Constraint Propagation and Backtracking-Based Search
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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 -
The Design and Implementation of Object-Constraint Programming
Felgentreff, The Design and Implementation of Object-Constraint Programming The Design and Implementation of Object-Constraint Programming von Tim Felgentreff Dissertation zur Erlangung des akademischen Grades des Doktor der Naturwissenschaften (Doctor rerum naturalium) vorgelegt der Mathematisch-Naturwissenschaftlichen Fakultät der Universität Potsdam. Betreuer Prof. Dr. Robert Hirschfeld Fachgebiet Software-Architekturen Hasso-Plattner-Institut Universität Potsdam 21. April 2017 Erklärung Hiermit erkläre ich an Eides statt, dass ich die vorliegende Dissertation selbst angefertigt und nur die im Literaturverzeichnis aufgeführten Quellen und Hilfsmittel verwendet habe. Diese Dissertation oder Teile davon wurden nicht als Prüfungsarbeit für eine staatliche oder andere wissenschaftliche Prüfung eingereicht. Ich versichere weiterhin, dass ich diese Arbeit oder eine andere Abhandlung nicht bei einer anderen Fakultät oder einer anderen Universität eingereicht habe. Potsdam, den 21. April 2017 Tim Felgentreff v Abstract Constraints allow developers to specify properties of systems and have those properties be main- tained automatically. This results in compact declarations to describe interactive applications avoid- ing scattered code to check and imperatively re-satisfy invariants in response to user input that perturbs the system. Constraints thus provide flexibility and expressiveness for solving complex problems and maintaining a desired system state. Despite these advantages, constraint program- ming is not yet widespread, with imperative programming still being the norm. There is a long history of research on constraint programming as well as its integration with general purpose programming languages, especially from the imperative paradigm. However, this integration typically does not unify the constructs for encapsulation and abstraction from both paradigms and often leads to a parallel world of constraint code fragments and abstractions inter- mingled with the general purpose code. -
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. -
Constraint Programming and Operations Research
Noname manuscript No. (will be inserted by the editor) Constraint Programming and Operations Research J. N. Hooker and W.-J. van Hoeve November 2017 Abstract We present an overview of the integration of constraint program- ming (CP) and operations research (OR) to solve combinatorial optimization problems. We interpret CP and OR as relying on a common primal-dual solution approach that provides the basis for integration using four main strategies. The first strategy tightly interweaves propagation from CP and relaxation from OR in a single solver. The second applies OR techniques to domain filtering in CP. The third decomposes the problem into a portion solved by CP and a portion solved by OR, using CP-based column generation or logic-based Benders decomposition. The fourth uses relaxed decision diagrams developed for CP propagation to help solve dynamic programming models in OR. The paper cites a significant fraction of the literature on CP/OR integration and concludes with future perspectives. Keywords Constraint Programming, Operations Research, Hybrid Optimization 1 Introduction Constraint programming (CP) and operations research (OR) have the same overall goal. They strive to capture a real-world situation in a mathematical model and solve it efficiently. Both fields use constraints to build the model, often in conjunction with an objective function to evaluate solutions. It is therefore only natural that the two fields join forces to solve problems. J. N. Hooker Carnegie Mellon University, Pittsburgh, USA E-mail: [email protected] W.-J. van Hoeve Carnegie Mellon University, Pittsburgh, USA E-mail: [email protected] 2 J. N. -
Chapter 1 GLOBAL CONSTRAINTS and FILTERING ALGORITHMS
Chapter 1 GLOBAL CONSTRAINTS AND FILTERING ALGORITHMS Jean-Charles R´egin ILOG 1681, route des Dolines, Sophia Antipolis, 06560 Valbonne, France [email protected] Abstract Constraint programming (CP) is mainly based on filtering algorithms; their association with global constraints is one of the main strengths of CP. This chapter is an overview of these two techniques. Some of the most frequently used global constraints are presented. In addition, the filtering algorithms establishing arc consistency for two useful con- straints, the alldiff and the global cardinality constraints, are fully de- tailed. Filtering algorithms are also considered from a theoretical point of view: three different ways to design filtering algorithms are described and the quality of the filtering algorithms studied so far is discussed. A categorization is then proposed. Over-constrained problems are also mentioned and global soft constraints are introduced. Keywords: Global constraint, filtering algorithm, arc consistency, alldiff, global car- dinality constraint, over-constrained problems, global soft constraint, graph theory, matching. 1. Introduction A constraint network (CN) consists of a set of variables; domains of possible values associated with each of these variables; and a set of con- straints that link up the variables and define the set of combinations of values that are allowed. The search for an instantiation of all vari- ables that satisfies all the constraints is called a Constraint Satisfaction Problem (CSP), and such an instantiation is called a solution of a CSP. A lot of problems can be easily coded in terms of CSP. For instance, CSP has already been used to solve problems of scene analysis, place- 1 2 ment, resource allocation, crew scheduling, time tabling, scheduling, fre- quency allocation, car sequencing, and so on. -
