Unit 1
- Create a variable called NODE-LIST and set it to the initial state.
- Loop until the goal state is found or NODE-LIST is empty.
- Remove the first element, say E, from the NODE-LIST. If NODE-LIST was empty then quit.
- For each way that each rule can match the state described in E do:
ii) If the new state is the goal state, quit and return this state.
iii) Otherwise add this state to the end of NODE-LIST
Depth First Search
1.If the initial state is a goal state, quit and return success.
2.Otherwise, loop until success or failure is signaled.
a) Generate a state, say E, and let it be the successor of the initial state. If there is no successor, signal failure.
b) Call Depth-First Search with E as the initial state.
c) If success is returned, signal success. Otherwise continue in this loop.
Hill Climbing Algorithm(Informed Search)
function HILL-CLIMBING(problem) returns a solution state inputs: problem, a problem static: current, a node next, a node current <— MAKE-NODE(INITIAL-STATE[problem]) loop do next— a highest-valued successor of current if VALUE[next] < VALUE[current] then return current current *—next end
Constraint Satisfaction Problem
Until a complete solution is found or until all paths have led to lead ends, do
1. select an unexpanded node of the search graph.
2. Apply the constraint inference rules to the selected node to generate all possible new constraints.
3. If the set of constraints contains a contradiction, then report that this path is a dead end.
4. If the set of constraints describes a complete solution then report success.
5. If neither a constraint nor a complete solution has been found then apply the rules to generate new partial solutions. Insert these partial solutions into the search graph.
Unit II
Min Max Problem
function minimax(board, depth, isMaximizingPlayer): if current board state is a terminal state : return value of the board if isMaximizingPlayer : bestVal = -INFINITY for each move in board : value = minimax(board, depth+1, false) bestVal = max( bestVal, value) return bestVal else : bestVal = +INFINITY for each move in board : value = minimax(board, depth+1, true) bestVal = min( bestVal, value) return bestVal
Alpha Beta Pruning
- function Max-Value(state, game, œ, ß) returns the mimimax value of state
- inputs:
- state, current state in the game
game, game description
œ, the best score for MAX along the path to state
ß, the best score for MIN along the path to state
for each s in SUCCESSORS(state) do
- œ <-- MAX(œ,MIN-VALUE(s,game,œ,ß)) if œ >= ß then return ß
return œ
function Min-Value(state, game, œ, ß) returns the mimimax value of state
- if CUTOFF-TEST(state) then return EVAL(state)
for each s in SUCCESSORS(state) do
- ß <-- MIN(ß,MAX-VALUE(s,game,œ,ß)) if ß <= œ then return œ
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