A-star Algorithm
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A-star Algorithm
A* (pronounced "A-star") is a graph traversal and path search algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its O(b^d) space complexity, as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms which can pre-process the graph to attain better performance, as well as memory-bounded approaches; however, A* is still the best solution in many cases. Peter Hart, Nils Nilsson and Bertram Raphael of Stanford Research Institute (now SRI International) first published the algorithm in 1968. It can be seen as an extension of Dijkstra's algorithm. A* achieves better performance by using heuristics to guide its search. Compared to Dijkstra's algorithm, the A* algorithm only finds the shortest path from a specified source to a specified goal, and not the shortest-path tree from a specified source to all possi ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. algorithms are Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key in a linear fashion. Binary, or half-interval, searches repeatedly ...
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A Star Algorithm
A, or a, is the first Letter (alphabet), letter and the first vowel of the Latin alphabet, Latin alphabet, used in the English alphabet, modern English alphabet, the alphabets of other western European languages and others worldwide. Its name in English is English alphabet#Letter names, ''a'' (pronounced ), plural English alphabet#Letter names, ''aes''. It is similar in shape to the Greek alphabet#History, Ancient Greek letter alpha, from which it derives. The Letter case, uppercase version consists of the two slanting sides of a triangle, crossed in the middle by a horizontal bar. The lowercase version can be written in two forms: the double-storey a and single-storey ɑ. The latter is commonly used in handwriting and fonts based on it, especially fonts intended to be read by children, and is also found in italic type. In English grammar, "English articles, a", and its variant "English articles#Indefinite article, an", are Article (grammar)#Indefinite article, indefinite arti ...
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Reduced Cost
In linear programming, reduced cost, or opportunity cost, is the amount by which an objective function coefficient would have to improve (so increase for maximization problem, decrease for minimization problem) before it would be possible for a corresponding variable to assume a positive value in the optimal solution. It is the cost for increasing a variable by a small amount, i.e., the first derivative from a certain point on the polyhedron that constrains the problem. When the point is a vertex in the polyhedron, the variable with the most extreme cost, negatively for minimization and positively maximization, is sometimes referred to as the steepest edge. Given a system minimize \mathbf^T\mathbf subject to \mathbf\leq\mathbf, \mathbf\geq 0, the reduced cost vector can be computed as \mathbf - \mathbf^T \mathbf, where \mathbf is the dual cost vector. It follows directly that for a minimization problem, any non-basic variables at their lower bounds with strictly negative reduced ...
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Manhattan Distance
A taxicab geometry or a Manhattan geometry is a geometry whose usual distance function or Metric (mathematics), metric of Euclidean geometry is replaced by a new metric in which the distance between two points is the sum of the absolute differences of their Cartesian coordinates. The taxicab metric is also known as rectilinear distance, ''L''1 distance, ''L''1 distance or \ell_1 norm (see Lp space, ''Lp'' space), Snake (video game), snake distance, city block distance, Manhattan distance or Manhattan length. The latter names refer to the rectilinear street layout on the island of Manhattan, where the shortest path a taxi travels between two points is the sum of the absolute values of distances that it travels on avenues and on streets. The geometry has been used in regression analysis since the 18th century, and is often referred to as Lasso (statistics), LASSO. The geometric interpretation dates to non-Euclidean geometry of the 19th century and is due to Hermann Minkowski. In \mat ...
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Euclidean Distance
In mathematics, the Euclidean distance between two points in Euclidean space is the length of a line segment between the two points. It can be calculated from the Cartesian coordinates of the points using the Pythagorean theorem, therefore occasionally being called the Pythagorean distance. These names come from the ancient Greek mathematicians Euclid and Pythagoras, although Euclid did not represent distances as numbers, and the connection from the Pythagorean theorem to distance calculation was not made until the 18th century. The distance between two objects that are not points is usually defined to be the smallest distance among pairs of points from the two objects. Formulas are known for computing distances between different types of objects, such as the distance from a point to a line. In advanced mathematics, the concept of distance has been generalized to abstract metric spaces, and other distances than Euclidean have been studied. In some applications in statistic ...
