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Monkey and Banana

The document describes how problems can be formally defined in AI by representing them as state spaces. A problem is defined by its state space, initial state, goal states, and operators or rules that move between states. It then provides examples of problems represented as state spaces, including the monkey and bananas problem, missionaries and cannibals problem, and the 8-puzzle. Search techniques like depth-first search, breadth-first search, and heuristic search can be used to find a solution by traversing the state space from the initial to a goal state.
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50% found this document useful (2 votes)
4K views22 pages

Monkey and Banana

The document describes how problems can be formally defined in AI by representing them as state spaces. A problem is defined by its state space, initial state, goal states, and operators or rules that move between states. It then provides examples of problems represented as state spaces, including the monkey and bananas problem, missionaries and cannibals problem, and the 8-puzzle. Search techniques like depth-first search, breadth-first search, and heuristic search can be used to find a solution by traversing the state space from the initial to a goal state.
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You are on page 1/ 22

Formal Description of a Problem

In AI, we will formally define a problem as


a space of all possible configurations where each
configuration is called a state
thus, we use the term state space
an initial state
one or more goal states
a set of rules/operators which move the problem from one
state to the next
In some cases, we may enumerate all possible states
(see monkey & banana problem on the next slide)
but usually, such an enumeration will be overwhelmingly
large so we only generate a portion of the state space, the
portion we are currently examining
The Monkey & Bananas Problem
A monkey is in a cage and bananas are suspended from the
ceiling, the monkey wants to eat a banana but cannot reach
them
in the room are a chair and a stick
if the monkey stands on the chair and waves the stick, he can
knock a banana down to eat it
what are the actions the monkey should take?
Initial state:
monkey on ground
with empty hand
bananas suspended
Goal state:
monkey eating
Actions:
climb chair/get off
grab X
wave X
eat X
Missionaries and Cannibals
3 missionaries and 3 cannibals are on one side of the river with a
boat that can take exactly 2 people across the river
how can we move the 3 missionaries and 3 cannibals across the river
with the constraint that the cannibals never outnumber the missionaries on
either side of the river (lest the cannibals start eating the missionaries!)??
We can represent a state as a 6-item tuple:
(a, b, c, d, e, f)
a/b = number of missionaries/cannibals on left shore
c/d = number of missionaries/cannibals in boat
e/f = number of missionaries/cannibals on right shore
where a + b + c + d + e + f = 6
and a >= b unless a = 0, c >= d unless c = 0, and e >= f unless e = 0
Legal operations (moves) are
0, 1, 2 missionaries get into boat
0, 1, 2 missionaries get out of boat
0, 1, 2 cannibals get into boat
0, 1, 2 missionaries get out of boat
boat sails from left shore to right shore
boat sails from right shore to left shore
drawing the state space will be left as a homework problem
Graphs/Trees
We often visualize a state space (or a
search space) as a graph
a tree is a special form of graph where every
node has 1 parent and 0 to many children, in a
graph, there is no parent/child relationship
implied
some problems will use trees, others can use graphs
To the right is an example of representing
a situation as a graph
on the top is the city of Konigsberg where
there are 2 shores, 2 islands and 7 bridges
the graph below shows the connectivity
the question asked in this problem was: is
there a single path that takes you to both
shores and islands and covers every bridge
exactly once?
by representing the problem as a graph, it is
easier to solve
the answer by the way is no, the graph has four
nodes whose degree is an odd number, the
problem, finding an Euler path, is only solvable
if a graph has exactly 0 or 2 nodes whose
degrees are odd
8 Puzzle
The 8 puzzle search space consists of 8! states (40320)
Problem Characteristics
Is the problem decomposable?
if yes, the problem becomes simpler to solve because each lesser problem
can be tackled and the solutions combined together at the end
Can solution steps be undone or ignored?
a game for instance often does not allow for steps to be undone (can you
take back a chess move?)
Is the problems universe predictable?
will applying the action result in the state we expect? for instance, in the
monkey and banana problem, waving the stick on a chair does not
guarantee that a banana will fall to the ground!
Is a good solution absolute or relative?
for instance, do we care how many steps it took to get there?
Is the desired solution a state or a path?
is the problem solved by knowing the steps, or reaching the goal?
Is a large amount of knowledge absolutely required?
Is problem solving interactive?
Search
Given a problem expressed as a state space (whether
explicitly or implicitly)
with operators/actions, an initial state and a goal state, how do
we find the sequence of operators needed to solve the problem?
