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Consistent Heuristic
In the study of path-finding problems in artificial intelligence, a heuristic function is said to be consistent, or monotone, if its estimate is always less than or equal to the estimated distance from any neighbouring vertex to the goal, plus the cost of reaching that neighbour. Formally, for every node ''N'' and each successor ''P'' of ''N'', the estimated cost of reaching the goal from ''N'' is no greater than the step cost of getting to ''P'' plus the estimated cost of reaching the goal from ''P''. That is: :h(N) \leq c(N,P) + h(P) and : h(G) = 0.\, where :* ''h'' is the consistent heuristic function :* ''N'' is any node in the graph :* ''P'' is any descendant of ''N'' :* ''G'' is any goal node :* c(N,P) is the cost of reaching node P from N Informally, every node ''i'' will give an estimate that, accounting for the cost to reach the next node, is always lesser than the estimate at node ''i+1''. A consistent heuristic is also admissible, i.e. it never overestimates the cost ...
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Shortest Path Problem
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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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Heuristic Function
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 ...
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Successor (graph Theory)
This is a glossary of graph theory. Graph theory is the study of graphs, systems of nodes or vertices connected in pairs by lines or edges. Symbols A B C D E F G H I K L M N O ...
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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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Converse (logic)
In logic and mathematics, the converse of a categorical or implicational statement is the result of reversing its two constituent statements. For the implication ''P'' → ''Q'', the converse is ''Q'' → ''P''. For the categorical proposition ''All S are P'', the converse is ''All P are S''. Either way, the truth of the converse is generally independent from that of the original statement.Robert Audi, ed. (1999), ''The Cambridge Dictionary of Philosophy'', 2nd ed., Cambridge University Press: "converse". Implicational converse Let ''S'' be a statement of the form ''P implies Q'' (''P'' → ''Q''). Then the converse of ''S'' is the statement ''Q implies P'' (''Q'' → ''P''). In general, the truth of ''S'' says nothing about the truth of its converse, unless the antecedent ''P'' and the consequent ''Q'' are logically equivalent. For example, consider the true statement "If I am a human, then I am mortal." The converse of that statement is "If I am mortal, then I am ...
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Mathematical Induction
Mathematical induction is a method for proving that a statement P(n) is true for every natural number n, that is, that the infinitely many cases P(0),P(1),P(2),P(3),\dots  all hold. Informal metaphors help to explain this technique, such as falling dominoes or climbing a ladder: A proof by induction consists of two cases. The first, the base case, proves the statement for n=0 without assuming any knowledge of other cases. The second case, the induction step, proves that ''if'' the statement holds for any given case n=k, ''then'' it must also hold for the next case n=k+1. These two steps establish that the statement holds for every natural number n. The base case does not necessarily begin with n=0, but often with n=1, and possibly with any fixed natural number n=N, establishing the truth of the statement for all natural numbers n\geq N. The method can be extended to prove statements about more general well-founded structures, such as trees; this generalization, known a ...
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Heuristics Comparison
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 crea ...
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Triangle Inequality
In mathematics, the triangle inequality states that for any triangle, the sum of the lengths of any two sides must be greater than or equal to the length of the remaining side. This statement permits the inclusion of degenerate triangles, but some authors, especially those writing about elementary geometry, will exclude this possibility, thus leaving out the possibility of equality. If , , and are the lengths of the sides of the triangle, with no side being greater than , then the triangle inequality states that :z \leq x + y , with equality only in the degenerate case of a triangle with zero area. In Euclidean geometry and some other geometries, the triangle inequality is a theorem about distances, and it is written using vectors and vector lengths ( norms): :\, \mathbf x + \mathbf y\, \leq \, \mathbf x\, + \, \mathbf y\, , where the length of the third side has been replaced by the vector sum . When and are real numbers, they can be viewed as vectors in , and the trian ...
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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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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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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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