Added all Uninformated search Algorithms

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Christian Risi 2025-03-23 20:00:05 +01:00
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@ -48,3 +48,748 @@ anything else.
This is an `agent` which has `factored` or `structures` representation of states.
## Search Problem
A search problem is the union of the followings:
- **State Space**
Set of *possible* `states`.
It can be represented as a `graph` where each `state` is a `node`
and each `action` is an `edge`, leading from a `state` to another
- **Initial State**
The initial `state` the `agent` is in
- **Goal State(s)**
The `state` where the `agent` will have reached its goal. There can be multiple
`goal-states`
- **Available Actions**
All the `actions` available to the `agent`:
```python
def get_actions(state: State) : set[Action]
```
- **Transition Model**
A `function` which returns the `next-state` after taking
an `action` in the `current-state`:
```python
def move_to_next_state(state: State, action: Action): State
```
- **Action Cost Function**
A `function` which denotes the cost of taking that
`action` to reach a `new-state` from `current-state`:
```python
def action_cost(
current_state: State,
action: Action,
new_state: State
) : float
```
A `sequence` of `actions` to go from a `state` to another is called `path`.
A `path` leading to the `goal` is called a `solution`.
The ***shortest*** `path` to the `goal` is called the `optimal-solution`, or
in other words, this is the `path` with the ***lowest*** `cost`.
Obviously we always need a level of ***abstraction*** to get our `agent`
perform at its best. For example, we don't need to express any detail
about the ***physics*** of the real world to go from *point-A* to *point-B*.
## Searching Algorithms
Most algorithms used to solve [Searching Problems](#search-problem) rely
on a `tree` based representation, where the `root-node` is the `initial-state`
and each `child-node` is the `next-available-state` from a `node`.
By the `data-structure` being a `search-tree`, each `node` has a ***unique***
`path` back to the `root` as each `node` has a ***reference*** to the `parent-node`.
For each `action` we generate a `node` and each `generated-node`, wheter
***further explored*** or not, become part of the `frontier` or `fringe`.
> [!TIP]
> Before going on how to implement `search` algorithms,
> let's say that we'll use these `data-structures` for
> `frontiers`:
>
> - `priority-queue` when we need to evaluate for `lowest-costs` first
> - `FIFO` when we want to explore the `tree` ***horizontally*** first
> - `LIFO` when we want to explore the `tree` ***vertically*** first
>
> Then we need to take care of ***reduntant-paths*** in some ways:
>
> - Remember all previous `states` and only care for best `paths` to these
> `states`, ***best when `problem` fits into memory***.
> - Ignore the problem when it is ***rare*** or ***impossible*** to repeat them,
> like in an ***assembly line*** in factories.
> - Check for repeated `states` along the `parent-chain` up to the `root` or
> first `n-links`. This allows us to ***save up on memory***
>
> If we check for `redundant-paths` we have a `graph-search`, otherwise a `tree-like-search`
>
### Measuring Performance
We have 4 parameters:
- #### Completeness:
Is the `algorithm` guaranteed to find the `solution`, if any, and report
for ***no solution***?
This is easy for `finite` `state-spaces` while we need a ***systematic***
algorithm for `infinite` ones, though it would be difficult reporting
for ***no solution*** as it is impossible to explore the ***whole `space`***.
- #### Cost Optimality:
Can it find the `optimal-solution`?
- #### Time Complexity:
`O(n) time` performance
- #### Space Complexity:
`O(n) space` performance, explicit one (if the `graph` is ***explicit***) or
by mean of:
- `depth` of `actions` for an `optimal-solution`
- `max-number-of-actions` in **any** `path`
- `branching-factor` for a node
### Uninformed Algorithms
These `algorithms` know **nothing** about the `space`
#### Breadth-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 breadth_first_search(
problem: Problem
) : Node | null
"""
Graph-Search
Gets all nodes with lower cost
to expand first.
