Constraint Satisfaction Problems
(CSP)
CSP
atau Constraint Satisfaction Problem adalah
permasalahan yang tujuannya adalah mendapatkan suatu
kombinasi variabel-variabel tertentu yang memenuhi
aturan-aturan (constraints) tertentu.
State
didefinisikan dengan variables X
iyang mempunyai
values dari domain D
iGoal Test
adalah sebuah himpunan constraints yang
memberikan kombinasi yang diijinkan untuk mengisi variabel
Batasan CSP dalam perkuliahan ini: diskrit (solusi deterministik),
absolut (solusi pasti tersedia dalam domain), unair atau biner (satu
atau dua variabel yang harus diisi).
CSP Example: Map-Coloring
Variables: WA, NT, Q, NSW, V, SA, T
Domains: Di = {red, green, blue}
Constraints: adjacent regions must have different colors
e.g.: WA ≠ NT, WA ≠ SA, NT ≠ SA, ... (if the language allow this), or (WA,NT) Є { (red, green), (red, blue), (green, red),...}
CSP Example: Map-Coloring
Solutions
are complete and consistent assignments, e.g.
{WA=red, NT=green, Q=red, NSW=green,
Varieties of Constraints
Unary
: Constraints involve a single variable
e.g.: SA ≠ green
Binary
: Constraints involve pairs of variables
e.g.: SA ≠ WA
Higher-Order
: Constraints involve 3 or more variables
e.g.: cryptarithmetic column constraints
Preferences (soft constraints)
:
e.g.: blue is better than green.
(Often representable by a cost for each variable assignment
Constrained Optimization Problems
Standard Search Formulation for
CSP
States ditentukan dengan nilai yang sudah dialokasikan sekarang
Initial State
: { }
Successor Function
: assign value ke variable yang belum terisi
nilai tidak boleh melanggar constraint
Goal Test
: bila assignment selesai dilakukan
Catatan:
1. Hal ini berlaku untuk setiap masalah CSP
2. Karena variable terbatas maka setiap solusi akan muncul pada kedalaman n dengan n variable gunakan depth-first Search
Backtracking Example: Map
Coloring
Backtracking Example: Map
Coloring
Backtracking Example: Map
Coloring
Backtracking Example: Map
Coloring
Memperbaiki backtracking
1. Variable yang mana yang harus di assign terlebih dahulu ?
2. Bagaimana urutan nilai dicoba ?
3. Bisakah kita mendeteksi kegagalan lebih awal
4. Dapatkah kita menggunakan struktur problem untuk membantu
kita ?
Forward Checking
Idenya :
• Simpan nilai valid untuk variable yang belum diassign
• Bila salah satu variable tidak mempunyai kemungkinan nilai yang valid maka pencarian dihentikan
Idenya :
• Simpan nilai valid untuk variable yang belum di-assign
• Bila salah satu variable tidak mempunyai kemungkinan nilai yang valid maka search dihentikan
Forward Checking
Idenya :
• Simpan nilai valid untuk variable yang belum diassign
• Bila salah satu variable tidak mempunyai kemungkinan nilai yang valid maka search dihentikan
Forward Checking
Idenya :
• Simpan nilai valid untuk variable yang belum diassign
• Bila salah satu variable tidak mempunyai kemungkinan nilai yang valid search dihentikan
Constraint Propagation
Forward checking memberikan informasi dari variabel yang dialokasi, namun tidak dapat mendeteksi kegagalan sebelumnya.
NT dan SA tidak boleh diberikan warna biru !
Constraint Propagation secara berulang mengevaluasi alokasi variabel dalam skala lokal (solusi sementara)
Isikan bidang (R1..R7) di atas dengan warna:
merah
,
kuning
,
hijau
,
biru
.
Bidang bertetangga tidak boleh memiliki warna yang sama.
1. Apakah variabel yang Anda gunakan? 2. Apakah domain yang tersedia?
3. Bagaimana Anda mengevaluasi constraints-nya?
R1
R2 R3 R4 R5 R7
1.
