and-or graphs
DESCRIPTION
And-Or Graphs. CSCE 580 Spr03 Instructor: Marco Valtorta Hrishikesh J. Goradia Seang-Chan Ryu. And-Or Graphs. Technique for solving problems that can be decomposed into sub problems Links between nodes indicates relations between problems Or node: one of its successor node has to be solved - PowerPoint PPT PresentationTRANSCRIPT
And-Or Graphs
CSCE 580 Spr03
Instructor: Marco Valtorta
Hrishikesh J. Goradia
Seang-Chan Ryu
And-Or Graphs
Technique for solving problems that can be decomposed into sub problems
Links between nodes indicates relations between problems
Or node: one of its successor node has to be solved And node: all of its successor node has to be solved Problem can be specified by two thinks: start node,
goal nodes. Goal nodes: trivial (or primitive) problems Cost can be attached to arcs or nodes
And-Or Graphs
Difference between state-state representation and and or representation.
solution: path vs. tree
Search in and-or graphs
a
b c
e
h i
d gf
Search in and-or graphs
Use Prolog’s own search mechanism– Only get answer yes or no not solution graph.– Hard to extend to use cost as well– Infinite loop if there is a cyclea :- b.a :- c.b :- d, e.e :- h.c :- f, g.f :- h, i.d.g.h.
Search in and-or graphs
Other representation
:- op (600, xfx, --->).
:- op (500, xfx, :).
a ---> or : [b,c].
b ---> and : [d,e].
c ---> and : [f,g].
e ---> or : [h].
f ---> or : [h,i].
goal( d).
goal( g).
goal( h).
Search in and-or graphs
Depth first search. Modification of depth first search (restricting with
maximum depth) – andor.pl Iterative deepening. (increase the maximum depth as
the search goes along).
Applying and-or graphs
Adversarial situations, such as game playing, can often be represented as and-or trees – Nodes represent the situation– Arcs represent possible actions for each player– Each path represents the sequence of choices made
alternately by the two opponents
In the case of game trees, one is interested in a winning strategy.
Tic-tac-toe game
Max size of the state space for a complete solution = 9!
Tic-tac-toe game
For pragmatic reasons, we will consider a subset of the tic-tac-toe problem.
The adjacent figure shows the initial state of our tic-tac-toe program.
Max. state space for our new problem = 4!
Tic-tac-toe game
The winning positions (shown in red) are the goal states. tictactoe.pl shows the complete Prolog code for our problem.
Final comments…
For use in real-world applications, the AND-OR graphs technique computes the best state instead of a complete path to the terminal state. These graphs use minmax search and are called game trees.
The AND-OR technique for searching can be easily extended to accommodate cost in the graph problems