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Fringe (Computer Science)
Fringe may refer to: Arts and music * "The Fringe", or Edinburgh Festival Fringe, the world's largest arts festival * Adelaide Fringe, the world's second-largest annual arts festival * Fringe theatre, a name for alternative theatre * Purple fringing, an unfocused purple or magenta "ghost" image on a photograph * Fringe Product, a defunct Canadian record label Television and entertainment * ''Fringe'' (TV series), an American science fiction television series * The Fringe, the setting for the 2000 computer game '' Tachyon: The Fringe'' * "The Fringe" (short story), a short story by Orson Scott Card * "The Fringe" (''Smash''), a television episode Science * Fringe science, scientific inquiry in an established field of study that departs significantly from mainstream or orthodox theories * Fringe search, a graph search algorithm that finds the least-cost path from a given initial node to one goal node * Fringe of a relation, a kind of heterogeneous relation in mathematics ...
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Open Set (Computer Science)
In mathematics, an open set is a generalization of an open interval in the real line. In a metric space (a set along with a distance defined between any two points), an open set is a set that, along with every point , contains all points that are sufficiently near to (that is, all points whose distance to is less than some value depending on ). More generally, an open set is a member of a given collection of subsets of a given set, a collection that has the property of containing every union of its members, every finite intersection of its members, the empty set, and the whole set itself. A set in which such a collection is given is called a topological space, and the collection is called a topology. These conditions are very loose, and allow enormous flexibility in the choice of open sets. For example, ''every'' subset can be open (the discrete topology), or ''no'' subset can be open except the space itself and the empty set (the indiscrete topology). In practice, however, ...
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Priority Queue
In computer science, a priority queue is an abstract data-type similar to a regular queue or stack data structure in which each element additionally has a ''priority'' associated with it. In a priority queue, an element with high priority is served before an element with low priority. In some implementations, if two elements have the same priority, they are served according to the order in which they were enqueued; in other implementations ordering of elements with the same priority remains undefined. While coders often implement priority queues with heaps, they are conceptually distinct from heaps. A priority queue is a concept like a list or a map; just as a list can be implemented with a linked list or with an array, a priority queue can be implemented with a heap or with a variety of other methods such as an unordered array. Operations A priority queue must at least support the following operations: * ''is_empty'': check whether the queue has no elements. * ''insert_wi ...
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Admissible Heuristic
In computer science, specifically in algorithms related to pathfinding, a heuristic function is said to be admissible if it never overestimates the cost of reaching the goal, i.e. the cost it estimates to reach the goal is not higher than the lowest possible cost from the current point in the path. It is related to the concept of consistent heuristics. While all consistent heuristics are admissible, not all admissible heuristics are consistent. Search algorithms An admissible heuristic is used to estimate the cost of reaching the goal state in an informed search algorithm. In order for a heuristic to be admissible to the search problem, the estimated cost must always be lower than or equal to the actual cost of reaching the goal state. The search algorithm uses the admissible heuristic to find an estimated optimal path to the goal state from the current node. For example, in A* search the evaluation function (where n is the current node) is: f(n) = g(n) + h(n) where :f(n) = ...
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Heuristic
A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, short-term goal or approximation. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision. Examples that employ heuristics include using trial and error, a rule of thumb or an educated guess. Heuristics are the strategies derived from previous experiences with similar problems. These strategies depend on using readily accessible, though loosely applicable, information to control problem solving in human beings, machines and abstract issues. When an individual applies a heuristic in practice, it generally performs as expected. However it can alternatively cre ...
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Tree (data Structure)
In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be connected to exactly one parent, except for the ''root'' node, which has no parent. These constraints mean there are no cycles or "loops" (no node can be its own ancestor), and also that each child can be treated like the root node of its own subtree, making recursion a useful technique for tree traversal. In contrast to linear data structures, many trees cannot be represented by relationships between neighboring nodes in a single straight line. Binary trees are a commonly used type, which constrain the number of children for each parent to exactly two. When the order of the children is specified, this data structure corresponds to an ordered tree in graph theory. A value or pointer to other data may be associated with every node in the tre ...
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Node (graph Theory)
In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph consists of a set of vertices and a set of arcs (ordered pairs of vertices). In a diagram of a graph, a vertex is usually represented by a circle with a label, and an edge is represented by a line or arrow extending from one vertex to another. From the point of view of graph theory, vertices are treated as featureless and indivisible objects, although they may have additional structure depending on the application from which the graph arises; for instance, a semantic network is a graph in which the vertices represent concepts or classes of objects. The two vertices forming an edge are said to be the endpoints of this edge, and the edge is said to be incident to the vertices. A vertex ''w'' is said to be adj ...
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