What Is Heuristic Function In Artificial Intelligence – 2 Heuristic Functions A heuristic is a function that, when applied to a state, returns a number that evaluates the merit of the state, with respect to the goal. In other words, the heuristic tells how far the state is from the target state*. Note the term “almost”. Heuristics can underestimate or overestimate the capacity of a state. But for reasons we will see, heuristics that only underestimate are highly desirable, and are said to be acceptable. * Means smaller numbers are better.
3 Heuristic Functions To illustrate the nature of heuristics in general, consider a heuristic for 8-puzzle sliding the tiles vertically or horizontally into the empty space until the configuration matches the target configuration.
What Is Heuristic Function In Artificial Intelligence
4 Heuristic Functions Average solution cost for a randomly generated 8-puzzle is about 22 steps. Average solution cost = 22 steps Average branching factor is about 3 empty tiles in the middle 4 possible moves. In a corner, (7, 4, 8, 1 in the starting position) there are 2 moves; with edge (positions 2, 5, 3, 6 in the initial position) 3 movements; So, a full search to depth 22 will find about 322 states = 3.1*1010 states (where 3 is the branching factor).
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5 Heuristic Functions By keeping repeated states, we can reduce this factor to about 1,70,000 because it is known that there are only 9!/2 = 81,440 distinct states that are accessible, a manageable number. , but there are about 1013 states for a 15-puzzle, so a good heuristic function is needed.
6 Heuristic Functions To find the shortest solution using A*, a heuristic function with the following property is needed: A heuristic function should never estimate the number of steps to reach the goal Two commonly used Candidates with:
Heuristic functions h1 = number of misplaced tiles h2 = sum of Manhattan distances of tiles from their target positions
Pdf) Comparison Of Various Heuristic Search Techniques For Finding Shortest Path
1 2 3 4 5 6 7 8 Current state 1 2 3 4 5 6 7 8 Number of tiles in wrong place (not including blanks) 1 2 3 4 5 6 7 8 Target state N Y In this case, only “8” is wrong . is in place, so the heuristic function evaluates to 1. In other words, the heuristic tells us that it thinks a solution may be available in just 1 more move. Current state in bold and rounded state in gray notation: h(n) h(current state) = 1
3 2 8 4 5 6 7 1 3 3 Current state 2 square Manhattan distance (not including blank) 8 1 2 3 4 5 6 7 8 Round state 3 square 8 1 In this case, only “3”, “8” And the “1” tiles are misplaced by 2, 3, and 3 squares, respectively, so the heuristic function evaluates to 8. In other words, the heuristic tells us that it thinks the solution is available in only 8 more moves is 3. squared 1 total 8 notation: h(n) h(current state) = 8
For example: For an 8-puzzle: h1(n) = number of misplaced tiles h2(n) = total Manhattan distance (ie number of squares from desired location of each tile) h1(S) = ? h2(S) = ?
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H1(n) = Number of tiles in the wrong location h2(n) = Total distance from Manhattan (ie number of squares from desired location of each tile) h1(S) = ? 8 h2(S) = ? (from place 1 to place 8 at Initial state respectively) = 18
H1(N) = ? Number of tiles in wrong place = ? Acceptable h2(N) = sum of distances from each tile to its target position = ? = ? Acceptable 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 Round N
H1(N) = number of misplaced tiles = 6 is acceptable h2(N) = sum of distances from each tile to its target position = = 13 is acceptable Both underestimate the cost of correct solutions which 26 1 2 3 4 are 5 6 7 8 1 2 3 4 5 6 7 8 Circle N
Pdf) Conformant Planning Heuristics Based On Plan Reuse In Belief States
1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 Ex3: New heuristic N goal h3(N) = (sum of distances to goal of each tile) x (sum of score functions for each tile) = 49 is not acceptable
F(N) = g(N) + h(N) with h(N) = number of misplaced tiles 3+3 3+4 1+5 1+3 2+3 2+4 5+2 5 +0 0+ 4 3+4 3+2 4+1 goals
H(n) = number of tiles in wrong place f(n) = h(n) Initial state 2 8 3 1 6 4 7 5 Target state 1 2 3 8 4 7 6 5
Introduction To Artificial Intelligence Q1) We Have A
H(n) = number of misplaced tiles f(n) = g(n) + h(n) g(n) = depth from start node to node start state 2 8 3 1 6 4 7 5 goal state 1 2 3 8 4 7 6 5
3 2 8 4 5 6 7 1 3 3 Current State 2 Spaces The Manhattan Distance (not including spaces) 8 1 2 3 4 5 6 7 8 Goal State 3 Spaces 8 1 In this case, only “3”, “8” And the “1” tiles are misplaced by 2, 3, and 3 squares, respectively, so the heuristic function evaluates to 8. In other words, the heuristic tells us that it thinks the solution is available in only 8 more moves. there are 3 spaces 1 Total 8 Notation: h(n) h(current state) = 8
A way to characterize the quality of the effective branching factor b* heuristic Let N be the total no. The d solution depth b* of nodes generated by A* for a particular problem is the branching factor to have N+1 nodes in a uniform tree of depth d. N is small if b* tends to 1 Ex: If A* finds a solution at depth 5 using 52 nodes, then b* is 1.92. 52 = (1.92)2 + (1.92)3 + (1.92)4 + (1.92)5
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Effective branching factor b* This can vary for all problem cases but for sufficiently difficult problems the measure is fairly constant. Therefore, empirical measurement of b* on a small set of problems can thus provide a good guide to the overall effectiveness of the heuristic. A well-designed heuristic will have a value of b* close to 1 to solve large enough problems.
1200 random problems were taken with solution lengths from 2 to 24 (100 for each even number) data averaged over 100 instances of 8 puzzles, using IDS and A* for different solution lengths h1 and h2 are done with both.
The table gives the average number. Nodes covered by each strategy and b* Typical search costs (average number of contained nodes): d=12 IDS = 3,644,035 nodes A*(h1) = 227 nodes A*(h2) = 73 Nodes d=24 IDS = too many nodes A *(h1) = 39, 135 nodes A*(h2) = 1, 641 nodes
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Note: The results show that h2 is better than h1 and also show that A* is better at solution length 14, where A* is 30,000 times more efficient than the IDS with H2.
30 Why is h2 better? It is clear from these results that h2 is the better heuristic because it results in fewer nodes being expanded. But, why is that? An obvious reason to spread out more nodes is the branching factor. If the branching factor is high, more nodes will be expanded. Therefore, one way to measure the quality of a heuristic function is to find its average branching factor. We can see from the table that using H2 the branching factor in A* is less and thus h2 is a better heuristic than h1.
Is h2 always better than h1? From the definition of heuristics h1 and h2 for some node n, it is easy to see that h2(n) >= h1(n) So, we say that h2 dominates h1 if h2(n) >= h1(n) for all. n (both acceptable) then h2(n) dominates h1(n). Does dominance translate into performance (is dominance better for search)?
Introduction To Ai
32 Dominance Does dominance translate into performance (is dominance better for search)? Why wouldn’t using A* H2 cover more nodes than A* using H1? It is known that every node with f(n) < C* is definitely augmented by A*. That is the same as saying that every node with h(n) < C* – g(n) The node will of course be extended by A*. But, since h2 is at least as big as h1 for all nodes, every node that is necessarily expanded by A*Search with H2 is also necessarily expanded by A*Search with H1 h1 , the other nodes can also cause expansion.
33 Control It is therefore better to use a heuristic function with higher values as long as the heuristic does not exceed the estimate and the computation time for the heuristic is not too large.
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Pdf) Heuristic Search Methods: A Review
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