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Evaluation Function
for each node on the fringe returns a number that signifies the promise or the potential of that node
One key type of knowledge it uses is an estimate of the cheapest path cost from the current state to a goal.
Informed Search
Also called directed or heuristic search;
tries to reduce the amount of search that must be done by making intelligent choices for the nodes that are selected for expansion.
The nodes, which are likely to lead to a good solution, are placed towards the front.
Uses problem-specific knowledge to find solutions faster.
Heuristic Function
Calculates an estimate of the cheapest path cost from a state to the goal.
Evaluates the promise of a state;
the next node to expand is chosen using this value.
Does not evaluate operators
doesn't indicate which operator is most promising.
Problem-specific;
different functions are designed or learned for different domains.
Quality (accuracy) is important for real-life application of the technique.
can also refer to any technique that may improve average-case performance without necessarily improving worst-case performance.
Heuristics
From the Greek "heuriskein" (to find, discover);
defined as "the study of the methods and rules of discovery and invention."
Best-first search,
Greedy best-first search,
A* search,
IDA* search
Informed Search Techniques (4)
Best-First Search
Uses an evaluation function and always chooses the next node with the best score.
Exhaustive — it should eventually try all possible paths.
Uses a queue, but takes the best node (or sorts the queue ascending and takes the first) instead of the first node in line.
Successors of the best node are evaluated (scored) and added to the list.
A cost function f(n) is applied to each node;
nodes with smaller f(n) values are expanded earlier.
Greedy Search
Expands the node with the smallest estimated cost to reach the goal (appears closest to the goal).
Each choice is locally optimized — optimal only when viewed in isolation.
Similar to depth-first search;
tends to follow a single path to the goal.
Often performs very well and finds good (not always optimal) solutions quickly.
With a well-chosen heuristic, can perform well with reasonable time and space demands.
A* Search
Combines uniform cost search and greedy search:
uses a priority (cost)-ordered queue like uniform cost search,
and an evaluation function like greedy search to determinate the ordering.
A* Search Properties
If all costs are positive and the heuristic is admissible, A* terminates and finds the shortest path.
Like BFS, A* can use a lot of memory — one of its biggest issues, potentially remembering an exponential number of nodes.
Iterative deepening A* (IDA),
Memory-bounded A (MA),
Simplified memory-bounded A (SMA),
Recursive best-first search (RBFS),
Dynamic A (D*)
A* Search Variants (5)
Iterative Deepening A* (IDA*)
Combines iterative deepening search with A*.
The space is searched depth-first for successively larger bounds on f(n).
Complete and optimal like iterative deepening,
but has linear space requirements compared to A*.
Does repeated depth-first searches, not limited by a simple depth bound.
A path is discontinued if its f value exceeds a cutoff value.
The first cutoff is the heuristic value of the start node;
later cutoffs use the lowest f(n) among nodes visited but not expanded previously.
Simplified Memory-Bounded A* (SMA*)
Places a size limit on the queue
uses memory fully to avoid re-expanding previously expanded nodes.
Discards least-promising nodes when needed to keep the queue within the size limit,
while retaining enough information to quickly regenerate them if needed.
If memory is full and a new node must be generated:
remove the highest f-value leaf from the queue,
and remember the f-value of the best "forgotten" child in each parent node.