CSCE 420 TAMU Exam 1

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Maintaining Arc Consistency

a problem is solved when every node has just 1 value remaining if any domain is empty, MAC must back-track to previous choice point and try another value, followed by calling AC-3 to propagate consequences by reducing domains MAC is a wrapper algorithm around AC-3 that iteratively makes another choice and class AC-3

stochastic HC

choose any successor that is better than current state must still bias the search upward leads to simulated annealing

macro operators

create new operators from combinations of 2 or 3 actions, expanding number of successors

DeepBlue

custom ASICs for very fast minimax search end-game database

arc-consistency

a graph is arc-consistent if for every variable X, for every value a in dom(X), for every variable Y it is connected to (by a constraint), there is a value b for Y that is consistent with X=a

Genetic algorithms

- maintain a population of multiple candidate states (parallel search, not just curr) - mix and match states by recombination - use fitness to select winners for each round, akin to 'natural selection' (fitness(state) is synonymous to value(s) or quality(s))

Minimax Search

- recall that ui(s)=0 for non-terminal states - label alternating levels in the search tree as max nodes and min nodes - define minimax value for each state s

problems with board evaluation functions

-non-quiescence use dynamic IS-CUTOFF(s) test -horizon effect delaying the inevitable

Problems with Hill climbing

1. local maxima 2. plateau effect 3. ridge effect

Possible solutions to HC problems

1. random restart HC 2. stochastic HC 3. provide memory of previous states (leads to beam search) 4. macro operators ("macrops")

Graph search

BFS+checking for visited states (reached data structure)

CSP heuristics

MRV - select var based on minimum remaining values LCV - select value for var based on least constraining value degree heuristic: if all domains are equal sized, choose the variable that is involved in the most constraints (connected to the most other vars)

BFS: time and space complexity complete & optimal?

FIFO time: O(b^(d+1)) space: O(b^(d+1)) is complete is optimal assuming all operator have equal cost

DFS: time and space complexity complete & optimal?

LIFO where m is maximum depth time: O(b^m) space: O(bm) no & no

Complexity of AC-3

O(cd³) = O(n²d³) where c edges where d is max domain size: d= max|dom(Vi)|

Computational Complexity of CSPs

Solving CSPs is NP-hard Determining whether CSPs have a solution is NP-complete

Simulated annealing acceptance

accept with prob = e^(-∆E/T) where ∆E = value(curr) - value(child) - if child is only a little worse, ∆E is small, so accept with high prob -if child is much worse, ∆E is large, and acceptance is less likely where T ("temperature" controls) how loose or stringent we are - in the limit T→∞: all backward steps allowed - in the limit T=0: no backward steps are allowed

Beam search

adding "memory" to HC keep track of K best previous nodes (based on q(n)) allows some back-tracking, even if not complete enough to explore the whole space

ridge effect

all neighbors have same or lower score, even then there might be other close states that are better often related to limitations of successor function

heuristic function

an estimate of the distance (estimated path cost) remaining from n to the closest goal generally h(n) >= 0, and h(n) == 0 for goals

common strategy of heuristics

approximate how many steps it would take to solve if we relaxed the constraints

decision at root node

argmax{minimax(s') for s'∈succ(s)} i.e. choose the action that leads to the successor with the highest score, which has the highest expected payoff

α/β-pruning

at each node, keep track of 2 additional values α, β (along with minimax value) these represent the lower- and upper-bound on what minimax(s) could eventually be initially, set α,β = [-∞,+∞] as we process children, update these - at max nodes, update α: α=max{α, minimax(ch)} for each ch∈succ(s) - at min nodes, update β: β=min{β, minimax(ch)} for each ch∈succ(s)

Simultaneous Games

both agents act at same time, choosing from discrete action space usually characterized by a payoff matrix

b

branching factor average number of successors for each state

depth-limit while searching a game tree

need a board-evaluation function to assign scores to internal nodes estimates probability of winning or expected payoff from each state (heuristically) choose depth limit based on time available (and CPU speed) - expressed as a number of ply (moves or levels)

A* time complexity

depends on accuracy of heuristic boundary case 1: h(n) = 0, like uniform cost boundary case 2: h(n) = c(n), perfectly predicts true distance (in time linear in the path length) if the inaccuracy of the heuristic is bounded, search will be sub-exponential

Iterative deepening

depth-limited search -do DFS down to depth=1 -if goal not found, do DFS down to depth=2 -....

optimality

does ALGO guarantee to find the goal node with the minimum path cost?