"""
# Initialize variables
root = problem.initial_state
# Check if root is goal
if problem.is_goal(root.state):
return node
# This will change according to the algorithms
frontier = FIFO_Queue()
reached_nodes = set[State]
reached_nodes.add(root.state)
# Repeat until all states have been expanded
while len(frontier) != 0:
node = frontier.pop()
# Get all reachable states
for child in expand(problem, node):
state = child.state
# If state is goal, return the node
# Early Goal Checking
if problem.is_goal(state):
return child
# Check if state is new and add it
if state is not in reached_nodes:
reached_nodes.append(child)
frontier.push(child)
continue
# We get here if we have no
# more nodes to expand from
return null
```
In this `algorithm` we use the ***depth*** of `nodes` as the `cost` to
reach such nodes.
In comparison to the [Best-First Search](#best-first-search), we have these
differences:
- `FIFO Queue` instead of a `Priority Queue`:
Since we expand on ***breadth***, a `FIFO` guarantees us that
all nodes are in order as the `nodes` generated at the same `depth`
are generated before that those at `depth + 1`.
- `early-goal test` instead of a `late-goal test`:
We can immediately see if the `state` is the `goal-state` as
it would have the ***minimum `cost` already***
- The `reached_states` is now a `set` instead of a `dict`:
Since `depth + 1` has a ***higher `cost`*** than `depth`, this means
that we alread reached the ***minimum `cost`*** for that `state`
after the first time we reached it.
However the `space-complexity` and `time-complexity` are
***high*** with $O(b^d)$ space, where $b$ is the
`max-branching-factor` and $d$ is the `search-depth`[^breadth-first-performance]
This algorithm is:
- `optimal`
- `complete` (as long each `action` has the same `cost`)
> [!CAUTION]
> All of these considerations are valid as long as each `edge` has a `uniform-cost`
#### Dijkstra'Algorithm | AKA Uniform-Cost Search[^dijkstra-algorithm]
This algorithm is basically [Best-First Search](#best-first-search) but with `path_cost()`
as the `cost_function`.
It works by `expanding` all `nodes` that have the ***lowest*** `path-cost` and
evaluating them for the `goal` after `poppoing` them out of the `queue`, otherwise
it would pick up one of the `non-optimal solutions`.
Its ***performance*** depends on $C^{*}$, the `optimal-solution` and $\epsilon > 0$, the lower
bound over the `cost` of each `action`. The `worst-case` would be
$O(b^{1 + \frac{C^*}{\epsilon}})$ for bot `time` and `space-complexity`
In the `worst-case` the `complexity` is $O(b^{d + 1})$ when all `actions` cost $\epsilon$
This algorithm is:
- `optimal`
- `complete`
> [!TIP]
> Notice that at ***worst***, we will have to expand $\frac{C^*}{\epsilon}$ if ***each***
> action costed at most $\epsilon$, since $C^*$ is the `optimal-cost`, plus the
> ***last-expansion*** before realizing it got the `optimal-solution`
#### Depth-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 depth_first_search(
problem: Problem
) : Node | null
"""
Graph-Search
Gets all nodes with lower cost
to expand first.
"""
# Initialize variables
root = problem.initial_state
# Check if root is goal
if problem.is_goal(root.state):
return node
# This will change according to the algorithms
frontier = LIFO_Queue()
# Repeat until all states have been expanded
while len(frontier) != 0:
node = frontier.pop()
# Get all reachable states
for child in expand(problem, node):
state = child.state
# If state is goal, return the node
# Early Goal Checking
if problem.is_goal(state):
return child
# We don't care if we reached that state
# or not before
frontier.push(child)
# We get here if we have no
# more nodes to expand from
return null
```
This is basically a [Best-First Search](#best-first-search) but with the `cost_function`
being the ***negative*** of `depth`. However we can use a `LIFO Queue`, instead of a
`cost_function`, and delete the `reached_space` `dict`.
