Local Search and Backtracking Vs. Non-Systematic Backtrackin
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Adversarial Search
Adversarial Search In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. Outline 1. Games 2. Optimal Decisions in Games 3. Alpha-Beta Pruning 4. Imperfect, Real-Time Decisions 5. Games that include an Element of Chance 6. State-of-the-Art Game Programs 7. Summary 2 Search Strategies for Games • Difference to general search problems deterministic random – Imperfect Information: opponent not deterministic perfect Checkers, Backgammon, – Time: approximate algorithms information Chess, Go Monopoly incomplete Bridge, Poker, ? information Scrabble • Early fundamental results – Algorithm for perfect game von Neumann (1944) • Our terminology: – Approximation through – deterministic, fully accessible evaluation information Zuse (1945), Shannon (1950) Games 3 Games as Search Problems • Justification: Games are • Games as playground for search problems with an serious research opponent • How can we determine the • Imperfection through actions best next step/action? of opponent: possible results... – Cutting branches („pruning“) • Games hard to solve; – Evaluation functions for exhaustive: approximation of utility – Average branching factor function chess: 35 – ≈ 50 steps per player ➞ 10154 nodes in search tree – But “Only” 1040 allowed positions Games 4 Search Problem • 2-player games • Search problem – Player MAX – Initial state – Player MIN • Board, positions, first player – MAX moves first; players – Successor function then take turns • Lists of (move,state)-pairs – Goal test -
Attacking Client-Side JIT Compilers.Key
Attacking Client-Side JIT Compilers Samuel Groß (@5aelo) !1 A JavaScript Engine Parser JIT Compiler Interpreter Runtime Garbage Collector !2 A JavaScript Engine • Parser: entrypoint for script execution, usually emits custom Parser bytecode JIT Compiler • Bytecode then consumed by interpreter or JIT compiler • Executing code interacts with the Interpreter runtime which defines the Runtime representation of various data structures, provides builtin functions and objects, etc. Garbage • Garbage collector required to Collector deallocate memory !3 A JavaScript Engine • Parser: entrypoint for script execution, usually emits custom Parser bytecode JIT Compiler • Bytecode then consumed by interpreter or JIT compiler • Executing code interacts with the Interpreter runtime which defines the Runtime representation of various data structures, provides builtin functions and objects, etc. Garbage • Garbage collector required to Collector deallocate memory !4 A JavaScript Engine • Parser: entrypoint for script execution, usually emits custom Parser bytecode JIT Compiler • Bytecode then consumed by interpreter or JIT compiler • Executing code interacts with the Interpreter runtime which defines the Runtime representation of various data structures, provides builtin functions and objects, etc. Garbage • Garbage collector required to Collector deallocate memory !5 A JavaScript Engine • Parser: entrypoint for script execution, usually emits custom Parser bytecode JIT Compiler • Bytecode then consumed by interpreter or JIT compiler • Executing code interacts with the Interpreter runtime which defines the Runtime representation of various data structures, provides builtin functions and objects, etc. Garbage • Garbage collector required to Collector deallocate memory !6 Agenda 1. Background: Runtime Parser • Object representation and Builtins JIT Compiler 2. JIT Compiler Internals • Problem: missing type information • Solution: "speculative" JIT Interpreter 3. -
AI-KI-B Heuristic Search
AI-KI-B Heuristic Search Ute Schmid & Diedrich Wolter Practice: Johannes Rabold Cognitive Systems and Smart Environments Applied Computer Science, University of Bamberg last change: 3. Juni 2019, 10:05 Outline Introduction of heuristic search algorithms, based on foundations of problem spaces and search • Uniformed Systematic Search • Depth-First Search (DFS) • Breadth-First Search (BFS) • Complexity of Blocks-World • Cost-based Optimal Search • Uniform Cost Search • Cost Estimation (Heuristic Function) • Heuristic Search Algorithms • Hill Climbing (Depth-First, Greedy) • Branch and Bound Algorithms (BFS-based) • Best First Search • A* • Designing Heuristic Functions • Problem Types Cost and Cost Estimation • \Real" cost is known for each operator. • Accumulated cost g(n) for a leaf node n on a partially expanded path can be calculated. • For problems where each operator has the same cost or where no information about costs is available, all operator applications have equal cost values. For cost values of 1, accumulated costs g(n) are equal to path-length d. • Sometimes available: Heuristics for estimating the remaining costs to reach the final state. • h^(n): estimated costs to reach a goal state from node n • \bad" heuristics can misguide search! Cost and Cost Estimation cont. Evaluation Function: f^(n) = g(n) + h^(n) Cost and Cost Estimation cont. • \True costs" of an optimal path from an initial state s to a final state: f (s). • For a node n on this path, f can be decomposed in the already performed steps with cost g(n) and the yet to perform steps with true cost h(n). • h^(n) can be an estimation which is greater or smaller than the true costs. -
