CS 440/ECE 448
Fall 2025
Margaret Fleck
Quiz 7 (= Final exam) skills list
MP practicalities
Questions related to what you built in MP 10 and 11.
Planning
- Historical figures and algorithms
- STRIPS planner
- Roger Schank
- Representing a planning problem
- State and action representation
- Preconditions and effects (postconditions)
- Approaches to planning
- Sussman anomaly
- Situation space planning vs. plan space planning
- Partial order (plan space) planning:
- the idea
- plan modification operations
- plan defects (open preconditions, threats) and how to fix them
- Representations of objects and actions
- object types and instances
- count vs. mass nouns
- fluents
- activities, state changes, accomplishments
- decaying properties and maintenance actions
- Upgrades to the environment
- Incompletely known
- Other actors, moving obstacles
- Actions might not execute as planned
- Time limitations on planning
- Contingent planning
- Algorithms and planning languages
- Truth maintenance systems
- Towers of Hanoi takes time exponential in input size (number of rings)
- SATplan
- GraphPlan
Game Search
- Game tree
- What is ..
- a "ply"? a "move"?
- a Zero-sum game
- a stochastic game?
- a fully observable game?
- What other game features could make planning hard? (E.g. dynamic world,
more than two players, limits on thinking time.)
- Basic method
- Minimax strategy
- Minimax search (using depth-first search)
- Depth cutoff
- Heuristic state evaluation
- Alpha-beta pruning
- How it works
- How well it works
- Impact of move ordering
- You will not have to write out detailed code for alpha-beta search.
Concentrate on understanding what branches it prunes and why.
- Optimizations around depth cutoff
- Horizon effect
- Quiescence search
- Singular extension
- Early pruning
- Other optimizations
- Memoization (transposition table)
- Opening moves, endgames
- Where might we use a neural net to help out?
- Interesting recent algorithms
- Monte Carlo tree search
Bayes nets
- Required structure (e.g. it's a DAG, probability table at each node)
- How does the geometry (i.e. nodes, edges) of a bayes net relate to conditional independence of the
probabilities it represents?
- What do local node connections imply about independence? conditional indepedence?
- Comparing size of model to full joint probability table
- Reconstructing the joint distribution from a Bayes net
- Building a Bayes net from a joint probability distribution
- How is this affected by the order in which we choose variables?
- Topological sort of a partial order
- Inference, aka calculating specific probability values using the geometry and tables in a
Bayes net (very simple examples only)
- Efficiency results for inference
- Efficient for polytrees (and what is a polytree?)
- Some other geometries can be solved efficiently via junction tree algorithm
- NP complete (aka probably exponential) in general case