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Local Beam Search

Like Simulated Annealing, but keep track of k states instead of one state. Initially have k randomly selected states.

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Genetic Algorithms

A successor state (offspring) is generated by combining two parent states. A state is represented as a chromosome string of genes. The evaluation function is a fitness function, and higher values are better.

Survival of the fittest: more fit individuals are selected to reproduce, less fit individuals are discarded.

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Selection Strategies

Roulette Wheel - Every individual can become a parent with a probability proportional to its fitness

Stochastic Universal Sampling - Similar to Roulette Wheel, but the same individual cannot be both parents

Rank-based Selection - Every individual is ranked according to their fitness; higher ranked individuals are preferred to be parents

Tournament Selection - Select k individuals at random and select the best out of these to become a parent. Repeat for the next parent.

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Cross Over Operator

Essentially mixing the genes of the parents to make the genes of the offspring.

One point crossover - a random crossover point is selected and the tails of its two parent are swapped to produce new offspring.

Multi-point crossover - multiple crossover points are selected

Uniform crossover - treat each gene separately and swap/dont’t swap.

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Mutation operator

Introduce genetic variability into the population.

Bit flip - select one or more random bits and flip them

Swap - randomly select two positions on the chromosome and switch them

Scramble - A subsection of genes is chosen and scrambled randomly

A subsection of genes is chosen and reversed