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# Ch 4: Iterative improvement |
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## Simulated annealing |
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Idea: escape local maxima by allowing some bad moves but gradually decrease their size and frequency. |
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This is similar to gradient descent. |
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Idea comes from making glass where you start very hot and then slowely cool down the temperature. |
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## Beam search |
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Idea: keep k states instead of 1; choose top k of their successors. |
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Problem: quite often all k states end up on same local hill. This can somewhat be overcome by randomly choosing k states but, favoring the good ones. |
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## Genetic algorithms |
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Inspired by Charles Darwin's theory of evolution. |
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The algorithm is an extension of local beam search with cuccessors generated from pairs of individuals rather than a successor function. |
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 |
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 |
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# Ch 6: Constraint satisfaction problems |
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Ex CSP problems: |
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- assignment |
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- timetabling |
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- hardware configuration |
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- spreadsheets |
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- factory scheduling |
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- Floor-planning |
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## Problem formulation |
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 |
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### Variables |
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Elements in the problem. |
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### Domains |
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Possible values from domain $D_i$, try to be mathematical when formulating. |
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### Constraints |
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Constraints on the variables specifying what values from the domain they may have. |
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Types of constraints: |
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- Unary: Constraints involving single variable |
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- Binary: Constraints involving pairs of variables |
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- Higher-order: Constraints involving 3 or more variables |
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- Preferences: Where you favor one value in the domain more than another. This is mostly used for constrained optimization problems. |
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## Constraint graphs |
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Nodes in graph are variables, arcs show constraints |
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## Backtracking |
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 |
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### Minimum remaining value |
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 |
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Choose the variable wit the fewest legal values left. |
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### Degree heuristic |
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 |
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Tie-breaker for minimum remaining value heuristic. |
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Choose the variable with the most constraints on remaining variables. |
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### Least constraining value |
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Choose the least constraining value: one that rules out fewest values in remaining variables. |
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 |
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### Forward checking |
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Keep track of remaining legal values for unassigned variables and terminate search when any variable has no legal values left. |
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This will help reduce how many nodes in the tree you have to expand. |
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 |
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### Constraint propagation |
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 |
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### Arc consistency |
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 |
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### Tree structured CSPs |
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Theorem: if constraint graph has no loops, the CSP ca be solved in $O(n*d^2)$ time. |
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General CSP is $O(d^n)$ |
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 |
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## Connections to tree search, iterative improvement |
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To apply this to hill-climbing, you select any conflicted variable and then use a min-conflicts heuristic |
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to choose a value that violates the fewest constraints. |
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 |
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# CH 13: Uncertainty |
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## Basic theory and terminology |
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### Probability space |
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The probability space $\omega$ is all possible outcomes. |
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A dice roll has 6 possible outcomes. |
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### Atomic Event |
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An atomic event w is a single element from the probability space. |
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$w \in \omega$ |
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Ex: rolling a dice of 4 |
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The probability of w is between [0,1]. |
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### Event |
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An event A is any subset of the probability space $\omega$ |
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The probability of an event is the sum of the probabilities of the atom events in the event. |
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Ex: probability of rolling a even number dice is 1/2. |
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``` |
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P(die roll odd) = P(1)+P(2)+3P(5) = 1/6+1/6+1/6 = 1/2 |
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``` |
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### Random variable |
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Is a function from some sample points to some range. eg reals or booleans. |
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eg: P(Even = true) |
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## Prior probability |
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Probabilities based given one or more events. |
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Ex: probability cloudy and fall = 0.72. |
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Given two variables with two possible assignments, we could represent all the information in a 2x2 matrix. |
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## Conditional Probability |
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Probabilities based within a event. |
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Eg: P(tired | monday) = .9. |
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## Bayes rule |
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 |
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## Independence |
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 |