经典 AI:搜索、对抗与约束

Classical AI: Search, Games, and Constraints

Write A* and alpha-beta pruning in a few dozen lines of stdlib — the bedrock under LLM planners and AGV obstacle avoidance

6 labs11 AI-mentored sessions~6 hoursBilingual · EN / 中
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About this course

A build-it-yourself course: no jargon-memorizing, no quiz-grinding. In every session an
AI mentor walks you through a few dozen lines of pure-stdlib code and the algorithm runs
before your eyes — BFS flooding a maze like a ripple, A*'s expansion squeezed into a
narrow band by a heuristic, alpha-beta cutting half a million game nodes down to under 4%.
The course follows the topic skeleton of Berkeley CS188 — state-space search, heuristic
design, adversarial games, constraint satisfaction, all the way to Monte Carlo Tree
Search — with every script, maze, and game board rewritten as original hands-on teaching
for the online sandbox. By the end you'll see that AGV obstacle avoidance, game AIs that
read three moves ahead, and LLM planners (ToT/MCTS) all grow from the same search tree —
one you have planted yourself.

What you'll learn

  • Formalize any problem as (states, actions, goal, cost) and pick the right search algorithm
  • Hand-write BFS/DFS/IDS/UCS/A* and explain, with real node counts, why heuristics save search
  • Build admissible, consistent heuristics via problem relaxation — and show how an inadmissible one loses optimality
  • Hand-write minimax / alpha-beta / expectimax / MCTS and build an unbeatable game opponent
  • Solve coloring- and sudoku-style CSPs with backtracking + forward checking + AC-3 + MRV, by hand
  • See that A* underlies AGV path planning, and MCTS underlies AlphaGo and LLM planners (ToT/LATS)

Syllabus

1The Power of Search: from Mazes to Games2 sessions
  • 1Maze Solving: from BFS to A*30 minStart →
  • 2Adversarial Search: Minimax and Alpha-Beta Pruning30 minStart →
2State Spaces: Putting the World into a Graph3 sessions
  • 1The 8-Puzzle: Packing a Problem into a State Space30 minStart →
  • 2The Depth Trap: DFS, Depth-Limits, and Iterative Deepening30 minStart →
  • 3City Road Networks: When Steps Stop Costing the Same30 minStart →
3The Art of Heuristics: Giving Search an Instinct3 sessions
  • 1Admissibility: Which Heuristics Never Lie30 minStart →
  • 2Building Heuristics: Relaxation, and Verifying over 181,440 States30 minStart →
  • 3Dropping the Path: Hill Climbing, Plateaus, and Simulated Annealing30 minStart →
4Deeper into Adversarial Play: Evaluation, Chance, and Monte Carlo3 sessions
  • 1Evaluation Functions and Move Ordering: Playing Games Too Big to Solve30 minStart →
  • 2Expectimax: Playing Against the Dice30 minStart →
  • 3MCTS: Growing Intuition from Random Rollouts30 minStart →
5Constraint Satisfaction: Teaching Search to Reason0 sessions

Sessions are on the way.

6The Road to Modern Planners: AGVs and Trees of Thought0 sessions

Sessions are on the way.

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