Added all Uninformated search Algorithms
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@ -48,3 +48,748 @@ anything else.
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This is an `agent` which has `factored` or `structures` representation of states.
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## Search Problem
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A search problem is the union of the followings:
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- **State Space**
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Set of *possible* `states`.
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It can be represented as a `graph` where each `state` is a `node`
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and each `action` is an `edge`, leading from a `state` to another
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- **Initial State**
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The initial `state` the `agent` is in
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- **Goal State(s)**
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The `state` where the `agent` will have reached its goal. There can be multiple
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`goal-states`
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- **Available Actions**
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All the `actions` available to the `agent`:
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```python
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def get_actions(state: State) : set[Action]
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```
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- **Transition Model**
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A `function` which returns the `next-state` after taking
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an `action` in the `current-state`:
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```python
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def move_to_next_state(state: State, action: Action): State
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```
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- **Action Cost Function**
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A `function` which denotes the cost of taking that
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`action` to reach a `new-state` from `current-state`:
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```python
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def action_cost(
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current_state: State,
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action: Action,
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new_state: State
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) : float
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```
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A `sequence` of `actions` to go from a `state` to another is called `path`.
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A `path` leading to the `goal` is called a `solution`.
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The ***shortest*** `path` to the `goal` is called the `optimal-solution`, or
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in other words, this is the `path` with the ***lowest*** `cost`.
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Obviously we always need a level of ***abstraction*** to get our `agent`
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perform at its best. For example, we don't need to express any detail
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about the ***physics*** of the real world to go from *point-A* to *point-B*.
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## Searching Algorithms
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Most algorithms used to solve [Searching Problems](#search-problem) rely
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on a `tree` based representation, where the `root-node` is the `initial-state`
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and each `child-node` is the `next-available-state` from a `node`.
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By the `data-structure` being a `search-tree`, each `node` has a ***unique***
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`path` back to the `root` as each `node` has a ***reference*** to the `parent-node`.
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For each `action` we generate a `node` and each `generated-node`, wheter
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***further explored*** or not, become part of the `frontier` or `fringe`.
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> [!TIP]
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> Before going on how to implement `search` algorithms,
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> let's say that we'll use these `data-structures` for
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> `frontiers`:
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>
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> - `priority-queue` when we need to evaluate for `lowest-costs` first
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> - `FIFO` when we want to explore the `tree` ***horizontally*** first
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> - `LIFO` when we want to explore the `tree` ***vertically*** first
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>
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> Then we need to take care of ***reduntant-paths*** in some ways:
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>
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> - Remember all previous `states` and only care for best `paths` to these
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> `states`, ***best when `problem` fits into memory***.
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> - Ignore the problem when it is ***rare*** or ***impossible*** to repeat them,
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> like in an ***assembly line*** in factories.
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> - Check for repeated `states` along the `parent-chain` up to the `root` or
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> first `n-links`. This allows us to ***save up on memory***
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>
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> If we check for `redundant-paths` we have a `graph-search`, otherwise a `tree-like-search`
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>
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### Measuring Performance
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We have 4 parameters:
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- #### Completeness:
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Is the `algorithm` guaranteed to find the `solution`, if any, and report
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for ***no solution***?
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This is easy for `finite` `state-spaces` while we need a ***systematic***
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algorithm for `infinite` ones, though it would be difficult reporting
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for ***no solution*** as it is impossible to explore the ***whole `space`***.
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- #### Cost Optimality:
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Can it find the `optimal-solution`?
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- #### Time Complexity:
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`O(n) time` performance
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- #### Space Complexity:
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`O(n) space` performance, explicit one (if the `graph` is ***explicit***) or
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by mean of:
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- `depth` of `actions` for an `optimal-solution`
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- `max-number-of-actions` in **any** `path`
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- `branching-factor` for a node
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### Uninformed Algorithms
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These `algorithms` know **nothing** about the `space`
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#### Breadth-First Search
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```python
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def expand(
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problem: Problem,
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node: Node
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) : Node
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"""
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Gets all children from a node and packet them
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in a node
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"""
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# Initialize variables
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state = node.state
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for action in problem.actions:
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new_state = problem.result(state, action)
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cost = node.path_cost + problem.action_cost(state, action, new_state)
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# See https://docs.python.org/3/reference/expressions.html#yield-expressions
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yield Node(
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state = new_node,
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parent = node,
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action = action,
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path_cost = cost
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)
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def breadth_first_search(
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problem: Problem
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) : Node | null
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"""
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Graph-Search
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Gets all nodes with lower cost
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to expand first.