CAP 4630 Artificial Intelligence
CAP 4630 Artificial Intelligence Instructor: Sam Ganzfried [email protected] 1 • http://www.ultimateaiclass.com/ • https://moodle.cis.fiu.edu/ • HW1 out 9/5 today, due 9/28 (maybe 10/3) – Remember that you have up to 4 late days to use throughout the semester. – https://www.cs.cmu.edu/~sganzfri/HW1_AI.pdf – http://ai.berkeley.edu/search.html • Office hours 2 • https://www.cs.cmu.edu/~sganzfri/Calendar_AI.docx • Midterm exam: on 10/19 • Final exam pushed back (likely on 12/12 instead of 12/5) • Extra lecture on NLP on 11/16 • Will likely only cover 1-1.5 lectures on logic and on planning • Only 4 homework assignments instead of 5 3 Heuristic functions 4 8-puzzle • The object of the puzzle is to slide the tiles horizontally or vertically into the empty space until the configuration matches the goal configuration. • The average solution cost for a randomly generated 8-puzzle instance is about 22 steps. The branching factor is about 3 (when the empty tile is in the middle, four moves are possible; when it is in a corner, two; and when it is along an edge, three). This means that an exhaustive tree search to depth 22 would look at about 3^22 = 3.1*10^10 states. A graph search would cut this down by a factor of about 170,000 because only 181,440 distinct states are reachable (homework exercise). This is a manageable number, but for a 15-puzzle, it would be 10^13, so we will need a good heuristic function. -
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search PROGRAMMING In this assignment, you will create an adversarial search agent to play the 2048-puzzle game. A demo of the game is available here: gabrielecirulli.github.io/2048. I. 2048 As A Two-Player Game II. Choosing a Search Algorithm: Expectiminimax III. Using The Skeleton Code IV. What You Need To Submit V. Important Information VI. Before You Submit I. 2048 As A Two-Player Game 2048 is played on a 4×4 grid with numbered tiles which can slide up, down, left, or right. This game can be modeled as a two player game, in which the computer AI generates a 2- or 4-tile placed randomly on the board, and the player then selects a direction to move the tiles. Note that the tiles move until they either (1) collide with another tile, or (2) collide with the edge of the grid. If two tiles of the same number collide in a move, they merge into a single tile valued at the sum of the two originals. The resulting tile cannot merge with another tile again in the same move. Usually, each role in a two-player games has a similar set of moves to choose from, and similar objectives (e.g. chess). In 2048 however, the player roles are inherently asymmetric, as the Computer AI places tiles and the Player moves them. Adversarial search can still be applied! Using your previous experience with objects, states, nodes, functions, and implicit or explicit search trees, along with our skeleton code, focus on optimizing your player algorithm to solve 2048 as efficiently and consistently as possible. -
1 More Register Allocation Interference Graph Allocators
More Register Allocation Last time – Register allocation – Global allocation via graph coloring Today – More register allocation – Clarifications from last time – Finish improvements on basic graph coloring concept – Procedure calls – Interprocedural CS553 Lecture Register Allocation II 2 Interference Graph Allocators Chaitin Briggs CS553 Lecture Register Allocation II 3 1 Coalescing Move instructions – Code generation can produce unnecessary move instructions mov t1, t2 – If we can assign t1 and t2 to the same register, we can eliminate the move Idea – If t1 and t2 are not connected in the interference graph, coalesce them into a single variable Problem – Coalescing can increase the number of edges and make a graph uncolorable – Limit coalescing coalesce to avoid uncolorable t1 t2 t12 graphs CS553 Lecture Register Allocation II 4 Coalescing Logistics Rule – If the virtual registers s1 and s2 do not interfere and there is a copy statement s1 = s2 then s1 and s2 can be coalesced – Steps – SSA – Find webs – Virtual registers – Interference graph – Coalesce CS553 Lecture Register Allocation II 5 2 Example (Apply Chaitin algorithm) Attempt to 3-color this graph ( , , ) Stack: Weighted order: a1 b d e c a1 b a e c 2 a2 b a1 c e d a2 d The example indicates that nodes are visited in increasing weight order. Chaitin and Briggs visit nodes in an arbitrary order. CS553 Lecture Register Allocation II 6 Example (Apply Briggs Algorithm) Attempt to 2-color this graph ( , ) Stack: Weighted order: a1 b d e c a1 b* a e c 2 a2* b a1* c e* d a2 d * blocked node CS553 Lecture Register Allocation II 7 3 Spilling (Original CFG and Interference Graph) a1 := .. -
Fast and Efficient Black Box Optimization Using the Parameter-Less Population Pyramid
