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Vocabulary flashcards based on AI search algorithms and problem-solving techniques.
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Search (in AI)
Systematically exploring states and actions to find a path from an initial state to a goal state.
State (in search)
An atomic representation of the world with no visible internal structure to algorithms.
Goal Formulation
Defining the objectives to meet, represented as goal states.
Problem Formulation
Choosing actions and states that lead to achieving the goal.
Assumptions in Classical Search
Observable, discrete, deterministic environment.
Components of a Search Problem
Initial state, Actions, Cost, Transition model, Goal predicate.
Transition Model
A function that gives the result of an action applied to a state.
Goal Predicate
A function that checks if a state meets the goal.
Solution (in search)
A path that leads to a goal; optimal solution is the least-cost path.
Examples of Toy Problems
N-puzzle, N-queens.
Goal of the N-Queens Problem
Place N queens on an NxN board so no two attack each other.
Good Problem Design (in search)
One that restricts the state space intelligently.
Actions in Vacuum World
Left, Right, and Suck.
Goal in Vacuum World
All squares must be clean.
Components of the 8-Puzzle
State of tiles, actions (move blank), transition model, goal test.
Examples of Real-World Search Problems
Route-finding, touring, traveling salesperson, layout, navigation.
Search Tree
Tree of nodes representing states and transitions.
Frontier Set
Leaf nodes available for expansion, also called the open list.
Causes of Redundant Paths
Multiple paths to the same state, or cycles.
How to Avoid Cycles
Use explored set or restrict problem formulation.
Tree Search
Search algorithm without explored set.
Graph Search
Search algorithm with an explored set.
Node (in a search tree)
Includes state, parent, action, path cost.
Path Cost g(n)
Cost from initial state to node n.
Frontier Queue
A queue holding nodes to be expanded; can be FIFO, LIFO, or priority.
Priority Queue
Queue that returns the element with the highest priority.
f(n) in A* Search
Estimated total cost: g(n) + h(n).
Completeness (in search)
Guarantee to find a solution if one exists.
Optimality (in search)
Guarantee to find the least-cost solution.
Uninformed Search
Search with no information about state quality.
Breadth-First Search (BFS)
Expands the shallowest unexpanded node.
BFS Guarantees
Complete and optimal if cost is a nondecreasing function of depth.
Uniform-Cost Search
Expands nodes with lowest path cost; optimal solution.
Depth-First Search (DFS)
Expands the deepest node first; incomplete and non-optimal.
Iterative Deepening
DFS with increasing depth limits to prevent infinite loops.
Informed Search
Uses a heuristic to estimate cost to goal.
Heuristic h(n)
An estimate of cost from n to goal.
Greedy Best-First Search
Chooses node with smallest heuristic h(n).
A* Search
Uses both path cost g(n) and heuristic h(n): f(n) = g(n) + h(n).
Admissible Heuristic
Never overestimates the true cost to reach the goal.
Consistent Heuristic
Satisfies: h(n) ≤ cost(n, a, n') + h(n')
When is A* Optimal?
When heuristic is admissible (tree) or consistent (graph).
Limitation of A*
High memory usage due to frontier and explored sets.
Variants of A*
Iterative deepening A, Simplified Memory A (SMA*)
Heuristic Error
Difference between true cost h(n) and estimate h'(n).
N-Puzzle Heuristics
h1 = misplaced tiles, h2 = Manhattan distance.
Relaxed Problem
One where constraints are loosened to simplify the problem.
Benefit of Relaxed Problems
Easier heuristic development; properties may transfer.
Automatic Heuristic Generation
Algorithms that generate heuristics from formal problem specs.
Why Merge Multiple Heuristics?
Taking the maximum of admissible heuristics improves accuracy.