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"""
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# Initialize variables
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root = problem.initial_state
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# Check if root is goal
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if problem.is_goal(root.state):
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return node
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# This will change according to the algorithms
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frontier = FIFO_Queue()
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reached_nodes = set[State]
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reached_nodes.add(root.state)
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# Repeat until all states have been expanded
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while len(frontier) != 0:
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node = frontier.pop()
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# Get all reachable states
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for child in expand(problem, node):
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state = child.state
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# If state is goal, return the node
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# Early Goal Checking
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if problem.is_goal(state):
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return child
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# Check if state is new and add it
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if state is not in reached_nodes:
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reached_nodes.append(child)
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frontier.push(child)
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continue
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# We get here if we have no
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# more nodes to expand from
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return null
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```
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In this `algorithm` we use the ***depth*** of `nodes` as the `cost` to
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reach such nodes.
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In comparison to the [Best-First Search](#best-first-search), we have these
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differences:
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- `FIFO Queue` instead of a `Priority Queue`:
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Since we expand on ***breadth***, a `FIFO` guarantees us that
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all nodes are in order as the `nodes` generated at the same `depth`
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are generated before that those at `depth + 1`.
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- `early-goal test` instead of a `late-goal test`:
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We can immediately see if the `state` is the `goal-state` as
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it would have the ***minimum `cost` already***
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- The `reached_states` is now a `set` instead of a `dict`:
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Since `depth + 1` has a ***higher `cost`*** than `depth`, this means
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that we alread reached the ***minimum `cost`*** for that `state`
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after the first time we reached it.
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However the `space-complexity` and `time-complexity` are
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***high*** with $O(b^d)$ space, where $b$ is the
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`max-branching-factor` and $d$ is the `search-depth`[^breadth-first-performance]
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This algorithm is:
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- `optimal`
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- `complete` (as long each `action` has the same `cost`)
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> [!CAUTION]
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> All of these considerations are valid as long as each `edge` has a `uniform-cost`
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#### Dijkstra'Algorithm | AKA Uniform-Cost Search[^dijkstra-algorithm]
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This algorithm is basically [Best-First Search](#best-first-search) but with `path_cost()`
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as the `cost_function`.
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It works by `expanding` all `nodes` that have the ***lowest*** `path-cost` and
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evaluating them for the `goal` after `poppoing` them out of the `queue`, otherwise
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it would pick up one of the `non-optimal solutions`.
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Its ***performance*** depends on $C^{*}$, the `optimal-solution` and $\epsilon > 0$, the lower
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bound over the `cost` of each `action`. The `worst-case` would be
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$O(b^{1 + \frac{C^*}{\epsilon}})$ for bot `time` and `space-complexity`
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In the `worst-case` the `complexity` is $O(b^{d + 1})$ when all `actions` cost $\epsilon$
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This algorithm is:
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- `optimal`
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- `complete`
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> [!TIP]
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> Notice that at ***worst***, we will have to expand $\frac{C^*}{\epsilon}$ if ***each***
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> action costed at most $\epsilon$, since $C^*$ is the `optimal-cost`, plus the
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> ***last-expansion*** before realizing it got the `optimal-solution`
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#### Depth-First Search
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```python
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def expand(
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problem: Problem,
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node: Node
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) : Node
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"""
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Gets all children from a node and packet them
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in a node
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"""
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# Initialize variables
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state = node.state
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for action in problem.actions:
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new_state = problem.result(state, action)
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cost = node.path_cost + problem.action_cost(state, action, new_state)
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# See https://docs.python.org/3/reference/expressions.html#yield-expressions
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yield Node(
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state = new_node,
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parent = node,
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action = action,
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path_cost = cost
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)
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def depth_first_search(
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problem: Problem
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) : Node | null
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"""
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Graph-Search
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Gets all nodes with lower cost
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to expand first.
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"""
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# Initialize variables
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root = problem.initial_state
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# Check if root is goal
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if problem.is_goal(root.state):
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return node
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# This will change according to the algorithms
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frontier = LIFO_Queue()
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# Repeat until all states have been expanded
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while len(frontier) != 0:
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node = frontier.pop()
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# Get all reachable states
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for child in expand(problem, node):
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state = child.state
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# If state is goal, return the node
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# Early Goal Checking
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if problem.is_goal(state):
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return child
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# We don't care if we reached that state
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# or not before
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frontier.push(child)
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# We get here if we have no
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# more nodes to expand from
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return null
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```
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This is basically a [Best-First Search](#best-first-search) but with the `cost_function`
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being the ***negative*** of `depth`. However we can use a `LIFO Queue`, instead of a
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`cost_function`, and delete the `reached_space` `dict`.