Variabel yang harus diisi: R1, .. R7
2.
Domain yang tersedia: warna (
merah
,
kuning
,
hijau
,
biru)
3.
Constraints:
1.
R1 <> R2, …, R7,
2.
R2 <> R3,
3.
R3 <> R4,
4.
R4 <> R5,
5.
R5 <> R6,
6.
R6 <> R7
Most Constrained Variable Heuristic
Pilih variabel dengan kemungkinan nilai legal paling
sedikit, constraint terbesar. (Cari variabel yang paling
susah untuk diisi)
Least Constraining Value
Diberikan sebuah variabel, pilihlah yang memiliki nilai
constraint paling sedikit (legalitas terbesar, variabel
Degree Heuristic
Pilih variabel dengan constraint paling besar diantara
variabel yang belum terisi (kumpulkan variabel-variabel
yang paling sulit diisi)
Why game playing ?
›
It’s Fun
›
Game Playing is non trivial
Player need ‘human-like’ intelligence
Games can vary in complexity
Decision making should be done in limited time
›
Games are :
Well defined and repeatable
Limited and accessible
›
Games Can directly compare
human and computer
Checkers:
– 1994: Chinook (U.of A.) beat world champion Marion Tinsley, ending 40-yr reign. Othello:
– 1997: Logistello (NEC research) beat the human world champion.
– Today: world champions refuse to play AI computer program (because it’s too good).
Chess:
1997: Deep Blue (IBM) beat world champion Gary Kasparov
2005: a team of computers (Hydra, Deep Junior and Fritz), wins 8.5-3.5
against a rather strong human team formed by Veselin Topalov, Ruslan Ponomariov and Sergey Karjakin, who had an average ELO rating of 2681.
2006: The undisputed world champion, Vladimir Kramnik, is defeated 4-2 by
Backgammon:
– TD-Gammon (IBM) is world champion amongst humans and computers
Go:
– Human champions refuse to play top AI player (because it’s too weak)
Bridge:
– Still out of reach for AI players. Why ?
Others : ???
Perfect vs. Imperfect information:
Perfect: See the exact state of the game›
e.g. chess, backgammon, checkers, go, othello
Imperfect: Information is hidden
›
e.g. scrabble, bridge, most card games
Deterministic vs Stochastic:
Deterministic: Change in state is fully determined by player
move.
›
e.g. chess, othello
Stochastic: Change in state is partially determined by
chance.
Deterministic Stochastic admissible, perfect info Checkers, Chess, Go, Othello Backgammon, Monopoly not admissible, imperfect info ??? Bridge, Poker, Scrabble
We can model game playing as a
search in a state space as we did with
other problems before.
In order to model a game into a search
problem we need to decide
›
the states,
›
operator,
›
initial state,
›
goal, and
Consider a two player board game: – e.g., chess, checkers, tic-tac-toe
– board configuration: unique arrangement of "pieces“ Representing board games as search problem:
– states: board configurations – operators: legal moves
– initial state: current board configuration
– terminal state: winning/terminal board configuration – utility function: values for terminal state
(win: +1, loss: -1, draw: 0)
We want to find a strategy (i.e. way of picking moves) that wins the
Assume the opponent’s moves can be predicted given
the computer's moves
How complex would search be in this case?
–
Worst case:
O(b
m) b
ranching factor,
m
ax depth
–Tic-Tac-Toe: ~5 legal moves, max of 9 moves
59 = 1,953,125 states
–
Chess: ~35 legal moves, ~100 moves per game
bd ~ 35100 ~10154 states, “only” ~1040 legal states
The Problem is that the enemy will not do exactly as we planned, in fact the enemy will try to do the best move for it and thus creating the worst move for the player
Search Tree ?
• Expand complete search tree in DFS manner,
until terminal states have been reached and their utilities
computed.
• Computer favors high utility value and the opponent favors
low utility value.
Computer will choose the moves that maximize the utility
value.
