Dr. Mark Humphrys

School of Computing. Dublin City University.

Online coding site: Ancient Brain

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State space Search



3.1.3 - State space representation of problem



Example: Representing Xs and Os as state-space problem.
Image courtesy of Ralph Morelli.
See Luger Fig II.5


State space representation of a problem:
  1. All the states the system can be in are represented as nodes of a graph.
  2. An action that can change the system from one state to another (e.g. a move in a game) is represented by a link from one node to another.
  3. Links may be unidirectional (e.g. Xs and Os, can't go back) or bi-directional (e.g. geographic move).

  4. Search for a solution.
  5. A solution might be:
    1. Any path from start state to goal state.
    2. The best (e.g. lowest cost) path from start state to goal state (e.g. Travelling salesman problem).
  6. It may be possible to reach the same state through many different paths (obviously true in Xs and Os).
  7. There may be loops in the graph (can go round in circle). No loops in Xs and Os.



Xs and Os


Reduce statespace

We can use symmetry reduction to reduce the search problem.
Many states are rotations or mirror-image of another state, so we don't have to search them separately.
e.g. There are basically only 3 unique first moves.

See Luger Fig 4.1

Symmetry reduction may require a lot of work by the human. But worth it if it reduces search problem (sometimes massively).
We write code to do the transform, search and transform back.



Travelling salesman problem (TSP)

Travelling salesman problem



Travelling salesman problem.
Start at A, visit all cities, return to A. Links show cost of each trip (distance, money). Find trip with minimum cost.
Solution is a path. e.g. [A,D,C,B,E,A]
Image courtesy of Ralph Morelli.
See Luger Fig 3.9

Q. What is the shortest path?



Representing Travelling salesman problem as state-space problem.
Image courtesy of Ralph Morelli.
See Luger Fig 3.10.
Start at A, 4 choices for first step, 3 choices for next, 2 choices, 1 choice.
4! (4 factorial) paths = 24 paths

Q. What assumption did we make?

Q. When do we stop the search?




How big is the TSP?

In general, how many paths are there in the TSP?




Restrict search / Problem-specific heuristics

With problems that scale badly, we need to restrict the search in some way.
Many of these restriction ideas will be problem-specific - the idea only works on this problem and not on all problems.

Reduce statespace

Branch and bound
- Keep track of best path so far. This is a bound on future candidates.
As soon as best possible extension to a partially-constructed path (the branch) exceeds bound, that partial path and all its extensions are removed.
Reduces space but still exponential (const)n number of paths.

Heuristic search

With large state spaces (e.g. 50 cities) need to use heuristic.
e.g. Nearest neighbour: "Go to the nearest unvisited city."
Finds solution quick! (Only tries one path!)

Luger changes his numbers to show example of "Nearest neighbour" heuristic failing on Travelling salesman problem:


Image courtesy of Ralph Morelli.
See Luger Fig 3.11



3.2 - Searching a statespace graph



3.2.2 - Backtracking (exhaustive search)

Backtracking - exhaustive search, try each path in order, until find goal.



Depth-first search

The "Depth-first search" version of exhaustive search.
Goes down to remote descendants looking for solution before back-tracks up to a sibling.



Depth-first search:
Start at A. Search state space systematically until find goal.
When multiple children, go down 1st child. If fails, back to parent, down 2nd child, and so on.
Image courtesy of Ralph Morelli.
See Luger Fig 3.14

Note there are multiple paths to F.
If F has already been found to be a dead-end when we went there from B, the algorithm should not go there a second time (from C).
However not a great example here since C can see goal so won't go to F anyway.




Depth-first search algorithm

Algorithm for depth-first exhaustive search.

Definitions:

  1. SL - state list - states in current path - path keeps changing - states added/removed as we go - until get path that ends in goal.
  2. NSL - new state list - nodes whose existence we have become aware of, but have not visited yet.
  3. DE - dead ends - nodes proven not to lead to goal.
  4. CS - current state.
Algorithm:


function newchildren ( state )
{
  returns not all the children of state,
  but the new ones to look at
  i.e. those not on DE, SL or NSL
}

SL := [Start]			// CS is part of the chain
NSL := [Start]
DE := []
CS := Start  

while NSL not empty do
{
  if CS = goal  
    return SL
                    
  else if newchildren(CS) not empty 
  {
    place newchildren(CS) on NSL
    CS := first element of NSL	// move down to new state
    add CS to SL			// CS is part of the chain
  }

  else 			// newchildren(CS) empty, so backtrack 
  {
    while (SL not empty) and (CS == first element of SL) 
    {
              add CS to DE 
              remove first element of SL                
              remove first element of NSL
              CS := first element of NSL
    }
    add CS to SL
  }
}


Trace:


First we work down the tree:
    AFTER     CS    SL            NSL               DE
  ITERATION
     0        A     [A]           [A]               []
     1        B     [B A]         [B C D A]         []
     2        E     [E B A]       [E F B C D A]     []
     3        H     [H E B A]     [H I E F B C D A] []
Now the first backtrack:
H has no new children. H will have been last link on SL, and last state added to NSL, if we use LIFO (stack) structure.
So while [H E B A] not empty and H is first element,
back up to parent, SL = [E B A], NSL = [I E F B C D A]
then go down: SL = [I E B A]
     4        I     [I E B A]     [I E F B C D A]   [H]
Now I is dead and so is parent E
I goes to DE, SL = [E B A], NSL = [E F B C D A], CS = E
CS is still first element of SL, so loop again
E goes to DE, SL = [B A], NSL = [F B C D A], CS = F, loop exits

     5        F     [F B A]       [F B C D A]       [E I H]
     6        J     [J F B A]     [J F B C D A]     [E I H]
     7        C     [C A]         [C D A]           [B F J E I H]
Here we only add G to NSL, since F is already in DE:

     8        G     [G C A]       [G C D A]         [B F J E I H]

Features:

  1. DE stops it examining states that are known completely already.
  2. Only goes to new states (not in SL path), so can't loop.



Breadth-first search

The "Breadth-first search" version of exhaustive search.
Search all children (siblings) before search all grandchildren.
  

Image courtesy of Ralph Morelli.


Depth-first search examines the nodes in the order:

  A, B, E, K, S, L, T, F, M, C, G, N, H, O, P, U, D, I, Q, J, R

Need to:

  
Breadth-first search does each level first before moving lower, examines the nodes in the order:
  A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U
Need to:



Breadth-first search algorithm

Algorithm for breadth-first exhaustive search.

Definitions:

  1. OPEN - states known to exist but not yet examined
  2. CLOSED - states examined

Algorithm:


  function newchildren ( state )
  {
   return children of state that are not already on OPEN or CLOSED   
  }

  OPEN := [Start] 
  CLOSED := []

  while OPEN not empty
  {
      remove LHS state from OPEN, call it X
      if X is goal
          return success 
      else 
      {
          put X on CLOSED
          put newchildren(X) on RHS of OPEN    
      }
  }

Trace:
    AFTER     OPEN                CLOSED
  ITERATION
     0        [A]                 [] 
     1        [B C D]             [A]        
     2        [C D E F]           [B A] 
     3        [D E F G H]         [C B A]
     4        [E F G H I J]       [D C B A]
     5        [F G H I J K L]     [E D C B A]
     6        [G H I J K L M]     [F E D C B A]     
     7        [H I J K L M N]     [G F E D C B A]
...


  

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