Abstract

The classic way to solve any problem of artificial intelligence is to model it like a graph, which assumes that the environment is static, fully observable, deterministic, discrete, single agent, and sequential in decision-making. Most assumptions hold if the problem is solved at a coarser level of abstraction, while plan correction/control algorithms at a finer level handle the modelling errors. This chapter introduces the principles of searching for an optimal path from a source to a goal in a graph using breadth-first search, depth-first search, uniform cost search, and other variants. Heuristics are added to make an optimally efficient A* algorithm, where a heuristic function gives an estimated cost to the goal. The A* algorithm is given an optimality relaxation by a factor of ɛ for a speedup, making the ɛ-A* algorithm. Adversarial planning or game playing deals with planning in the presence of an adversary by using game trees.

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