• Go back up from leaves towards the current state of the game.
At
each min
node: backup the worst value among the
children. (opponent’s move)
At
each max
node: backup the best value among the
children. (computer’s move)
1.
Generate the complete game tree.
2.
Apply the utility function to all the terminal
states.
3.
Use the utility of the terminal states to
calculate a utility value for their parents
(either max or min) depending on depth.
4.
Continue up to root node.
5.
Choose move with highest value from root
node.
The utility function is only applied to terminal nodes.
If max makes move A1 then Min should make move A11. Thus the result of making move A1 is a value of 3 for the utility function.
Similarly A2 leads to a value of 2 and A3 a value of 2.
Max wants to maximise the utility function and so A1 is the best move to make.
Complete ?
Only if tree is finite.
NB a finite strategy can exist even in an infinite tree
Optimality ?
Yes, against an optimal opponent. (Otherwise we don’t
know)
Time Complexity ?
O(b
m)
Space Complexity ?
O(bm) (depth-first exploration)
Why not use Minimax to solve Chess ?
For chess, b 35, m 100 for “reasonable” games
exact solution completely infeasible
• Suppose we have 100 seconds to make a move, and we can search 104 nodes per second.
• So we can only search 106 nodes per move
(Or even fewer, if we spend time deciding which nodes to search.) • Standard approach:
1. Use a cutoff test instead of terminal test (e.g. based on depth limit)
2. Use an evaluation function instead of utility function for the nodes where we cutoff the
• An evaluation function
v(s)
represents the “goodness” of a
board state (e.g. chance of winning from that position).
• If the features of the board can be evaluated independently,
use a
weighted linear function
:
v(s) = w
1f
1(s) + w
2f
2(s) + … + w
nf
n(s) =
(where s is board state)
• More important features get more weight
• This function can be given by the expert or learned from
experience.
(s) f w n 1 i i iw1 = 9; f1(s) = (number of white queens) – (number of black queens) w2 = 3; f2(s) = (number of white knights) – (number of black knights)
w3 = 1; f3(s) = (number of white pawns) - (number of black pawns)
The quality of play depends directly on the quality of the evaluation function
• Evaluation function is only approximate, and is usually better if we are close to the end of the game.
• Move chosen is the same if we apply a monotonic transformation to the evaluation function.
• Only the order of the numbers matter: payoffs in deterministic games act as an ordinal utility function.
=
The evaluation function :
precision?
Diberikan sebuah pen jadwalan kelas sebagai berikut: ada 4
kelas (C1,… ,C4), dan 3 ruangan (R1, .., R3). Terdapat penjadwalan sebagai berikut:
Terdapat pembatasan sebagai berikut:
› Setiap kelas harus menggunakan salah satu dari ketiga ruangan yang tersedia
› R3 terlalu kecil untuk C3
1.
Variabel dan domain apa saja yang
dapat diberikan untuk problem
penjadwalan tersebut?
2.
Tunjukkan kemungkinan isi nilai untuk
setiap variabel sesuai dengan
constraints di atas.
3.
Ekspresikan constraints problem secara
1.
Variabel: C1, C2, C3, C4;
Domain: R1, R2, R3
2.
Kemungkinan alokasi variabel dari
domain
›
C1: { R1, R2, R3 }
›
C2: { R1, R2, R3 }
›
C3: { R1, R2 }
3.
Constraints yang ada:
›
Kelas tidak boleh ada yang bentrok
C1 != C2,
C1 != C3,
C2 != C3,
C2 != C4,
C3 != C4
›
Pembatasan kapasitas ruangan
C3 != R3,
C4 != R2,
C4 != R3
Berikan sekarang solusinya (manfaatkan
Constraints graph
C1 C2 C3 C4
r1 r2 r3
Diberikan sebuah situasi permainan seperti di
bawah ini:
X (max player) sedang dalam giliran untuk
melanjutkan permainan. Berikan semua situasi
berikutnya yang mungkin untuk X