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This algorithm is:
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- `non-optimal` as it returns the ***first*** `solution`, not the ***best***
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- `incomplete` as it is `non-systematic`, but it is `complete` for `acyclic graphs`
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and `trees`
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- $O(b^{m})$ with $m$ being the `max-depth` of the `space`
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- $O(b\, m)$ for `space-complexity` with $m$ being the `max-depth` of the `space`
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<!-- TODO: Add reference to backtracing -->
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One evolution of this algorithm, is the ***backtracking search***
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> [!TIP]
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> While it is `non-optimal` and `not-complete` and having a ***huge*** `time-complexity`,
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> the `space-complexity` makes it appealing as we have ***much more time than space***
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> available.
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> [!CAUTION]
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> This algorithm needs a way to handle `cycles`
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#### Depth-Limited
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```python
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def expand(
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problem: Problem,
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node: Node
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) : Node
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"""
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Gets all children from a node and packet them
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in a node
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"""
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# Initialize variables
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state = node.state
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for action in problem.actions:
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new_state = problem.result(state, action)
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cost = node.path_cost + problem.action_cost(state, action, new_state)
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# See https://docs.python.org/3/reference/expressions.html#yield-expressions
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yield Node(
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state = new_node,
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parent = node,
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action = action,
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path_cost = cost
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)
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def depth_limited_search(
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problem: Problem,
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max_depth: int
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) : Node | null
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"""
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Graph-Search
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Gets all nodes with lower cost
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to expand first.
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"""
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# Initialize variables
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root = problem.initial_state
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# Check if root is goal
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if problem.is_goal(root.state):
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return node
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# This will change according to the algorithms
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frontier = LIFO_Queue()
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# Repeat until all states have been expanded
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while len(frontier) != 0:
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node = frontier.pop()
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# Do not expand, over max_depth
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#
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# We throw an error to differentiate
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# from when there's no solution
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if abs(node.path_cost) >= max_depth:
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throw MaxDepthError("We got over max_depth")
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# Get all reachable states
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for child in expand(problem, node):
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state = child.state
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# If state is goal, return the node
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# Early Goal Checking
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if problem.is_goal(state):
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return child
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# We don't care if we reached that state
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# or not before
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frontier.push(child)
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# We get here if we have no
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# more nodes to expand from
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return null
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```
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This is a ***flavour*** of [Depth-First Search](#depth-first-search).
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One addition of this algorithm is the parameter of `max_depth`. After we go after
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`max_depth`, we don't expand anymore.
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This algorithm is:
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- `non-optimal` (see [Depth-First Search](#depth-first-search))
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- `incomplete` (see [Depth-First Search](#depth-first-search)) and it now depends
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on the `max_depth` as well
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- $O(b^{max\_depth})$ `time-complexity`
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- $O(b\, max\_depth)$ `space-complexity`
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> [!CAUTION]
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> This algorithm needs a way to handle `cycles` as its ***parent***
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> [!TIP]
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> Depending on the domain of the `problem`, we can estimate a good `max_depth`, for
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> example, ***graphs*** have a number called `diameter` that tells us the
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> ***max number of `actions` to reach any `node` in the `graph`***
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#### Iterative Deepening Search
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```python
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def iterative_deepening_search(
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problem: Porblem
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) : Node | null
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done = False
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max_depth = 0
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while not done:
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try:
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solution = depth_limited_search(
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problem,
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max_depth
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)
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done = True
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# We only catch for this exception
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except MaxDepthError as e:
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pass
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max_depth += 1
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return solution
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```
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This is a ***flavour*** of `depth-limited search`. whenever it reaches the `max_depth`
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the `search` is ***restarted*** until one is found.
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This algorithm is:
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- `non-optimal` (see [Depth-First Search](#depth-first-search))
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- `incomplete` (see [Depth-First Search](#depth-first-search)) and it now depends
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on the `max_depth` as well
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- $O(b^{m})$ `time-complexity`
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- $O(b\, m)$ `space-complexity`
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> [!TIP]
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> This is the ***preferred*** method for `uninformed-search` when
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> ***we have no idea of the `max_depth`*** and ***the `space` is larger than memory***
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#### Bidirectional Search
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```python
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# Watch other implementations
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def expand( problem: Problem, node: Node ) : Node
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pass
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# It is not defined
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def join_nodes( node_1: Node, node_2 : Node) : Node
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def best_first_search(
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problem_1: Problem, # Initial Problem
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cost_function_1: Callable[[node: Node] float],
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problem_2: Problem, # Reverse Problem
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cost_function_2: Callable[[node: Node] float]
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) : Node | null
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"""
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Graph-Search
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Gets all nodes with lower cost
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to expand first.
