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CS231n Lecture Note: Generative Models CS231n Lecture Note: Self-Supervised Learning CS231n Lecture Note: Large Scale Distributed Training 自動微分 | DIY 實現自己的 PyTorch From RNNs to Transformers CS231n Lecture Note VII: Recurrent Neural Networks Uncovering Batch & Layer Normalization CS231n Lecture Note VI: CNN Architectures and Training CS231n Lecture Note V: Convolution Neural Networks Basics Demystifying Softmax Loss: A Step-by-Step Derivation for Linear Classifiers Backpropagation: A Vector Calculus Perspective CS231n Lecture Note IV: Neural Networks and Backpropagation CS231n Lecture Note III: Optimization CS231n Lecture Note II: Linear Classifiers CS231n Lecture Note I: Image Classification CSAPP Cache Lab II: Optimizing Matrix Transposition CSAPP Cache Lab I: Let's simulate a cache memory! CS188 Search Lecture Notes III CS188 Search Lecture Notes II How to Use TouchID for Sudo Commands on macOS RECAP2025: 留白 CSAPP Bomb Lab 解析 x64 暫存器速查表 CSAPP Data Lab 解析 矩陣的 Modified Gram Schmidt 方法 聊一聊位掩碼(Bit Mask) 整數溢位與未定義行為 快速排序 幾種劃分方法討論 等待 記夢(DeepSeek 輔助創作) 午夜飛行 橋樑 黎明 或 2012 RECAP2024: 水檻臥聽雨 太陽、潮落 RECAP2023: 泡沫 題解 P1622 釋放囚犯 題解 P5888 傳球遊戲 殘陽似火 再會 飢餓藝術家 卡夫卡 Python 中的 zip() 和 enumerate() 泡沫 “救救孩子……”——談魯迅和《狂人日記》 想念 淺灘 蟬 · 夏 微風 觀星 浮塵 復活 【摘錄 | 轉載】普魯斯特 《追憶似水年華》第一卷 《在斯萬家那邊》(一) Time - Pink Floyd - The Dark Side of the Moon 【轉載】靜夜思變調 高樓 幻夢 冰 RECAP2022: 流星雨 清夜 割點 Tarjan 演算法 P3147 USACO16OPEN 262144 P 題解 P3354 Riv 河流 題解 馬拉車演算法 夜雨 層霧 從愚人節玩笑到真的玩笑(bushi): 淺談 lsnotes I made my own Hexo theme 題解 紀念品分組 題解 導彈攔截 如何高效使用搜尋引擎 用 GitHub Actions 格式化 C/C++ 程式碼 四季的天空 洛谷 7 月月賽 Div.2 總結 題解 最近公共祖先 (LCA) 用簡單的物理方法證明牛頓萊布尼茨公式 簡評榮耀手環6 海上生明月,天涯共此時。 我為什麼重新拿出了 iPod Swift 中的 SharedPreferance —— UserDefaults 凝視那一輪明月 用 GitHub Actions 部署 Hexo 部落格 遲來的日誌 - WWDC 2020 獎學金 vcpkg - 方便的 C/C++ 庫管理器 vimrc 配置指南 NextCloud - DIY NAS 解決方案 sudo shutdown -r now sudo shutdown -r now
CS188 Search Lecture Notes I
Louis C Deng · 2026-01-25 · via Louis C Deng's Blog

Here are the lecture notes for UC Berkeley CS188 Lecture 1 and 2.

Agents

The central problem of AI is to create a rational agent. A rational agent is an entity that has goals or preferences and tries to perform a series of actions that yield the best/optimal expected outcome given these goals.

The agent exists in an environment. Together, the agent and the environment constitute the world.

Types of Agents

A reflex agent selects its action based on only the current state of the world.

A planning agent maintains a model of the world and uses this model to simulate performing various actions.

Sometimes agents fail due to wrong world models.

Task Environment

The PEAS (Performance Measure, Environment, Actuators, Sensors) description is used for defining the task environment.

The performance measure describes what utility the agent tries to increase.

