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The state-space model [N, A, S, GD]

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Cast a problem as the four-tuple [N, A, S, GD]; type-1 vs type-2 goals; the B^d combinatorial blow-up.

The four-tuple

Luger gives one definition that every example in the chapter instantiates. A state space is the four-tuple

where:

  • — the set of nodes (states): every legal configuration the problem can be in.
  • — the set of arcs (operators): the legal moves that transform one state into another.
  • — a nonempty subset of , the start state(s).
  • — the goal description: a nonempty subset of , the states you are trying to reach.

A solution path is any path from a node in to a node in . To model a problem is exactly to fill in these four slots — naming what a state is, what the legal moves are, where you begin, and what counts as done. Get the four-tuple right and the search algorithm is then mechanical.

Two kinds of goal

The goal description comes in two flavours, and confusing them leads to the wrong algorithm:

  • Type 1 (state property). The goal is a measurable property of a single state — a winning tic-tac-toe board, the solved 8-puzzle configuration. You stop the instant you reach a node with that property; the path you took is incidental.
  • Type 2 (path property). The goal is a measurable property of the whole path — most famously the travelling-salesperson minimum-cost tour. No single state tells you whether you have won; you must track cumulative cost across the entire path. Type-2 goals force you to carry path information that type-1 goals let you discard.

The combinatorial explosion

The branching factor is the average number of children each state generates. At depth the number of nodes is exponential. This single fact is why naive search fails on hard problems and why Chapter 4's heuristics exist. Chess has and games run ~80 ply deep, giving on the order of possible game paths — vastly more than the number of atoms in the observable universe. Even modest branching factors are hopeless at depth: , already means leaf nodes.

Worked example — the 8-puzzle as [N, A, S, GD]

The 8-puzzle is a frame with eight numbered tiles and one blank.

  • = every arrangement of the eight tiles plus the blank ( reachable configurations — the full space splits into two disconnected halves of equal size, so exactly half of all arrangements are reachable from any given start).
  • = the (up to) four operators slide the blank up / down / left / right — equivalently, slide an adjacent tile into the blank.
  • = the given scrambled board.
  • = the single solved board — a type-1 goal (a property of one state).

The blank has 2–4 legal moves depending on whether it sits in a corner, edge, or centre, so the branching factor averages roughly . At that rate the space is still huge at depth 20, which is exactly why the 8-puzzle becomes the running example for heuristic search in Module 4.

the slotthe 8-puzzleNevery legal state181,440 reachable boardsAthe legal movesslide blankup/down/left/rightSwhere you beginthe scrambled boardGDwhat counts as donethe solved board (type 1)A solution is any path from S into GD.
Modelling a problem <em>is</em> filling in these four rows. Note what GD does not say: nothing about the route taken, which is what makes it a type-1 goal — you may stop the instant a node has the property.
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