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. -
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. -
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 -
Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space
applied sciences Article Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space Dawid Połap 1,* ID , Karolina K˛esik 1, Marcin Wo´zniak 1 ID and Robertas Damaševiˇcius 2 ID 1 Institute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, Poland; [email protected] (K.K.); [email protected] (M.W.) 2 Department of Software Engineering, Kaunas University of Technology, Studentu 50, LT-51368, Kaunas, Lithuania; [email protected] * Correspondence: [email protected] Received: 16 December 2017; Accepted: 13 February 2018 ; Published: 16 February 2018 Abstract: The increasing exploration of alternative methods for solving optimization problems causes that parallelization and modification of the existing algorithms are necessary. Obtaining the right solution using the meta-heuristic algorithm may require long operating time or a large number of iterations or individuals in a population. The higher the number, the longer the operation time. In order to minimize not only the time, but also the value of the parameters we suggest three proposition to increase the efficiency of classical methods. The first one is to use the method of searching through the neighborhood in order to minimize the solution space exploration. Moreover, task distribution between threads and CPU cores can affect the speed of the algorithm and therefore make it work more efficiently. The second proposition involves manipulating the solutions space to minimize the number of calculations. In addition, the third proposition is the combination of the previous two. All propositions has been described, tested and analyzed due to the use of various test functions. -
Backtracking Search (Csps) ■Chapter 5 5.3 Is About Local Search Which Is a Very Useful Idea but We Won’T Cover It in Class
CSC384: Intro to Artificial Intelligence Backtracking Search (CSPs) ■Chapter 5 5.3 is about local search which is a very useful idea but we won’t cover it in class. 1 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ● The search algorithms we discussed so far had no knowledge of the states representation (black box). ■ For each problem we had to design a new state representation (and embed in it the sub-routines we pass to the search algorithms). ● Instead we can have a general state representation that works well for many different problems. ● We can build then specialized search algorithms that operate efficiently on this general state representation. ● We call the class of problems that can be represented with this specialized representation CSPs---Constraint Satisfaction Problems. ● Techniques for solving CSPs find more practical applications in industry than most other areas of AI. 2 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ●The idea: represent states as a vector of feature values. We have ■ k-features (or variables) ■ Each feature takes a value. Domain of possible values for the variables: height = {short, average, tall}, weight = {light, average, heavy}. ●In CSPs, the problem is to search for a set of values for the features (variables) so that the values satisfy some conditions (constraints). ■ i.e., a goal state specified as conditions on the vector of feature values. 3 Hojjat Ghaderi, University of Toronto Constraint Satisfaction Problems ●Sudoku: ■ 81 variables, each representing the value of a cell. ■ Values: a fixed value for those cells that are already filled in, the values {1-9} for those cells that are empty. -
Best-First Minimax Search Richard E
Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move. -
Prolog Lecture 6
Prolog lecture 6 ● Solving Sudoku puzzles ● Constraint Logic Programming ● Natural Language Processing Playing Sudoku 2 Make the problem easier 3 We can model this problem in Prolog using list permutations Each row must be a permutation of [1,2,3,4] Each column must be a permutation of [1,2,3,4] Each 2x2 box must be a permutation of [1,2,3,4] 4 Represent the board as a list of lists [[A,B,C,D], [E,F,G,H], [I,J,K,L], [M,N,O,P]] 5 The sudoku predicate is built from simultaneous perm constraints sudoku( [[X11,X12,X13,X14],[X21,X22,X23,X24], [X31,X32,X33,X34],[X41,X42,X43,X44]]) :- %rows perm([X11,X12,X13,X14],[1,2,3,4]), perm([X21,X22,X23,X24],[1,2,3,4]), perm([X31,X32,X33,X34],[1,2,3,4]), perm([X41,X42,X43,X44],[1,2,3,4]), %cols perm([X11,X21,X31,X41],[1,2,3,4]), perm([X12,X22,X32,X42],[1,2,3,4]), perm([X13,X23,X33,X43],[1,2,3,4]), perm([X14,X24,X34,X44],[1,2,3,4]), %boxes perm([X11,X12,X21,X22],[1,2,3,4]), perm([X13,X14,X23,X24],[1,2,3,4]), perm([X31,X32,X41,X42],[1,2,3,4]), perm([X33,X34,X43,X44],[1,2,3,4]). 6 Scale up in the obvious way to 3x3 7 Brute-force is impractically slow There are very many valid grids: 6670903752021072936960 ≈ 6.671 × 1021 Our current approach does not encode the interrelationships between the constraints For more information on Sudoku enumeration: http://www.afjarvis.staff.shef.ac.uk/sudoku/ 8 Prolog programs can be viewed as constraint satisfaction problems Prolog is limited to the single equality constraint: – two terms must unify We can generalise this to include other types of constraint Doing so leads