AI Search Strategies
This cheat sheet outlines fundamental concepts in Artificial Intelligence search, including problem formulation, search algorithms like Breadth-First Search (BFS) and Depth-First Search (DFS), and adversarial search techniques like Minimax.
Core Principles
- Search problems are defined by an initial state, actions, transition model, goal test, and path cost.
- Uninformed search strategies explore states without problem-specific knowledge.
- Informed search strategies use problem-specific knowledge (heuristics) to guide the search.
- Adversarial search is used in games where multiple agents compete.
- Minimax is a fundamental algorithm for adversarial search, assuming optimal play from both players.
Key Terms
- Agent: An entity that perceives its environment and acts upon it.
- State: A configuration of the agent and its environment.
- Initial State: The state in which the agent begins.
- Actions: Choices that can be made in a given state.
- Transition Model: Describes the state resulting from performing an action in a given state.
- Goal Test: Determines if a given state is a goal state.
- Path Cost: The numerical cost associated with a given path.
- Solution: A sequence of actions leading from the initial state to a goal state.
- Optimal Solution: A solution with the lowest path cost among all possible solutions.
- Node: A data structure tracking state, parent, action, and path cost.
- Frontier: The set of nodes that have been generated but not yet expanded.
- Explored Set: The set of nodes that have already been expanded.
- Uninformed Search: Search strategy using no problem-specific knowledge.
- Informed Search: Search strategy using problem-specific knowledge for efficiency.
- Heuristic Function (h(n)): Estimates the cost from a node to the goal.
- Admissible Heuristic: A heuristic that never overestimates the true cost to the goal.
- Consistent Heuristic: A heuristic where h(n) <= h(n') + cost(n, a, n') for any node n, successor n', and action a.
- Minimax: An algorithm for choosing the next move in a two-player game, assuming optimal play from both sides.
- Evaluation Function: Estimates the expected utility of a game state.
Real World Examples
- Navigating a maze: Illustrates basic search concepts like states, actions, and finding a path.
- Solving the 8-puzzle or 15-puzzle: Demonstrates state-space search, heuristics, and algorithms like A*.
- Playing games like Tic-Tac-Toe or Chess: Applies adversarial search techniques like Minimax and Alpha-Beta pruning.