The environment summarizes where the agent acts and what affects the agent.

The actuators and the sensors are the methods with which the agent acts on the environment and receives information from it.

Types of Environment

We can characterize the types of environments in the following ways:

  • partially observable environments
  • fully observable environments
  • Stochastic environments (uncertainty in the transition model)
  • deterministic environments
  • multi-agent environments
  • static environments
  • dynamic environments
  • environments with known physics
  • environments with unknown physics

State Space and Search Problems

A search problem consists of the following elements:

  • A state space - The set of all possible states that are possible in your given world
  • A set of actions available in each state
  • A transition model - Outputs the next state when a specific action is taken at current state
  • An action cost - Incurred when moving from one state to another after applying an action
  • A start state - The state in which an agent exists initially
  • A goal test - A function that takes a state as input, and determines whether it is a goal state

A search problem is solved by first considering the start state, then exploring the state space using the action and transition and cost methods, iteratively computing children of various states until we arrive at a goal state.

A world state contains all information about a given state, whereas a search state contains only the information about the world that’s necessary for planning.

State Space Graphs and Search Trees

CS188 State Space Graphs and Search Trees

A state space graph is constructed with states representing nodes, with directed edges existing from a state to its children. These edges represent actions, and any associated weights represent the cost of performing the corresponding action.

They can be noticeably large, but they represent states well. (All states occur only once)

Search trees encode the entire path (or plan) from the start state to the given state in the state space graph.

Since there often exist multiple ways to get from one state to another, states tend to show up multiple times in search trees.

Since these structures can be too large for computers, we can choose to store only states we’re immediately working with, and compute new ones on-demand.

The standard protocol for finding a plan from the start state to the goals is to maintain an outer frontier and continually expanding the frontier by replacing a node with its children.

Most implementations of such algorithms will encode information about the parent node, distance to node, and the state inside the node object. This procedure is known as tree search.

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function TREE-SEARCH(problem, frontier) return a solution or failure
frontier ← INSERT(MAKE-NODE(INITIAL-STATE[problem]), frontier)
while not IS-EMPTY(frontier) do
node ← POP(frontier)
if problem.IS-GOAL(node.STATE) then return node
for each child-node in EXPAND(problem, node) do
add child-node to frontier
return failure

The EXPAND function appearing in the pseudocode returns all the possible nodes that can be reached from a given node by considering all available actions.

When we have no knowledge of the location of goal states in our search tree, we are forced to do uninformed search.

  • The completeness of each search strategy - if there exists a solution to the search problem, is the strategy guaranteed to find it given infinite computational resources?
  • The optimality of each search strategy - is the strategy guaranteed to find the lowest cost path to a goal state?
  • The **branching factor ** - The increase in the number of nodes on the frontier each time a frontier node is dequeued and replaced with its children is . At depth k in the search tree, there exists nodes.
  • The maximum depth m.
  • The depth of the shallowest solution s.

Depth-First Search (DFS) always selects the deepest frontier node.

The frontier is represented by a stack.

Depth-first search is not complete. If there exist cycles in the state space graph, this inevitably means that the corresponding search tree will be infinite in depth.

Depth-first search is not optimal.

Breadth-first search (BFS) always selects the shallowest frontier node.

The frontier is represented by a queue.

If a solution exists, then the depth of the shallowest node s must be finite, so BFS must eventually search this depth. Hence, it’s complete.

BFS is generally not optimal.

Iterative Deepening

Iterative Deepening (ID) is basically BFS implemented with DFS. It repeatedly executes depth-first search with an increasing depth limit.

The frontier is represented by a stack.

Iterative deepening is complete. Because it exhaustively searches each depth level before increasing the limit, it avoids the infinite loops of DFS and will find a solution if one exists at a finite depth.

ID is generally not optimal.

If the cost is uniform, ID and BFS will be optimal.

Uniform cost search (UCS) always selects the lowest cost frontier node.

The frontier is represented by a priority queue.

Uniform cost search is complete and optimal.

The three strategies outlined above are fundamentally the same - differing only in expansion strategy