Fringe Search
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Fringe Search
In computer science, fringe search is a graph search algorithm that finds the least-cost path from a given initial node to one goal node. In essence, fringe search is a middle ground between A* and the iterative deepening A* variant (IDA*). If ''g''(''x'') is the cost of the search path from the first node to the current, and ''h''(''x'') is the heuristic estimate of the cost from the current node to the goal, then , and ''h''* is the actual path cost to the goal. Consider IDA*, which does a recursive left-to-right depth-first search from the root node, stopping the recursion once the goal has been found or the nodes have reached a maximum value ''ƒ''. If no goal is found in the first threshold ''ƒ'', the threshold is then increased and the algorithm searches again. I.E. It iterates on the threshold. There are three major inefficiencies with IDA*. First, IDA* will repeat states when there are multiple (sometimes non-optimal) paths to a goal node - this is often solved by ke ...
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Computer Science
Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical disciplines (including the design and implementation of Computer architecture, hardware and Computer programming, software). Computer science is generally considered an area of research, academic research and distinct from computer programming. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing Vulnerability (computing), security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Progr ...
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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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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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Goal Node
In computer science, a goal node is a node in a graph that meets defined criteria for success or termination. Heuristical artificial intelligence algorithms, like A* and B*, attempt to reach such nodes in optimal time by defining the distance to the goal node. When the goal node is reached, A* defines the distance to the goal node as 0 and all other nodes' distances as positive values. References *N.J. Nilsson ''Principles of Artificial Intelligence'' (1982 Birkhäuser) p. 63 See also *Tree traversal In computer science, tree traversal (also known as tree search and walking the tree) is a form of graph traversal and refers to the process of visiting (e.g. retrieving, updating, or deleting) each node in a tree data structure, exactly once. S ... Graph algorithms {{compu-ai-stub ...
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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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Iterative Deepening A*
Iterative deepening A* (IDA*) is a graph traversal and path search algorithm that can find the shortest path between a designated start node and any member of a set of goal nodes in a weighted graph. It is a variant of iterative deepening depth-first search that borrows the idea to use a heuristic function to evaluate the remaining cost to get to the goal from the A* search algorithm. Since it is a depth-first search algorithm, its memory usage is lower than in A*, but unlike ordinary iterative deepening search, it concentrates on exploring the most promising nodes and thus does not go to the same depth everywhere in the search tree. Unlike A*, IDA* does not utilize dynamic programming and therefore often ends up exploring the same nodes many times. While the standard iterative deepening depth-first search uses search depth as the cutoff for each iteration, the IDA* uses the more informative f(n) = g(n) + h(n), where g(n) is the cost to travel from the root to node n and h(n) is ...
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Heuristic Algorithm
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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Recursion (computer Science)
In computer science, recursion is a method of solving a computational problem where the solution depends on solutions to smaller instances of the same problem. Recursion solves such recursive problems by using functions that call themselves from within their own code. The approach can be applied to many types of problems, and recursion is one of the central ideas of computer science. Most computer programming languages support recursion by allowing a function to call itself from within its own code. Some functional programming languages (for instance, Clojure) do not define any looping constructs but rely solely on recursion to repeatedly call code. It is proved in computability theory that these recursive-only languages are Turing complete; this means that they are as powerful (they can be used to solve the same problems) as imperative languages based on control structures such as and . Repeatedly calling a function from within itself may cause the call stack to have a ...
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Depth-first Search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible along each branch before backtracking. Extra memory, usually a stack, is needed to keep track of the nodes discovered so far along a specified branch which helps in backtracking of the graph. A version of depth-first search was investigated in the 19th century by French mathematician Charles Pierre Trémaux as a strategy for solving mazes. Properties The time and space analysis of DFS differs according to its application area. In theoretical computer science, DFS is typically used to traverse an entire graph, and takes time where , V, is the number of vertices and , E, the number of edges. This is linear in the size of the graph. In these applications it also uses space O(, V, ) in the worst case to store the stack of vertices on th ...
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List (computing)
In computer science, a list or sequence is an abstract data type that represents a finite number of ordered values, where the same value may occur more than once. An instance of a list is a computer representation of the mathematical concept of a tuple or finite sequence; the (potentially) infinite analog of a list is a stream. Lists are a basic example of containers, as they contain other values. If the same value occurs multiple times, each occurrence is considered a distinct item. The name list is also used for several concrete data structures that can be used to implement abstract lists, especially linked lists and arrays. In some contexts, such as in Lisp programming, the term list may refer specifically to a linked list rather than an array. In class-based programming, lists are usually provided as instances of subclasses of a generic "list" class, and traversed via separate iterators. Many programming languages provide support for list data types, and have special synt ...
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Graph Algorithms
The following is a list of well-known algorithms along with one-line descriptions for each. Automated planning Combinatorial algorithms General combinatorial algorithms * Brent's algorithm: finds a cycle in function value iterations using only two iterators * Floyd's cycle-finding algorithm: finds a cycle in function value iterations * Gale–Shapley algorithm: solves the stable marriage problem * Pseudorandom number generators (uniformly distributed—see also List of pseudorandom number generators for other PRNGs with varying degrees of convergence and varying statistical quality): ** ACORN generator ** Blum Blum Shub ** Lagged Fibonacci generator ** Linear congruential generator ** Mersenne Twister Graph algorithms * Coloring algorithm: Graph coloring algorithm. * Hopcroft–Karp algorithm: convert a bipartite graph to a maximum cardinality matching * Hungarian algorithm: algorithm for finding a perfect matching * Prüfer coding: conversion between a labeled tree an ...
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