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  • Informed (Heuristic) Search Techniques

    Informed search leverages heuristics — intelligent guesses — to guide the search more efficiently toward the goal.
    Examples include:

    • Greedy Best-First Search: Selects the node that appears closest to the goal.
    • A* Algorithm: Combines actual cost and heuristic estimates for optimal results.
    • Hill Climbing: Continuously moves toward higher-value states.
    • Beam Search: Keeps only a fixed number of best candidates at each step.

    Heuristic methods are especially useful in large or complex state spaces like robot pathfinding, game playing, and optimization problems.
    They reduce computation time while maintaining accuracy — balancing intelligence and efficiency.

  • Uninformed Search Strategies

    Uninformed search strategies explore the search space without any prior knowledge about the goal’s location.
    Common approaches include:

    • Breadth-First Search (BFS): Explores all nodes level by level. Guarantees the shortest path but requires high memory.
    • Depth-First Search (DFS): Explores as deep as possible before backtracking. Memory efficient but may get stuck in loops.
    • Uniform Cost Search: Expands the least-cost node first — ideal when path costs vary.

    These methods are fundamental for understanding how AI explores possibilities exhaustively, especially in simpler or well-defined environments.
    Although not always the fastest, uninformed searches guarantee a solution if one exists.

  • Search Techniques in AI

    Problem solving in AI heavily relies on search algorithms to explore potential solutions.
    These methods can be classified into two main types:

    1. Uninformed (Blind) Search – No additional knowledge about the problem is available.
      • Examples: Breadth-First Search, Depth-First Search, Uniform Cost Search.
    2. Informed (Heuristic) Search – Uses domain-specific knowledge to guide the search.
      • Examples: Best-First Search, A* Algorithm, Greedy Search.

    For example, A* search uses heuristics to estimate the cost to reach the goal, allowing the system to find the shortest path efficiently.
    Search techniques are the heart of intelligent reasoning, enabling systems like Google Maps, robot navigation, and automated planning.

  • Problem Representation in AI

    To solve problems effectively, AI systems must represent knowledge in a machine-understandable form.
    This involves defining:

    • States: Descriptions of the world at a point in time.
    • Operators: Actions that change states.
    • Initial State: Where the agent starts.
    • Goal State: Desired outcome.

    A good representation captures only the essential details, avoiding unnecessary complexity.

    For instance, in a chess game, the AI doesn’t store every historical move — it focuses only on the current board configuration, possible legal moves, and winning conditions.
    This abstraction allows AI to reason effectively without getting lost in irrelevant data.

  • Steps in the Problem-Solving Process

    Every AI problem-solving system follows a structured sequence of steps:

    1. Problem Definition – Clearly describe the initial and goal states.
    2. State Space Representation – Identify all possible states and transitions.
    3. Search Strategy Selection – Choose the method to explore possible solutions.
    4. Goal Testing – Verify if the goal state has been reached.
    5. Path Optimization – Find the shortest or most efficient route to the goal.

    For example, when designing an AI for maze navigation:

    • The start is the maze entrance.
    • The goal is the exit.
    • The state space consists of all possible paths.
    • The solution is the shortest valid route.

    By following this framework, AI can tackle everything from simple puzzles to global-scale logistics problems.

  • Introduction to Problem Solving in AI

    Problem solving is one of the core functions of Artificial Intelligence (AI) — enabling machines to make decisions, reason logically, and find solutions to complex challenges.
    In AI, a “problem” is defined as a situation where an agent must find a sequence of actions that lead from an initial state to a desired goal state.

    The process involves:

    1. Defining the problem clearly
    2. Representing knowledge in a way that machines can process
    3. Searching for possible solutions using algorithms
    4. Selecting the most optimal solution based on cost or performance

    From pathfinding algorithms in navigation systems to diagnostic reasoning in healthcare, AI problem solving allows machines to perform tasks once reserved for humans — logically, efficiently, and autonomously.

  • AI – Popular Search Algorithms

    Searching is the universal technique of problem solving in AI. There are some single-player games such as tile games, Sudoku, crossword, etc. The search algorithms help you to search for a particular position in such games.

    Single Agent Pathfinding Problems

    The games such as 3X3 eight-tile, 4X4 fifteen-tile, and 5X5 twenty four tile puzzles are single-agent-path-finding challenges. They consist of a matrix of tiles with a blank tile. The player is required to arrange the tiles by sliding a tile either vertically or horizontally into a blank space with the aim of accomplishing some objective.

    The other examples of single agent pathfinding problems are Travelling Salesman Problem, Rubiks Cube, and Theorem Proving.