this requires search
Formally, we define a search space as [N, A, S, GD]
N = set of nodes or states of a graph
A = set of arcs (edges) between nodes that correspond to the
steps in the problem (the legal actions or operators)
S = a nonempty subset of N that represents start states
GD = a nonempty subset of N that represents goal states
Our problem becomes one of traversing the graph from a
node in S to a node in GD
we can use any of the numerous graph traversal techniques for
this but in general, they divide into two categories:
brute force unguided search
heuristic guided search
Consequences of Search
As shown a few slides back, the 8-puzzle has over 40000 different
states
what about the 15 puzzle?
A brute force search means trying all possible states blindly until
you find the solution
for a state space for a problem requiring n moves where each move consists
of m choices, there are 2
m*n
possible states
two forms of brute force search are: depth first search, breath first search
A guided search examines a state and uses some heuristic (usually
a function) to determine how good that state is (how close you
might be to a solution) to help determine what state to move to
hill climbing
best-first search
A/A* algorithm
Minimax
While a good heuristic can reduce the complexity from 2
m*n
to
something tractable, there is no guarantee so any form of search is
O(2
n
) in the worst case
Forward vs Backward Search
The common form of reasoning starts with data and leads to
conclusions
for instance, diagnosis is data-driven given the patient symptoms, we
work toward disease hypotheses
we often think of this form of reasoning as forward chaining through rules
Backward search reasons from goals to actions
Planning and design are often goal-driven
backward chaining
Depth-first Search
Starting at node A, our search gives us:
A, B, E, K, S, L, T, F, M, C, G, N, H, O, P,
U, D, I, Q, J, R
Depth-first Search Example
Traveling Salesman Problem
Breadth-First Search
Starting at node A, our search would generate the
nodes in alphabetical order from A to U
Breadth-First Search Example
DFS with Iterative Deepening
We might assume that most solutions to a given problem
are toward the bottom of the state space
the DFS then is superior because it reaches the lower levels
much more rapidly
however, DFS can get lost in the lower levels, spending too
much time on solutions that are very similar
An alternative is to use DFS but with iterative deepening
here, we continue to go down the same branch until we reach
some pre-specified maximum depth
this depth may be set because we suspect a solution to exist somewhere
around that location, or because of time constraints, or some other
factor
once that depth has been reached, continue the search at that
level in a breadth-first manner
see figure 3.19 on page 105 for an example of the 8-puzzle with a
depth bound at 5
Backtracking Search Algorithm
8 Queens
Can you place 8 queens on a chess board such that no
queen can capture another?
uses a recursive algorithm with backtracking
the more general problem is the N-queens problem (N queens
on an NxN chess board)
solve(board, col, row)
if col = n then return true; // success
else
row = 0; placed = false;
while(row < n && !placed)
board[row][col] = true // place the queen
if(cannotCapture(board, col)) placed = true
else
board[row][col] = false; row++
if(row = n)
col--; placed = false; row = 0; // backtrack
And/Or Graphs
To this point in our consideration of search spaces, a
single state (or the path to that state) represents a
solution
in some problems, a solution is a combination of states or a
combination of paths
we pursue a single path, until we reach a dead end in which
case we backtrack, or we find the solution (or we run out of
possibilities if no solution exists)
so our state space is an Or graph every different branch is a
different solution, only one of which is required to solve the
problem
However, some problems can be decomposed into
subproblems where each subproblem must be solved
consider for instance integrating some complex function
which can be handled by integration by parts
such as state space would comprise an And/Or graph where a
path may lead to a solution, but another path may have
multiple subpaths, all of which must lead to solutions
And/Or Graphs as Search Spaces
Integration by parts, as used in the
MACSYMA expert system
if we use the middle branch, we must
solve all 3 parts (in the final row)
Our Financial Advisor system from
chapter 2 each possible investment
solution requires proving 3 things
Goal-driven Example: Find Fred
Solution
We want to know location(fred, Y)
As a goal-driven problem, we start with this and find a rule that can conclude
location(X, Y), which is rule 7, 8 or 9
Rule 8 will fail because we cannot prove warm(Saturday)
Rule 9 is applied since day(saturday) is true and ~warm(saturday) is true
Rule 9s conclusion is that sam is in the museum
Rule 7 tells us that fred is with his master, sam, so fred is in the museum

Data-driven Example: Parsing
We wrap up this chapter by considering an example of
syntactically parsing an English sentence
we have the following five rules:
sentence np vp
np n
np art n
vp v
vp v np
n is noun
man or dog
v is verb
likes or bites
Art is article
a or the
Parse the following
sentence:
The dog bites the man.

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