Fast and Efficient Black Box Optimization Using the Parameter-less Population Pyramid B. W. Goldman [email protected] Department of Computer Science and Engineering, Michigan State University, East Lansing, 48823, USA W. F. Punch [email protected] Department of Computer Science and Engineering, Michigan State University, East Lansing, 48823, USA doi:10.1162/EVCO_a_00148 Abstract The parameter-less population pyramid (P3) is a recently introduced method for per- forming evolutionary optimization without requiring any user-specified parameters. P3’s primary innovation is to replace the generational model with a pyramid of mul- tiple populations that are iteratively created and expanded. In combination with local search and advanced crossover, P3 scales to problem difficulty, exploiting previously learned information before adding more diversity. Across seven problems, each tested using on average 18 problem sizes, P3 outperformed all five advanced comparison algorithms. This improvement includes requiring fewer evaluations to find the global optimum and better fitness when using the same number of evaluations. Using both algorithm analysis and comparison, we find P3’s effectiveness is due to its ability to properly maintain, add, and exploit diversity. Unlike the best comparison algorithms, P3 was able to achieve this quality without any problem-specific tuning. Thus, unlike previous parameter-less methods, P3 does not sacrifice quality for applicability. There- fore we conclude that P3 is an efficient, general, parameter-less approach to black box optimization which is more effective than existing state-of-the-art techniques. Keywords Genetic algorithms, linkage learning, local search, parameter-less. 1 Introduction A primary purpose of evolutionary optimization is to efficiently find good solutions to challenging real-world problems with minimal prior knowledge about the problem itself. -
Best-First and Depth-First Minimax Search in Practice
Best-First and Depth-First Minimax Search in Practice Aske Plaat, Erasmus University, [email protected] Jonathan Schaeffer, University of Alberta, [email protected] Wim Pijls, Erasmus University, [email protected] Arie de Bruin, Erasmus University, [email protected] Erasmus University, University of Alberta, Department of Computer Science, Department of Computing Science, Room H4-31, P.O. Box 1738, 615 General Services Building, 3000 DR Rotterdam, Edmonton, Alberta, The Netherlands Canada T6G 2H1 Abstract Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-®rst pro- cedure, for searching minimax trees. SSS*, with its best-®rst search strategy, reportedly offers the potential for more ef®cient search. However, the complex formulation of the al- gorithm and its alleged excessive memory requirements preclude its use in practice. For two decades, the search ef®ciency of ªsmartº best-®rst SSS* has cast doubt on the effectiveness of ªdumbº depth-®rst Alpha-Beta. This paper presents a simple framework for calling Alpha-Beta that allows us to create a variety of algorithms, including SSS* and DUAL*. In effect, we formulate a best-®rst algorithm using depth-®rst search. Expressed in this framework SSS* is just a special case of Alpha-Beta, solving all of the perceived drawbacks of the algorithm. In practice, Alpha-Beta variants typically evaluate less nodes than SSS*. A new instance of this framework, MTD(ƒ), out-performs SSS* and NegaScout, the Alpha-Beta variant of choice by practitioners. 1 Introduction Game playing is one of the classic problems of arti®cial intelligence. -
Feasibility of Optimizations Requiring Bounded Treewidth in a Data Flow Centric Intermediate Representation
Feasibility of Optimizations Requiring Bounded Treewidth in a Data Flow Centric Intermediate Representation Sigve Sjømæling Nordgaard and Jan Christian Meyer Department of Computer Science, NTNU Trondheim, Norway Abstract Data flow analyses are instrumental to effective compiler optimizations, and are typically implemented by extracting implicit data flow information from traversals of a control flow graph intermediate representation. The Regionalized Value State Dependence Graph is an alternative intermediate representation, which represents a program in terms of its data flow dependencies, leaving control flow implicit. Several analyses that enable compiler optimizations reduce to NP-Complete graph problems in general, but admit linear time solutions if the graph’s treewidth is limited. In this paper, we investigate the treewidth of application benchmarks and synthetic programs, in order to identify program features which cause the treewidth of its data flow graph to increase, and assess how they may appear in practical software. We find that increasing numbers of live variables cause unbounded growth in data flow graph treewidth, but this can ordinarily be remedied by modular program design, and monolithic programs that exceed a given bound can be efficiently detected using an approximate treewidth heuristic. 1 Introduction Effective program optimizations depend on an intermediate representation that permits a compiler to analyze the data and control flow semantics of the source program, so as to enable transformations without altering the result. The information from analyses such as live variables, available expressions, and reaching definitions pertains to data flow. The classical method to obtain it is to iteratively traverse a control flow graph, where program execution paths are explicitly encoded and data movement is implicit. -
