Artificial Intelligence: A Modern Approach Chapter 3: Solving Problems By Searching

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Atomic Representation
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States of world consider whole with no internal structure visible to the problem solving algorithm.
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Problem Solving Agent
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An agent that uses atomic representation to solve problems.
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Planning agent
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An goal-based agent that uses factored or structures representations.
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Uninformed Search
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Algorithms that are given no information about the problem other than its definition.
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Informed Search
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Algorithms that are given some guidance on where to look for solutions or knows if a state is more promising than another. uses problem-specific knowledge beyond the definition of the problem
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Goal formulation
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Based on the current situation and the agent's performance measure. The first step of problem solving.
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Goal
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A desired outcome that is used to limit what an agent can and will do.
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Problem Formulation
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The process of deciding what actions and states to consider, given a goal.
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Search
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The process of looking for a sequence of actions that reaches the goal.
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Solution
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The output in the form of a action sequence of a search algorithm that takes a problem as input. A path from the initial state to the goal state by actions through the state space.
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Execution
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Performing the action sequence recommended by a solution.
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Open-loop
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Ignoring the percepts received from an environment because the agent already knows what will happen based on the solution.
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Problem
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Consists of Five Components: 1. Initial State 2. Actions 3. Transition Model 4. Path Cost
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Initial State
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The state the agent starts in.
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Actions
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Possible moves that an agent can make in its current state. They are applicable given the state
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Transition Model
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A description of what each action does.
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Successor
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The result states reachable from a given state by performing an action.
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State Space
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Initial state, Actions, Transition Model. Represented by a graph. A path though this is a sequence of states connected by a sequence of actions.
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Goal Test
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Determines if a given state is a goal state.
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Path cost
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A function that assigns a numeric cost to each path. Step cost is the cost of moving from a state by an action to its successor.
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Optimal Solution
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The path with the lowest path cost among all solutions.
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Abstraction
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Removing details from a representation.
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Search Tree
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A graph with the initial state as the root, actions as branches, and successor states as nodes.
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Expanding
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Applying Legal actions to the current state.
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Generating
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Creating a new set of states by performing an action on a given node.
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Parent Node
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The predecessor(s) of a given node
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Child Node
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The successor(s) of a given node
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Leaf Node
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A node with no children
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Frontier
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The set of all leaf node available for expansion at a given point. As known as open list.
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Search Strategy
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The the search algorithm's decision of which node to next.
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Repeated State
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A state that is exactly the same as a state previously expanded. Lead to by a loopy path.
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Redundant Paths
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More than one way to get from one state to another.
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Explored Set
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The set of all states that have been expanded. AKA closed list.
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Completeness
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Is the algorithm guaranteed to find a solution when there is one.
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Optimality
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Does the strategy find the optimal solution?
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Time Complexity
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How long does it take to find a solution?
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Space Complexity
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How much memory is needed to perform the search?
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Branching Factor
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The maximum number of successors of any node.
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Depth
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The number of steps along the path from any node.
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Total Cost
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The path cost plus the search cost which is the time complexity but can including the space somplexity.
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Breadth-First Search
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A strategy in which the root node is expanded first, then all the successors of the root node are expanded next, then their successors etc. Complete if goal is at finite depth. Optimal if path cost is non decreasing. Not practical considering time and space.
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Uniform-cost search
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Expands the node with the lowest path cost. Done by storing the frontier as a priority queue. Goal test applied during expansion not generation. Expands nodes in order of optimality. Complete as long as every step cost is greater than some small positive constant.
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Depth-first search
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Expands the deepest node. Implemented using a LIFO queue. Not optimal. Low space complexity.
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Backtracking Search
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A depth-first search that only generates one successor at a time.
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Depth-limited search
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A depth first search with a predetermined depth limit. Incomplete if limit is less than depth. Not optimal if limit is greater than depth.
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Diameter
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The number of steps to reach any other state from the current state.
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Iterative Deepening Search
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A depth limited search that gradually increases the limit. Generates states multiple times.
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Bidirectional Search
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Two searches: one forward form the root and one backward form the goal. Goal test replaced with frontier intersect test. Requires a method of computing predecessors.
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Best-first search
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Expands nodes base on evaluation function. Use priority queue with estimated cost.
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Heuristic Function
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Estimated cost of the cheapest path form the state as node to a goal state.
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Greedy Best First Search
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Expands the node that is closest to the goal. Incomplete even if finite
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A* Search
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Evaluates nodes by combining cost to get to node and the estimated cost to get from node to goal. Estimated cost of getting to goal through node. Complete and optimal. Tree is optimal if admissible. Graph is optimal if consistent
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Admissible Heuristic
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A heuristic that never overestimates the cost to reach the goal.
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Consistency
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AKA monotonicity. The cost of every successor of a node by an action is not great than the step cost from the successor plus the cost of reaching the goal from the successor.
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Pruned
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Eliminating possibilities from consideration without having to examine them
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Iterative Deepening A*
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Uses f-cost as limit. Each iteration uses smallest f-cost that exceeds last iteration
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Recursive best-first search
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uses f-limit variable to keep track of best alternative path from any ancestor of the current node. Replaces f-value with best f-value of nodes children.
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SMA*
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Drops the node with the highest f-value when memory is full. Backs up forgotten node f-value to its parent.
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relaxed Problem
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A problem with fewer restrictions on the actions.
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Pattern Database
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Storing the exact solution cost all possible solutions to subproblem instance.
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disjoint pattern database
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The combination of two or more subproblem pattern databases which includes all of one and all the solutions that involve moves of the others.
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Subproblem
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Problem definitions with a more general goal than the original problem definitions
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