问题
I have a maze like the following:
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|+ |||||||||||||||| |
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The goal is for P
to find +
, with sub-goals of
- The path to
+
is the least cost (1 hop = cost+1) - The number of cells searched (nodes expanded) is minimized
I'm trying to understand why my A* heuristic is performing so much worse than an implementation I have for Greedy Best First. Here are the two bits of code for each:
#Greedy Best First -- Manhattan Distance
self.heuristic = abs(goalNodeXY[1] - self.xy[1]) + abs(goalNodeXY[0] - self.xy[0])
#A* -- Manhattan Distance + Path Cost from 'startNode' to 'currentNode'
return abs(goalNodeXY[1] - self.xy[1]) + abs(goalNodeXY[0] - self.xy[0]) + self.costFromStart
In both algorithms, I'm using a heapq
, prioritizing based on the heuristic value. The primary search loop is the same for both:
theFrontier = []
heapq.heappush(theFrontier, (stateNode.heuristic, stateNode)) #populate frontier with 'start copy' as only available Node
#while !goal and frontier !empty
while not GOAL_STATE and theFrontier:
stateNode = heapq.heappop(theFrontier)[1] #heappop returns tuple of (weighted-idx, data)
CHECKED_NODES.append(stateNode.xy)
while stateNode.moves and not GOAL_STATE:
EXPANDED_NODES += 1
moveDirection = heapq.heappop(stateNode.moves)[1]
nextNode = Node()
nextNode.setParent(stateNode)
#this makes a call to setHeuristic
nextNode.setLocation((stateNode.xy[0] + moveDirection[0], stateNode.xy[1] + moveDirection[1]))
if nextNode.xy not in CHECKED_NODES and not isInFrontier(nextNode):
if nextNode.checkGoal(): break
nextNode.populateMoves()
heapq.heappush(theFrontier, (nextNode.heuristic,nextNode))
So now we come to the issue. While A* finds the optimal path, it's pretty expensive at doing so. To find the optimal path of cost:68
, it expands (navigates and searches through) 452 nodes to do so.
While the Greedy Best implementation I have finds a sub-optimal path (cost: 74) in only 160 expansions.
I'm really trying to understand where I'm going wrong here. I realize that Greedy Best First algorithms can behave like this naturally, but the gap in node expansions is just so large I feel like something has to be wrong here.. any help would be appreciated. I'm happy to add details if what I've pasted above is unclear in some way.
回答1:
A* provides the optimal answer to the problem, greedy best first search provides any solution.
It's expected that A* has to do more work.
If you want a variation of A* that is not optimal anymore but returns a solution much faster, you can look at weighted A*. It just consists of putting a weight to the heuristic (weight > 1). In practice, it gives you a huge performance increase
For example, could you try this :
return 2*(abs(goalNodeXY[1] - self.xy[1]) + abs(goalNodeXY[0] - self.xy[0])) + self.costFromStart
回答2:
A* search attempts to find the best possible solution to a problem, while greedy best-first just tries to find any solution at all. A* has a much, much harder task, and it has to put a lot of work into exploring every single path that could possibly be the best, while the greedy best-first algorithm just goes straight for the option that looks closest to the goal.
回答3:
Since this hasn't been resolved and even though the something wrong asked by OP could be solved with Fezvez's answer, I feel like I need to ask this and maybe answer to what is wrong and why Fezvez's answer can take care of it: have you checked the heuristic value of all your nodes with A* algorithm and noticed something odd? Aren't they all equal? Because even though your heuristic is correct for a best-first algorithm, it doesn't directly fit for your A* algorithm. I made a project similar in java and I had this issue which is why I'm asking here. For instance, suppose you have these points of interest:
- Start(P) - (0,0)
- End(+) - (20,20)
- P1 - (2,2) -> (Your heuristic) + (path cost) = ((20-2) + (20-2)) + ((2-0) + (2-0)) = 40
- P2 - (4,3) -> (Your heuristic) + (path cost) = ((20-4) + (20-3)) + ((4-0) + (3-0)) = 40
And, if I'm not mistaken, this will be true for all your points in the maze. Now, considering that an A* algorithm is normally implemented just like a breadth-first algorithm with heuristics (and paths cost), since your heuristics always gives you the same total (F = h+g) it becomes in fact a breadth-first algorithm which also gives you the best solution possible, but is in practice always slower than an A* would normally do. Now as Fezvez suggested, giving a weight to your heuristic might just mix the best of both worlds (best-first and breadth-first) and would look like this with the points given above:
- Start(P) - (0,0)
- End(+) - (20,20)
- P1 - (2,2) -> 2*(Your heuristic) + (path cost) = 2*((20-2) + (20-2)) + ((2-0) + (2-0)) = 76
- P2 - (4,3) -> 2*(Your heuristic) + (path cost) = 2*((20-4) + (20-3)) + ((4-0) + (3-0)) = 73
来源:https://stackoverflow.com/questions/28666629/understanding-a-heuristics-for-single-goal-maze