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"""
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# Initialize variables
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root_1 = problem_1.initial_state
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root_2 = problem_2.initial_state
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# This will change according to the algorithms
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frontier_1 = Priority_Queue(order_by = cost_function_1)
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frontier_2 = Priority_Queue(order_by = cost_function_2)
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reached_nodes_1 = dict[State, Node]
|
||||
reached_nodes_1[root_1.state] = root_1
|
||||
|
||||
reached_nodes_2 = dict[State, Node]
|
||||
reached_nodes_2[root_2.state] = root_2
|
||||
|
||||
# Keep track of best solution
|
||||
solution = null
|
||||
|
||||
|
||||
# Repeat until all states have been expanded
|
||||
while len(frontier_1) != 0 and len(frontier_2) != 0:
|
||||
|
||||
# Expand frontier with lowest cost
|
||||
if cost_function_1(frontier_1[0]) < cost_function_2(frontier_2[0]):
|
||||
|
||||
node_1 = frontier_1.pop()
|
||||
|
||||
# Get all reachable states for 1
|
||||
for child in expand(problem_1, node_1):
|
||||
state = child.state
|
||||
|
||||
# Check if state is new or has
|
||||
# lower cost and add to frontier
|
||||
if (
|
||||
state is not in reached_nodes_1
|
||||
or
|
||||
child.path_cost < reached_nodes_1[state].path_cost
|
||||
):
|
||||
# Add node to frontier
|
||||
reached_nodes_1[state] = child
|
||||
frontier.push(child)
|
||||
|
||||
# Check if state has previously been
|
||||
# reached by the other frontier
|
||||
if state is in reached_nodes_2:
|
||||
tmp_solution = join_solutions(
|
||||
reached_nodes_1[state],
|
||||
reached_nodes_2[state]
|
||||
)
|
||||
|
||||
# Check if this solution is better
|
||||
if tmp_solution.path_cost < solution.path_cost:
|
||||
solution = tmp_solution
|
||||
else:
|
||||
|
||||
node_2 = frontier21.pop()
|
||||
|
||||
# Get all reachable states for 2
|
||||
for child in expand(problem_2, node_2):
|
||||
state = child.state
|
||||
|
||||
# Check if state is new or has
|
||||
# lower cost and add to frontier
|
||||
if (
|
||||
state is not in reached_nodes_2
|
||||
or
|
||||
child.path_cost < reached_nodes_2[state].path_cost
|
||||
):
|
||||
|
||||
# Add node to frontier
|
||||
reached_nodes_2[state] = child
|
||||
frontier.push(child)
|
||||
|
||||
# Check if state has previously been
|
||||
# reached by the other frontier
|
||||
if state is in reached_nodes_1:
|
||||
|
||||
tmp_solution = join_solutions(
|
||||
reached_nodes_1[state],
|
||||
reached_nodes_2[state]
|
||||
)
|
||||
|
||||
# Check if this solution is better
|
||||
if tmp_solution.path_cost < solution.path_cost:
|
||||
solution = tmp_solution
|
||||
|
||||
# We get here if we have no
|
||||
# more nodes to expand from
|
||||
return solution
|
||||
|
||||
```
|
||||
|
||||
This method `expands` from both the `starting-state` and `goal-state` like
|
||||
a [Best-First Search](#best-first-search), making us save up on ***memory*** and ***time***.
|
||||
|
||||
On the other hand, the implementation algorithm is ***harder*** to implement
|
||||
|
||||
This algorithm is:
|
||||
- `optimal` (see [Best-First Search](#best-first-search))
|
||||
- `complete` (see [Best-First Search](#best-first-search))
|
||||
- $O(b^{1 + \frac{C^*}{2\epsilon}})$ `time-complexity`
|
||||
(see [Uniform-Cost Search](#dijkstraalgorithm--aka-uniform-cost-search))
|
||||
- $O(b^{1 + \frac{C^*}{2\epsilon}})$ `space-complexity`
|
||||
(see [Uniform-Cost Search](#dijkstraalgorithm--aka-uniform-cost-search))
|
||||
|
||||
> [!TIP]
|
||||
> If the `cost_function` is the `path_cost`, it is `bi-directional` and we can do the following
|
||||
> consideration:
|
||||
>
|
||||
> - $C^*$ is the `optimal-path` and no `node` with $path\_cost > \frac{C^*}{2}$ will be expanded
|
||||
>
|
||||
> This is an important speedup, however, without having a `bi-directional` `cost_function`,
|
||||
> then we need to check for the ***best `solution`*** several times.