    Search Terminology

    • Problem Space − It is the environment in which the search takes place. (A set of states and set of operators to change those states)
    • Problem Instance − It is Initial state + Goal state.
    • Problem Space Graph − It represents problem state. States are shown by nodes and operators are shown by edges.
    • Depth of a problem − Length of a shortest path or shortest sequence of operators from Initial State to goal state.
    • Space Complexity − The maximum number of nodes that are stored in memory.
    • Time Complexity − The maximum number of nodes that are created.
    • Admissibility − A property of an algorithm to always find an optimal solution.
    • Branching Factor − The average number of child nodes in the problem space graph.
    • Depth − Length of the shortest path from initial state to goal state.

    Brute-Force Search Strategies

    They are most simple, as they do not need any domain-specific knowledge. They work fine with small number of possible states.

    Requirements −

    • State description
    • A set of valid operators
    • Initial state
    • Goal state description

    Breadth-First Search

    It starts from the root node, explores the neighboring nodes first and moves towards the next level neighbors. It generates one tree at a time until the solution is found. It can be implemented using FIFO queue data structure. This method provides shortest path to the solution.

    If branching factor (average number of child nodes for a given node) = b and depth = d, then number of nodes at level d = bd.

    The total no of nodes created in worst case is b + b2 + b3 + + bd.

    Disadvantage − Since each level of nodes is saved for creating next one, it consumes a lot of memory space. Space requirement to store nodes is exponential.

    Its complexity depends on the number of nodes. It can check duplicate nodes.

    Breadth First Search

    Depth-First Search

    It is implemented in recursion with LIFO stack data structure. It creates the same set of nodes as Breadth-First method, only in the different order.

    As the nodes on the single path are stored in each iteration from root to leaf node, the space requirement to store nodes is linear. With branching factor b and depth as m, the storage space is bm.

    Disadvantage − This algorithm may not terminate and go on infinitely on one path. The solution to this issue is to choose a cut-off depth. If the ideal cut-off is d, and if chosen cut-off is lesser than d, then this algorithm may fail. If chosen cut-off is more than d, then execution time increases.

    Its complexity depends on the number of paths. It cannot check duplicate nodes.

    Depth First Search

    Bidirectional Search

    It searches forward from initial state and backward from goal state till both meet to identify a common state.

    The path from initial state is concatenated with the inverse path from the goal state. Each search is done only up to half of the total path.

    Uniform Cost Search

    Sorting is done in increasing cost of the path to a node. It always expands the least cost node. It is identical to Breadth First search if each transition has the same cost.

    It explores paths in the increasing order of cost.

    Disadvantage − There can be multiple long paths with the cost ≤ C*. Uniform Cost search must explore them all.

    Iterative Deepening Depth-First Search

    It performs depth-first search to level 1, starts over, executes a complete depth-first search to level 2, and continues in such way till the solution is found.

    It never creates a node until all lower nodes are generated. It only saves a stack of nodes. The algorithm ends when it finds a solution at depth d. The number of nodes created at depth d is bd and at depth d-1 is bd-1.

    Interactive Deepening DF Search

    Comparison of Various Algorithms Complexities

    Let us see the performance of algorithms based on various criteria −

    CriterionBreadth FirstDepth FirstBidirectionalUniform CostInteractive Deepening
    Timebdbmbd/2bdbd
    Spacebdbmbd/2bdbd
    OptimalityYesNoYesYesYes
    CompletenessYesNoYesYesYes

    Informed (Heuristic) Search Strategies

    To solve large problems with large number of possible states, problem-specific knowledge needs to be added to increase the efficiency of search algorithms.

    Heuristic Evaluation Functions

    They calculate the cost of optimal path between two states. A heuristic function for sliding-tiles games is computed by counting number of moves that each tile makes from its goal state and adding these number of moves for all tiles.

    Pure Heuristic Search

    It expands nodes in the order of their heuristic values. It creates two lists, a closed list for the already expanded nodes and an open list for the created but unexpanded nodes.

    In each iteration, a node with a minimum heuristic value is expanded, all its child nodes are created and placed in the closed list. Then, the heuristic function is applied to the child nodes and they are placed in the open list according to their heuristic value. The shorter paths are saved and the longer ones are disposed.

    A * Search

    It is best-known form of Best First search. It avoids expanding paths that are already expensive, but expands most promising paths first.

    f(n) = g(n) + h(n), where

    • g(n) the cost (so far) to reach the node
    • h(n) estimated cost to get from the node to the goal
    • f(n) estimated total cost of path through n to goal. It is implemented using priority queue by increasing f(n).

    Greedy Best First Search

    It expands the node that is estimated to be closest to goal. It expands nodes based on f(n) = h(n). It is implemented using priority queue.

