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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.
A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the " heuristics ").
The ESPRESSO logic minimizer is a computer program using heuristic and specific algorithms for efficiently reducing the complexity of digital logic gate circuits. [1] ESPRESSO-I was originally developed at IBM by Robert K. Brayton et al. in 1982. [2] [3] and improved as ESPRESSO-II in 1984.
For example, a greedy strategy for the travelling salesman problem (which is of high computational complexity) is the following heuristic: "At each step of the journey, visit the nearest unvisited city." This heuristic does not intend to find the best solution, but it terminates in a reasonable number of steps; finding an optimal solution to ...
Gigerenzer & Gaissmaier (2011) state that sub-sets of strategy include heuristics, regression analysis, and Bayesian inference. [14]A heuristic is a strategy that ignores part of the information, with the goal of making decisions more quickly, frugally, and/or accurately than more complex methods (Gigerenzer and Gaissmaier [2011], p. 454; see also Todd et al. [2012], p. 7).
A real example which illustrates this point is that of human cognition, which clearly involves both perceptual (bottom-up, feedback, sensor-oriented) and conceptual (top-down, feedforward, motor-oriented) information flows and hierarchies. The AI engineer must choose between mathematical and cybernetic problem solution and machine design paradigms.
In software engineering, the blackboard pattern is a behavioral design pattern [1] that provides a computational framework for the design and implementation of systems that integrate large and diverse specialized modules, and implement complex, non-deterministic control strategies.
Eurisko (Gr., I discover) is a discovery system written by Douglas Lenat in RLL-1, a representation language itself written in the Lisp programming language.A sequel to Automated Mathematician, it consists of heuristics, i.e. rules of thumb, including heuristics describing how to use and change its own heuristics.