|
||||
|
||||
### Informed Algorithms | AKA Heuristic Search
|
||||
|
||||
These `algorithms` know something about the ***closeness*** of nodes
|
||||
|
||||
#### Best-First Search
|
||||
|
||||
```python
|
||||
|
||||
def expand(
|
||||
problem: Problem,
|
||||
node: Node
|
||||
) : Node
|
||||
"""
|
||||
Gets all children from a node and packet them
|
||||
in a node
|
||||
"""
|
||||
|
||||
# Initialize variables
|
||||
state = node.state
|
||||
|
||||
for action in problem.actions:
|
||||
new_state = problem.result(state, action)
|
||||
cost = node.path_cost + problem.action_cost(state, action, new_state)
|
||||
|
||||
# See https://docs.python.org/3/reference/expressions.html#yield-expressions
|
||||
yield Node(
|
||||
state = new_node,
|
||||
parent = node,
|
||||
action = action,
|
||||
path_cost = cost
|
||||
)
|
||||
|
||||
|
||||
|
||||
def best_first_search(
|
||||
problem: Problem,
|
||||
cost_function: Callable[[node: Node] float]
|
||||
) : Node | null
|
||||
"""
|
||||
Graph-Search
|
||||
|
||||
Gets all nodes with lower cost
|
||||
to expand first.
|
||||
"""
|
||||
|
||||
# Initialize variables
|
||||
root = problem.initial_state
|
||||
|
||||
# This will change according to the algorithms
|
||||
frontier = Priority_Queue(order_by = cost_function)
|
||||
|
||||
reached_nodes = dict[State, Node]
|
||||
reached_nodes[root.state] = root
|
||||
|
||||
|
||||
# Repeat until all states have been expanded
|
||||
while len(frontier) != 0:
|
||||
|
||||
node = frontier.pop()
|
||||
|
||||
# If state is goal, return the node
|
||||
if problem.is_goal(node.state):
|
||||
return node
|
||||
|
||||
# Get all reachable states
|
||||
for child in expand(problem, node):
|
||||
state = child.state
|
||||
|
||||
# Check if state is new and add it
|
||||
if state is not in reached_nodes:
|
||||
reached_nodes[state] = child
|
||||
frontier.push(child)
|
||||
continue
|
||||
|
||||
# Here we do know that the state has been reached before
|
||||
# Check if state has a lower cost and add it
|
||||
if child.path_cost < reached_nodes[state].path_cost:
|
||||
reached_nodes[state] = child
|
||||
frontier.push(child)
|
||||
continue
|
||||
|
||||
# We get here if we have no
|
||||
# more nodes to expand from
|
||||
return null
|
||||
|
||||
```
|
||||
|
||||
In a `best_first_search` we start from the `root` and then we
|
||||
`expand` and add these `states` as `nodes` at `frontier` if they are
|
||||
***either new or at lower path_cost***.
|
||||
|
||||
Whenever we get from a `state` to a `node`, we keep track of:
|
||||
|
||||
- `state`
|
||||
- `parent-node`
|
||||
- `action` used to go from `parent-node` to here
|
||||
- `cost` that is cumulative from `parent-node` and the `action` used
|
||||
|
||||
If there's no `node` available in the `frontier`, and we didn't find
|
||||
the `goal-state`, then the solution is `null`.
|
||||
|
||||
#### Greedy Best-First Search
|
||||
|
||||
#### A* Search
|
||||
|
||||
#### Weighted A*
|
||||
|
||||
#### Bidirectional Heuristic Search
|
||||
|
||||
[^breadth-first-performance]: Artificial Intelligence: A Modern Approach Global Edition 4th |
|
||||
Ch. 3 pg. 95
|
||||
|
||||
[^dijkstra-algorithm]: Artificial Intelligence: A Modern Approach Global Edition 4th |
|
||||
Ch. 3 pg. 96
|
||||
Loading…
x
Reference in New Issue
Block a user