This algorithm is:
- `non-optimal` as it returns the ***first*** `solution`, not the ***best***
- `incomplete` as it is `non-systematic`, but it is `complete` for `acyclic graphs`
and `trees`
- $O(b^{m})$ with $m$ being the `max-depth` of the `space`
- $O(b\, m)$ for `space-complexity` with $m$ being the `max-depth` of the `space`
<!-- TODO: Add reference to backtracing -->
One evolution of this algorithm, is the ***backtracking search***
> [!TIP]
> While it is `non-optimal` and `not-complete` and having a ***huge*** `time-complexity`,
> the `space-complexity` makes it appealing as we have ***much more time than space***
> available.
> [!CAUTION]
> This algorithm needs a way to handle `cycles`
#### Depth-Limited
```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 depth_limited_search(
problem: Problem,
max_depth: int
) : Node | null
"""
Graph-Search
Gets all nodes with lower cost
to expand first.
"""
# Initialize variables
root = problem.initial_state
# Check if root is goal
if problem.is_goal(root.state):
return node
# This will change according to the algorithms
frontier = LIFO_Queue()
# Repeat until all states have been expanded
while len(frontier) != 0:
node = frontier.pop()
# Do not expand, over max_depth
#
# We throw an error to differentiate
# from when there's no solution
if abs(node.path_cost) >= max_depth:
throw MaxDepthError("We got over max_depth")
# Get all reachable states
for child in expand(problem, node):
state = child.state
# If state is goal, return the node
# Early Goal Checking
if problem.is_goal(state):
return child
# We don't care if we reached that state
# or not before
frontier.push(child)
# We get here if we have no
# more nodes to expand from
return null
```
This is a ***flavour*** of [Depth-First Search](#depth-first-search).
One addition of this algorithm is the parameter of `max_depth`. After we go after
`max_depth`, we don't expand anymore.
This algorithm is:
- `non-optimal` (see [Depth-First Search](#depth-first-search))
- `incomplete` (see [Depth-First Search](#depth-first-search)) and it now depends
on the `max_depth` as well
- $O(b^{max\_depth})$ `time-complexity`
- $O(b\, max\_depth)$ `space-complexity`
> [!CAUTION]
> This algorithm needs a way to handle `cycles` as its ***parent***
> [!TIP]
> Depending on the domain of the `problem`, we can estimate a good `max_depth`, for
> example, ***graphs*** have a number called `diameter` that tells us the
> ***max number of `actions` to reach any `node` in the `graph`***
#### Iterative Deepening Search
```python
def iterative_deepening_search(
problem: Porblem
) : Node | null
done = False
max_depth = 0
while not done:
try:
solution = depth_limited_search(
problem,
max_depth
)
done = True
# We only catch for this exception
except MaxDepthError as e:
pass
max_depth += 1
return solution
```
This is a ***flavour*** of `depth-limited search`. whenever it reaches the `max_depth`
the `search` is ***restarted*** until one is found.
This algorithm is:
- `non-optimal` (see [Depth-First Search](#depth-first-search))
- `incomplete` (see [Depth-First Search](#depth-first-search)) and it now depends
on the `max_depth` as well
- $O(b^{m})$ `time-complexity`
- $O(b\, m)$ `space-complexity`
> [!TIP]
> This is the ***preferred*** method for `uninformed-search` when
> ***we have no idea of the `max_depth`*** and ***the `space` is larger than memory***
#### Bidirectional Search
```python
# Watch other implementations
def expand( problem: Problem, node: Node ) : Node
pass
# It is not defined
def join_nodes( node_1: Node, node_2 : Node) : Node
def best_first_search(
problem_1: Problem, # Initial Problem
cost_function_1: Callable[[node: Node] float],
problem_2: Problem, # Reverse Problem
cost_function_2: Callable[[node: Node] float]
) : Node | null
"""
Graph-Search
Gets all nodes with lower cost
to expand first.
"""
# Initialize variables
root_1 = problem_1.initial_state
root_2 = problem_2.initial_state
# This will change according to the algorithms
frontier_1 = Priority_Queue(order_by = cost_function_1)
frontier_2 = Priority_Queue(order_by = cost_function_2)
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