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The algorithm continues until a removed node (thus the node with the lowest f value out of all fringe nodes) is a goal node. [b] The f value of that goal is then also the cost of the shortest path, since h at the goal is zero in an admissible heuristic. The algorithm described so far only gives the length of the shortest path.
Peter E. Hart (born 1941 [2]) is an American computer scientist and entrepreneur. He was chairman and president of Ricoh Innovations, which he founded in 1997.He made significant contributions in the field of computer science in a series of widely cited publications from the years 1967 to 1975 while associated with the Artificial Intelligence Center of SRI International, a laboratory where he ...
Specific applications of search algorithms include: Problems in combinatorial optimization, such as: . The vehicle routing problem, a form of shortest path problem; The knapsack problem: Given a set of items, each with a weight and a value, determine the number of each item to include in a collection so that the total weight is less than or equal to a given limit and the total value is as ...
AIMA gives detailed information about the working of algorithms in AI. The book's chapters span from classical AI topics like searching algorithms and first-order logic, propositional logic and probabilistic reasoning to advanced topics such as multi-agent systems, constraint satisfaction problems, optimization problems, artificial neural networks, deep learning, reinforcement learning, and ...
[2] [3] Although the basic idea of using logical reasoning to decide on actions is due to John McCarthy, [7] Nilsson's group was the first to embody it in a complete agent, along the way inventing the A* search algorithm [8] and founding the field of automated temporal planning.
LPA* maintains two estimates of the start distance g*(n) for each node: . g(n), the previously calculated g-value (start distance) as in A*; rhs(n), a lookahead value based on the g-values of the node's predecessors (the minimum of all g(n' ) + d(n' , n), where n' is a predecessor of n and d(x, y) is the cost of the edge connecting x and y)
Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player combinatorial games (Tic-tac-toe, Chess, Connect 4, etc.). It stops evaluating a move when at least one ...
The method is useful for calculating the local minimum of a continuous but complex function, especially one without an underlying mathematical definition, because it is not necessary to take derivatives. The basic algorithm is simple; the complexity is in the linear searches along the search vectors, which can be achieved via Brent's method.