    Disadvantage − It can get stuck in loops. It is not optimal.

    Local Search Algorithms

    They start from a prospective solution and then move to a neighboring solution. They can return a valid solution even if it is interrupted at any time before they end.

    Hill-Climbing Search

    It is an iterative algorithm that starts with an arbitrary solution to a problem and attempts to find a better solution by changing a single element of the solution incrementally. If the change produces a better solution, an incremental change is taken as a new solution. This process is repeated until there are no further improvements.

    function Hill-Climbing (problem), returns a state that is a local maximum.

    inputs: problem, a problem
    local variables: current, a node
                     neighbor, a node
    current <-Make_Node(Initial-State[problem])
    loop
       do neighbor <- a highest_valued successor of current
          if Value[neighbor]  Value[current] then
          return State[current]
          current <- neighbor				  
    	
    end
    

    Disadvantage − This algorithm is neither complete, nor optimal.

    Local Beam Search

    In this algorithm, it holds k number of states at any given time. At the start, these states are generated randomly. The successors of these k states are computed with the help of objective function. If any of these successors is the maximum value of the objective function, then the algorithm stops.

    Otherwise the (initial k states and k number of successors of the states = 2k) states are placed in a pool. The pool is then sorted numerically. The highest k states are selected as new initial states. This process continues until a maximum value is reached.

    function BeamSearch( problem, k), returns a solution state.

    start with k randomly generated states
    loop
       generate all successors of all k states
       if any of the states = solution, then return the state
       else select the k best successors
    end
    

    Simulated Annealing

    Annealing is the process of heating and cooling a metal to change its internal structure for modifying its physical properties. When the metal cools, its new structure is seized, and the metal retains its newly obtained properties. In simulated annealing process, the temperature is kept variable.

    We initially set the temperature high and then allow it to cool’ slowly as the algorithm proceeds. When the temperature is high, the algorithm is allowed to accept worse solutions with high frequency.

    Start

    • Initialize k = 0; L = integer number of variables;
    • From i → j, search the performance difference Δ.
    • If Δ <= 0 then accept else if exp(-Δ/T(k)) > random(0,1) then accept;
    • Repeat steps 1 and 2 for L(k) steps.
    • k = k &plus; 1;

    Repeat steps 1 through 4 till the criteria is met.

    End

    Travelling Salesman Problem

    In this algorithm, the objective is to find a low-cost tour that starts from a city, visits all cities en-route exactly once and ends at the same starting city.

    Start
       Find out all (n -1)! Possible solutions, where n is the total number of cities.
       Determine the minimum cost by finding out the cost of each of these (n -1)! solutions.
       Finally, keep the one with the minimum cost.
    end
    
    Travelling Salesman Problem
  • Multi-Agent Systems The Future of Agents & Environments

    In many real-world applications, multiple agents interact and work together — or compete.
    These are called Multi-Agent Systems (MAS).

    Examples include traffic systems, online trading platforms, and video game AI.
    Agents in MAS can be cooperative, sharing information to achieve a common goal, or competitive, trying to outperform each other.

    MAS research focuses on communication, coordination, negotiation, and collective intelligence, allowing complex systems to operate efficiently in decentralized environments.

    The future of intelligent agents involves creating systems that can adapt, collaborate, and self-learn in unpredictable environments.
    With advancements in deep learning, reinforcement learning, and neuro-symbolic reasoning, agents are becoming increasingly context-aware and autonomous.

    Emerging technologies like AI-driven robotics, digital twins, and cognitive environments are blurring the line between digital and physical worlds.
    The goal is to design self-sustaining ecosystems where agents evolve, interact, and optimize themselves — a true reflection of artificial intelligence at its peak.

  • Task Environments and Their Properties

    Task environments describe the setting and conditions under which an agent operates.
    They can be categorized by several properties:

    • Fully vs. Partially Observable
    • Deterministic vs. Stochastic
    • Episodic vs. Sequential
    • Static vs. Dynamic
    • Discrete vs. Continuous
    • Single Agent vs. Multi-Agent

    For example:

    • Chess: Deterministic, sequential, discrete, fully observable.
    • Autonomous Taxi: Stochastic, dynamic, continuous, partially observable.

    Understanding these characteristics helps engineers select the best algorithms for decision-making and learning.

  • Rational Agents and Performance

    A rational agent acts to maximize its performance measure based on the knowledge it has.
    It doesn’t mean it always makes the “right” decision, but rather the best possible decision with the information available.

    For example, a delivery drone may choose the shortest path to deliver a package — this is a rational action even if unexpected wind slightly delays it.
    Rationality is not perfection; it’s about goal-oriented intelligence and adaptive reasoning under uncertainty.