Bidirectional Search
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Bidirectional Search
Bidirectional search is a graph search algorithm that finds a shortest path from an initial vertex to a goal vertex in a directed graph. It runs two simultaneous searches: one forward from the initial state, and one backward from the goal, stopping when the two meet. The reason for this approach is that in many cases it is faster: for instance, in a simplified model of search problem complexity in which both searches expand a tree with branching factor ''b'', and the distance from start to goal is ''d'', each of the two searches has complexity ''O''(''b''''d''/2) (in Big O notation), and the sum of these two search times is much less than the ''O''(''b''''d'') complexity that would result from a single search from the beginning to the goal. Andrew Goldberg and others explained the correct termination conditions for the bidirectional version of Dijkstra’s Algorithm. As in A* search, bi-directional search can be guided by a heuristic estimate of the remaining distance to the go ...
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Graph Search Algorithm
In computer science, graph traversal (also known as graph search) refers to the process of visiting (checking and/or updating) each vertex in a graph. Such traversals are classified by the order in which the vertices are visited. Tree traversal is a special case of graph traversal. Redundancy Unlike tree traversal, graph traversal may require that some vertices be visited more than once, since it is not necessarily known before transitioning to a vertex that it has already been explored. As graphs become more dense, this redundancy becomes more prevalent, causing computation time to increase; as graphs become more sparse, the opposite holds true. Thus, it is usually necessary to remember which vertices have already been explored by the algorithm, so that vertices are revisited as infrequently as possible (or in the worst case, to prevent the traversal from continuing indefinitely). This may be accomplished by associating each vertex of the graph with a "color" or "visitation" s ...
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Heuristic (computer Science)
In mathematical optimization and computer science, heuristic (from Greek εὑρίσκω "I find, discover") is a technique designed for solving a problem more quickly when classic methods are too slow for finding an approximate solution, or when classic methods fail to find any exact solution. This is achieved by trading optimality, completeness, accuracy, or precision for speed. In a way, it can be considered a shortcut. A heuristic function, also simply called a heuristic, is a function that ranks alternatives in search algorithms at each branching step based on available information to decide which branch to follow. For example, it may approximate the exact solution. Definition and motivation The objective of a heuristic is to produce a solution in a reasonable time frame that is good enough for solving the problem at hand. This solution may not be the best of all the solutions to this problem, or it may simply approximate the exact solution. But it is still valuable b ...
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A Modern Approach
A, or a, is the first letter and the first vowel of the Latin alphabet, used in the modern English alphabet, the alphabets of other western European languages and others worldwide. Its name in English is ''a'' (pronounced ), plural ''aes''. It is similar in shape to the Ancient Greek letter alpha, from which it derives. The 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, " a", and its variant " an", are indefinite articles. History The earliest certain ancestor of "A" is aleph (also written 'aleph), the first letter of the Phoenician alphabet, which consisted entirely of consonants (for that reason, it is also called an abjad to distinguish it fro ...
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Journal Of The ACM
The ''Journal of the ACM'' is a peer-reviewed scientific journal covering computer science in general, especially theoretical aspects. It is an official journal of the Association for Computing Machinery. Its current editor-in-chief is Venkatesan Guruswami. The journal was established in 1954 and "computer scientists universally hold the ''Journal of the ACM'' in high esteem". See also * ''Communications of the ACM ''Communications of the ACM'' is the monthly journal of the Association for Computing Machinery (ACM). It was established in 1958, with Saul Rosen as its first managing editor. It is sent to all ACM members. Articles are intended for readers with ...'' References External links * Publications established in 1954 Computer science journals Association for Computing Machinery academic journals Bimonthly journals English-language journals {{compu-journal-stub ...
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Bidirectional Heuristic Front-to-Front Algorithm
Bidirectional may refer to: * Bidirectional, a roadway that carries traffic moving in opposite directions * Bi-directional vehicle, a tram or train or any other vehicle that can be controlled from either end and can move forward or backward with equal ease without any need to be turned around * Bidirectional text, text containing text in both text directionalities * Duplex (telecommunications), communication in both directions * Bidirectionalization, a process in computer science * Bidirectional railway signalling; see Application of railway signals#Bidirectional signalling * Bidirectional learning/process refers to two way learning. In terms of socialization, the process helps both novices and experts learn from each other. * Bidirectional LED A light-emitting diode (LED) is a semiconductor device that emits light when current flows through it. Electrons in the semiconductor recombine with electron holes, releasing energy in the form of photons. The color of the l ...