Greedy search

extends iterative search algo to use heurisitc use priority queue for frontier; sort nodes based on h(n)

Constraint satisfaction

finding a configuration of the world that satisfies some requirements (constraints) which restrict the possible solutions

AC-3

formalization of constraint propagation as a graph algorithm let (V,E) be the constraint graph define arc consistency ensure the initial graph is arc consistent after making a choice for an initial var, it might rule out some choices in domains of neighbors, so must check that its neighbors are arc consistent put edges to be checked in a queue

Uniform cost algorithm

frontier is a priority queue finds least path cost when operators have diff cost

completeness

if a goal exists, does ALGO guarantee to find it?

Lamarckian evolution

improvements/ adaptation acquired during lifetime of individual can be passed on to offspring

Recombination or 'cross-over'

instead of an operator to generate successors from states, use recombination to combine parts of existing members of population by selecting parents at random and recombining them, you sometimes get the best of both and produce an improved state for chromosomes, splice their strings at random location

Monte Carlo Tree Search

instead of exploring search tree, sample random paths (rollouts) all the way to terminal states the value of a state is taken as the statistical average outcome of trajectories passing through it (back-propagate outcomes) also keep track of n (# trial trajectories passing through each node) and variance (σ²) at each state to assess certainty - selection policy (which state to start simulation from) - playout policy (approximation strategy to simulate reasonable moves)

Iterative improvement search

local search maximize "quality" of states, q(s) or value(s) different from path cost

Min-Conflicts Algorithm

local search for CSPs start by choosing a random variable assignment (which probably violates lots of constraints) pick a variable at random and change its values to something that causes less conflicts repeat until it "plateaus" (number of conflicts stops decreasing) note: this is NOT guaranteed to find a complete and consistent solution! but it works surprisingly well in practice

Hill climbing

maintain only single current state generate successors using operator, pick best 8 queens operator: move any queen to another row in the same column

Why use iterative deepening

maintains linear frontier size like DFS while searching level-by-level like BFS

GAs mutation

make random changes to state (like operator) at low frequency

space-complexity

maximum size to which the frontier grows

Sequential games

multiple steps - players take turns each player has a utility function +1 for win; -1 for loss; 0 for draw (tic-tac-toe)

Board evaluation functions

must guess the value of each state typically based on features

time-complexity

number of nodes goal-tested (# of loop iterations)

GAs optimization

power comes from competition survival of the fittest

8 queens problem: iterative improvement search

q(s) = -(number of pairs of queens that can attack each other) higher the better

domain knowledge

refers to anything we know about solving these types of problems

GAs and chromosomes

represent state as a bit string

Problem with applying Minimax to most games

search space is too large

AlphaGo

self-play deep neural network

what limits AI search

size of the frontier

A* algorithm

sort nodes in frontier based on f(n) = g(n) + h(n), where g(n) = path cost so far h(n) = heuristic estimate f(n) = estimate of total path cost

Iterative deepening: time and space complexity complete & optimal?

space: O(bd) time: O(b^(d+1)) complete & optimal

Expectiminimax

stochastic games - games with an element of chance interleave min and max nodes with a level of chance nodes at chance nodes, thee score is the weighted sum over the children, weighted by probability, i.e. expected outcome

Simulated Annealing

stochastic search choose next child randomly, but "bias it upward" always accept better states, and accept worse states probabilistically, proportional to how much lower the quality is

k-consistency

the concept of arc-consistency can be generalized to path-consistency (mutually consistent choice for 3 variables related by constraints), and to k-consistency (sequences of k nodes) in the limit: n-consistency (for n vars) means every node has at least 1 choice consistent with every other node

Why are games useful to AI

they represent adversarial environments DeepBlue AlphaGo

minimax(s)

ui(s) if s is a terminal state max{minimax(s') for s'∈succ(s)} if s is a max node min{minimax(s') for s'∈succ(s)} if s is a min node

Constraint satisfaction formal framework

variables: {Vi} domains: dom(Vi) = {a1...an} - a finite set of possible values for each variable constraints: diff for each problem solution: a complete variable assignment that satisfies all constraints

Forward-checking

very similar to MRV MRV is passive FC is active: every time you choose a value for a var, you remove inconsistent values in domains of other vars (like propagation)

how can CSPs be NP-complete if AC-3 runs in polynomial time, O(cd3)?

we might have to call it an exponential number of times from MAC before we find a complete and consistent solution

plateau effect

when all neighbors have same score and you "lose the gradient", even if not at top of hill

pruning condition

when interval of node and parent no longer overlap

Constraint propagation

whenever we make a choice at one node in the constraint graph, propagate the consequences to neighboring nodes

Uniform cost algorithm: time and space complexity optimal & complete?

where C* is total path cost of cheapest solution where ε is minimum cost of each step time: O(b^(1+C*/ε)) space: O(b^(1+C*/ε)) optimal and complete

Temperature schedules

• a critical part of SA is to start with a high temperature and gradually lower it • this allows the search to sample many local maxima initially, but over time, it becomes more selective and climbs up the best hill it it can find


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