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.

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