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Fifteen Puzzle
The 15 puzzle (also called Gem Puzzle, Boss Puzzle, Game of Fifteen, Mystic Square and many others) is a sliding puzzle having 15 square tiles numbered 1–15 in a frame that is 4 tiles high and 4 tiles wide, leaving one unoccupied tile position. Tiles in the same row or column of the open position can be moved by sliding them horizontally or vertically, respectively. The goal of the puzzle is to place the tiles in numerical order. Named for the number of tiles in the frame, the 15 puzzle may also be called a 16 puzzle, alluding to its total tile capacity. Similar names are used for different sized variants of the 15 puzzle, such as the 8 puzzle that has 8 tiles in a 3×3 frame. The ''n'' puzzle is a classical problem for modelling algorithms involving heuristics. Commonly used heuristics for this problem include counting the number of misplaced tiles and finding the sum of the taxicab distances between each block and its position in the goal configuration. Note that both are '' ...
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State Space Search
State space search is a process used in the field of computer science, including artificial intelligence (AI), in which successive configurations or ''states'' of an instance are considered, with the intention of finding a ''goal state'' with the desired property. Problems are often modelled as a state space, a set of ''states'' that a problem can be in. The set of states forms a graph where two states are connected if there is an ''operation'' that can be performed to transform the first state into the second. State space search often differs from traditional computer science search methods because the state space is ''implicit'': the typical state space graph is much too large to generate and store in memory. Instead, nodes are generated as they are explored, and typically discarded thereafter. A solution to a combinatorial search instance may consist of the goal state itself, or of a path from some ''initial state'' to the goal state. Representation In state space search, ...
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A* Search 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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Shortest Path
In graph theory, the shortest path problem is the problem of finding a path between two vertices (or nodes) in a graph such that the sum of the weights of its constituent edges is minimized. The problem of finding the shortest path between two intersections on a road map may be modeled as a special case of the shortest path problem in graphs, where the vertices correspond to intersections and the edges correspond to road segments, each weighted by the length of the segment. Definition The shortest path problem can be defined for graphs whether undirected, directed, or mixed. It is defined here for undirected graphs; for directed graphs the definition of path requires that consecutive vertices be connected by an appropriate directed edge. Two vertices are adjacent when they are both incident to a common edge. A path in an undirected graph is a sequence of vertices P = ( v_1, v_2, \ldots, v_n ) \in V \times V \times \cdots \times V such that v_i is adjacent to v_ for 1 \leq i ...
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Dijkstra’s Algorithm
Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later. The algorithm exists in many variants. Dijkstra's original algorithm found the shortest path between two given nodes, but a more common variant fixes a single node as the "source" node and finds shortest paths from the source to all other nodes in the graph, producing a shortest-path tree. For a given source node in the graph, the algorithm finds the shortest path between that node and every other. It can also be used for finding the shortest paths from a single node to a single destination node by stopping the algorithm once the shortest path to the destination node has been determined. For example, if the nodes of the graph represent cities and edge path costs represent driving distances between pairs of cities connected by a dir ...
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Andrew V
Andrew is the English form of a given name common in many countries. In the 1990s, it was among the top ten most popular names given to boys in English-speaking countries. "Andrew" is frequently shortened to "Andy" or "Drew". The word is derived from the el, Ἀνδρέας, ''Andreas'', itself related to grc, ἀνήρ/ἀνδρός ''aner/andros'', "man" (as opposed to "woman"), thus meaning "manly" and, as consequence, "brave", "strong", "courageous", and "warrior". In the King James Bible, the Greek "Ἀνδρέας" is translated as Andrew. Popularity Australia In 2000, the name Andrew was the second most popular name in Australia. In 1999, it was the 19th most common name, while in 1940, it was the 31st most common name. Andrew was the first most popular name given to boys in the Northern Territory in 2003 to 2015 and continuing. In Victoria, Andrew was the first most popular name for a boy in the 1970s. Canada Andrew was the 20th most popular name chosen for male ...
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