General Branch and Bound, and Its Relation to A* and AO*
ARTIFICIAL INTELLIGENCE 29 General Branch and Bound, and Its Relation to A* and AO* Dana S. Nau, Vipin Kumar and Laveen Kanal* Laboratory for Pattern Analysis, Computer Science Department, University of Maryland College Park, MD 20742, U.S.A. Recommended by Erik Sandewall ABSTRACT Branch and Bound (B&B) is a problem-solving technique which is widely used for various problems encountered in operations research and combinatorial mathematics. Various heuristic search pro- cedures used in artificial intelligence (AI) are considered to be related to B&B procedures. However, in the absence of any generally accepted terminology for B&B procedures, there have been widely differing opinions regarding the relationships between these procedures and B &B. This paper presents a formulation of B&B general enough to include previous formulations as special cases, and shows how two well-known AI search procedures (A* and AO*) are special cases o,f this general formulation. 1. Introduction A wide class of problems arising in operations research, decision making and artificial intelligence can be (abstractly) stated in the following form: Given a (possibly infinite) discrete set X and a real-valued objective function F whose domain is X, find an optimal element x* E X such that F(x*) = min{F(x) I x ~ X}) Unless there is enough problem-specific knowledge available to obtain the optimum element of the set in some straightforward manner, the only course available may be to enumerate some or all of the elements of X until an optimal element is found. However, the sets X and {F(x) [ x E X} are usually tThis work was supported by NSF Grant ENG-7822159 to the Laboratory for Pattern Analysis at the University of Maryland. -
Iterative-Free Program Analysis
Iterative-Free Program Analysis Mizuhito Ogawa†∗ Zhenjiang Hu‡∗ Isao Sasano† [email protected] [email protected] [email protected] †Japan Advanced Institute of Science and Technology, ‡The University of Tokyo, and ∗Japan Science and Technology Corporation, PRESTO Abstract 1 Introduction Program analysis is the heart of modern compilers. Most control Program analysis is the heart of modern compilers. Most control flow analyses are reduced to the problem of finding a fixed point flow analyses are reduced to the problem of finding a fixed point in a in a certain transition system, and such fixed point is commonly certain transition system. Ordinary method to compute a fixed point computed through an iterative procedure that repeats tracing until is an iterative procedure that repeats tracing until convergence. convergence. Our starting observation is that most programs (without spaghetti This paper proposes a new method to analyze programs through re- GOTO) have quite well-structured control flow graphs. This fact cursive graph traversals instead of iterative procedures, based on is formally characterized in terms of tree width of a graph [25]. the fact that most programs (without spaghetti GOTO) have well- Thorup showed that control flow graphs of GOTO-free C programs structured control flow graphs, graphs with bounded tree width. have tree width at most 6 [33], and recent empirical study shows Our main techniques are; an algebraic construction of a control that control flow graphs of most Java programs have tree width at flow graph, called SP Term, which enables control flow analysis most 3 (though in general it can be arbitrary large) [16]. -
Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke
Trees Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke Department of Computer Science & Engineering University of Nebraska|Lincoln Lincoln, NE 68588, USA [email protected] http://cse.unl.edu/~cbourke 2015/01/31 21:05:31 Abstract These are lecture notes used in CSCE 156 (Computer Science II), CSCE 235 (Dis- crete Structures) and CSCE 310 (Data Structures & Algorithms) at the University of Nebraska|Lincoln. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 1 Contents I Trees4 1 Introduction4 2 Definitions & Terminology5 3 Tree Traversal7 3.1 Preorder Traversal................................7 3.2 Inorder Traversal.................................7 3.3 Postorder Traversal................................7 3.4 Breadth-First Search Traversal..........................8 3.5 Implementations & Data Structures.......................8 3.5.1 Preorder Implementations........................8 3.5.2 Inorder Implementation.........................9 3.5.3 Postorder Implementation........................ 10 3.5.4 BFS Implementation........................... 12 3.5.5 Tree Walk Implementations....................... 12 3.6 Operations..................................... 12 4 Binary Search Trees 14 4.1 Basic Operations................................. 15 5 Balanced Binary Search Trees 17 5.1 2-3 Trees...................................... 17 5.2 AVL Trees..................................... 17 5.3 Red-Black Trees.................................. 19 6 Optimal Binary Search Trees 19 7 Heaps 19