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Heuristically Ordered Search in State Graphs

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Abstract

Heuristic search in state graphs is one of the oldest topics of artificial intelligence. Initially, the theoretical and practical interest of this research area has been demonstrated by application to solving games such as sliding puzzles. We first present the definitions and properties of the widely used algorithms A* and IDA*, able to find solutions of minimum length, when the length of a solution is simply defined as the sum of the costs of its components. The gradual construction of a minimal solution is guided by evaluation functions that can take into account some pieces of knowledge coming from empirical data; when these functions satisfy some relations, the discovery of a minimal solution is ensured. Several relaxations of these algorithms that produce solutions of ‘almost minimal’ length, or which are less computationally demanding, are discussed. Some extensions, based on other notions of length of a solution and of evaluation functions, are also recalled.

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Notes

  1. 1.

    The and/or graphs are special cases of hyper-graphs (Berge 1970).

  2. 2.

    Heuristic comes from Greek heuriskein which conveys the ideas of finding, and of what is useful for discovery.

  3. 3.

    Representable by a simple graph rather than an hypergraph (Berge 1970).

  4. 4.

    Other puzzles provide a field of experimentation and demonstration, e.g., the Rubiks cube. Classic problems of graph theory or operational research have been revisited: optimal itinerary calculus, travelling salesman problem. Among other application fields, let us mention: automatic theorem-proving (Kowalski 1970; Chang and Lee 1973; Minker et al. 1973; Dubois et al. 1987), image processing (Martelli 1976), path finding in robotics (Chatila 1982; Gouzènes 1984; Lirov 1987), automatic generation of natural language (Farreny et al. 1984), spelling correctors (Pérennou et al. 1986), breakdown diagnosis (Gonella 1989), dietetics (Buisson 2008).

  5. 5.

    If we associate 0 to the empty cell and if we represent each state by the sequence of the numbers of the 16 cells (for instance: from top to bottom and from left to right) then a problem can be solved if and only if the representation of the state goal is an even permutation of the representation of the initial state.

  6. 6.

    Two nodes of a graph G satisfy the relationship of connectivity if and only if they are connected by at least a chain. It is an equivalence relationship that allows us to distinguish equivalence classes in the set of the nodes of G. If there is only one equivalence class, G is a connected graph. The subgraph of consisting of all nodes of an equivalence class and all edges of G that connect two nodes of the class, is called the connected component of G.

  7. 7.

    For instance, the Moore-Dijkstra algorithm (Dijkstra 1959; Gondran and Minoux 1979).

  8. 8.

    See also Nilsson (1971, 1980, 1998).

  9. 9.

    We reason here in the setting of directed graphs. The model can be applied to undirected graphs: substitute edge to arc, chain to path. The state graph of (\(n^2-1\))-puzzles can be represented by an undirected graph as well than by a directed graph (each edge of the undirected graph corresponds to 2 opposite arcs of the directed graph).

  10. 10.

    In (\(n^2-1\))-puzzles, the cost of an arc (or edge) is commonly considered equal to 1.

  11. 11.

    In (\(n^2-1\))-puzzles, commonly the objective is to minimize the number of moves from s to t.

  12. 12.

    It is supposed that each state has only a finite number of sons, e.g., 4 at most for the (\(n^2-1\))-puzzles.

  13. 13.

    And compared to its generalization called uniform-cost algorithm. Among the nodes, never developed before, the breadth first algorithm favors the development of those nodes reachable from s by a path of which the number of arcs is minimal; the uniform-cost algorithm prefers the nodes reachable from s by a path which the sum of arc costs is minimal. While the breadth first algorithm guarantees to find a path from s to t whose number of arcs is minimal (if such a path exists), the uniform-cost algorithm guarantees to find a path from s to t whose sum of arc costs is minimal (if such a path exists).

  14. 14.

    We shall see that \(GS_d\) is an arborescence, so C will be the single path joining s to t in \(GS_d\).

  15. 15.

    That is to say: coming from experience or observation (without previous theory).

  16. 16.

    For any x, \(GR_x\) is an arborescence with root s, so it exists a single path from s to n in \(GR_x\).

  17. 17.

    Alternatively, we may wish to exploit knowledge about the current state n, not reducible to a function of only n (for example also depending on the progress of the ongoing search).

  18. 18.

    If it exists; else we let: \(h^*(n) = \infty \).

  19. 19.

    We have introduced \(h^*\) before, but in the specific context of the state graphs of (\(n^2 -1\))-puzzles.

  20. 20.

    A better name might be: comparison theorem.

  21. 21.

    The processor, supposed unique, allocates disjointed periods of operation to the two \(A^*\).

  22. 22.

    The first idea is to give control, at each development cycle, to the algorithm which owns a node with better evaluation in its front.

  23. 23.

    Pohl supposes that arc costs are positive, and consequently the functions sh and th.

  24. 24.

    Respecting the 5 conditions introduced in the statement of the admissibility of \(A^*\) algorithms.

  25. 25.

    This algorithm can be denoted \(A^*_\varepsilon \); when \(\varepsilon = 0\), we recognize algorithm \(A^*\).

  26. 26.

    Denoted \(A_\varepsilon \) by the authors; we prefer: \(A_\varepsilon ^\alpha \); when \(\alpha = 0\), the algorithm is \(A_\varepsilon ^*\) ; it is \(A^*\) if \(\alpha = \varepsilon = 0\).

  27. 27.

    Listed in Korf (1985a). Denote them: K4, 1 to K4, 100. The goal node is standard: empty cell to the top on left, then tiles 1 to 15 from left to right and from top to bottom: see state t in Fig. 3.

  28. 28.

    It is supposed that for any state, the number of sons is finite. To each son of a state is assigned a rank of generation.

  29. 29.

    On a Sun Sparc Station.

  30. 30.

    We could resort to \(IDA^*\), with P or better: \(P + LC + C\).

  31. 31.

    This technique uses \(h = \max (h_{1-5}, h_{6-10}, h_{11-15})\) rather than \(h = \underline{h} = \underline{h}_{1-5} + \underline{h}_{6-10} + \underline{h}_{11-15}\).

  32. 32.

    As well as several of the mentioned algorithms (B, C, D . . .) and others not evocated so far, such as: \(BF^*\) (Pearl 1990), \(A^{**}\) (Dechter and Pearl 1985, 1988), SDW (Köll and Kaindl 1992).

  33. 33.

    A path is elementary if it does not include two occurrences of the same node.

  34. 34.

    Path whose final node is identical to the initial node.

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Farreny, H. (2020). Heuristically Ordered Search in State Graphs. In: Marquis, P., Papini, O., Prade, H. (eds) A Guided Tour of Artificial Intelligence Research. Springer, Cham. https://doi.org/10.1007/978-3-030-06167-8_1

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