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AI Search Algorithms Overview

Jun 30, 2025

Overview

This lecture introduces foundational AI concepts, focusing on search algorithms for problem-solving, including classical and adversarial search, and discusses their strengths, weaknesses, and optimizations.

Introduction to Artificial Intelligence (AI)

  • AI enables computers to perform intelligent tasks like image recognition, game playing, and natural language understanding.
  • AI involves techniques and algorithms for tasks such as search, knowledge representation, uncertainty, optimization, and learning.

Search Problems in AI

  • A search problem involves finding a sequence of actions to transition from an initial state to a goal state.
  • Examples include solving puzzles, navigating mazes, and finding driving directions.
  • Key terms: agent (entity acting in environment), state (configuration), initial state, actions, transition model, goal test, and path cost.
  • The state space represents all possible states reachable from the initial state via actions.
  • Nodes encapsulate state, parent, action taken, and path cost.

General Search Algorithm Approach

  • Start with the frontier containing the initial state.
  • While the frontier is not empty: remove a node, check if it's a goal, expand it by adding valid neighbors, and avoid revisiting explored states.
  • The frontier can be managed as a stack (last-in-first-out) or queue (first-in-first-out), impacting search behavior.

Classical Search Algorithms

  • Depth-First Search (DFS): Uses a stack, explores as deep as possible, may not find the optimal solution, can use less memory.
  • Breadth-First Search (BFS): Uses a queue, explores shallowest nodes first, guarantees optimal solution if path costs are equal, but may require more memory.

Informed Search Algorithms

  • Greedy Best-First Search (GBFS): Selects nodes estimated to be closest to the goal using a heuristic ( h(n) ); not always optimal.
  • A Search:* Selects nodes minimizing ( g(n) + h(n) ), where ( g(n) ) is the path cost so far and ( h(n) ) is the heuristic; optimal if heuristic is admissible (never overestimates) and consistent.*

Adversarial (Game) Search

  • In adversarial search, multiple agents (e.g., players in a game) have competing objectives.
  • Minimax Algorithm: Models games as trees, where the max player seeks to maximize and the min player seeks to minimize utility.
  • Terminal states have utilities (e.g., win = 1, loss = -1, draw = 0).
  • The algorithm recursively evaluates possible moves and outcomes, choosing optimal actions for each player.

Minimax Optimizations

  • Alpha-Beta Pruning: Skips branches that cannot affect the final decision, reducing computation.
  • Depth-Limited Minimax: Limits look-ahead depth, using an evaluation function to estimate non-terminal state values (important for complex games like chess).

Key Terms & Definitions

  • Agent — Entity that perceives and acts in an environment.
  • State — Specific configuration of the environment.
  • Actions — Choices available to the agent in a state.
  • Transition Model — Function determining the outcome state of an action.
  • Path Cost — Numerical cost assigned to a sequence of actions.
  • Frontier — Collection of states/nodes to be explored.
  • Heuristic ( h(n) ) — Estimate of cost from node ( n ) to the goal.
  • Admissible Heuristic — Never overestimates the true cost to reach the goal.
  • Consistent Heuristic — Satisfies ( h(n) \leq h(n') + \text{cost}(n, n') ) for all successors.
  • Utility — Numerical value representing outcome desirability in games.
  • Max/Min Player — Maximizes or minimizes utility in adversarial search.

Action Items / Next Steps

  • Review the pseudocode for general and adversarial search algorithms.
  • Experiment with DFS, BFS, and A* in maze-solving code.
  • Prepare for next lecture on knowledge representation in AI.*