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Matheuristics [1] [2] are problem agnostic optimization algorithms that make use of mathematical programming (MP) techniques in order to obtain heuristic solutions. Problem-dependent elements are included only within the lower-level mathematic programming, local search or constructive components.
The most fundamental heuristic is trial and error, which can be used in everything from matching nuts and bolts to finding the values of variables in algebra problems. In mathematics, some common heuristics involve the use of visual representations, additional assumptions, forward/backward reasoning and simplification.
Many, if not most, undecidable problems in mathematics can be posed as word problems: determining when two distinct strings of symbols (encoding some mathematical concept or object) represent the same object or not. For undecidability in axiomatic mathematics, see List of statements undecidable in ZFC.
Heuristics and metaheuristics make few or no assumptions about the problem being optimized. Usually, heuristics do not guarantee that any optimal solution need be found. On the other hand, heuristics are used to find approximate solutions for many complicated optimization problems.
A greedy algorithm is any algorithm that follows the problem-solving heuristic of making the locally optimal choice at each stage. [1] In many problems, a greedy strategy does not produce an optimal solution, but a greedy heuristic can yield locally optimal solutions that approximate a globally optimal solution in a reasonable amount of time.
In mathematical optimization and computer science, heuristic (from Greek εὑρίσκω "I find, discover" [1]) is a technique designed for problem solving more quickly when classic methods are too slow for finding an exact or approximate solution, or when classic methods fail to find any exact solution in a search space.