Depth-first
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Depth-first
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 t ...
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Trémaux Tree
In graph theory, a Trémaux tree of an undirected graph G is a type of spanning tree, generalizing depth-first search trees. They are defined by the property that every edge of G connects an ancestor–descendant pair in the tree. Trémaux trees are named after Charles Pierre Trémaux, a 19th-century French author who used a form of depth-first search as a strategy for solving mazes. They have also been called normal spanning trees, especially in the context of infinite graphs. All depth-first search trees and all Hamiltonian paths are Trémaux trees. In finite graphs, every Trémaux tree is a depth-first search tree, but although depth-first search itself is inherently sequential, Trémaux trees can be constructed by a randomized parallel algorithm in the complexity class RNC. They can be used to define the tree-depth of a graph, and as part of the left-right planarity test for testing whether a graph is a planar graph. A characterization of Trémaux trees in the monadic secon ...
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Iterative Deepening Depth-first Search
In computer science, iterative deepening search or more specifically iterative deepening depth-first search (IDS or IDDFS) is a state space/graph search strategy in which a depth-limited version of depth-first search is run repeatedly with increasing depth limits until the goal is found. IDDFS is optimal like breadth-first search, but uses much less memory; at each iteration, it visits the nodes in the search tree in the same order as depth-first search, but the cumulative order in which nodes are first visited is effectively breadth-first. Algorithm for directed graphs The following pseudocode shows IDDFS implemented in terms of a recursive depth-limited DFS (called DLS) for directed graphs. This implementation of IDDFS does not account for already-visited nodes and therefore does not work for undirected graphs. function IDDFS(root) is for depth from 0 to ∞ do found, remaining ← DLS(root, depth) if found ≠ null then return found ...
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Iterative Deepening Depth-first Search
In computer science, iterative deepening search or more specifically iterative deepening depth-first search (IDS or IDDFS) is a state space/graph search strategy in which a depth-limited version of depth-first search is run repeatedly with increasing depth limits until the goal is found. IDDFS is optimal like breadth-first search, but uses much less memory; at each iteration, it visits the nodes in the search tree in the same order as depth-first search, but the cumulative order in which nodes are first visited is effectively breadth-first. Algorithm for directed graphs The following pseudocode shows IDDFS implemented in terms of a recursive depth-limited DFS (called DLS) for directed graphs. This implementation of IDDFS does not account for already-visited nodes and therefore does not work for undirected graphs. function IDDFS(root) is for depth from 0 to ∞ do found, remaining ← DLS(root, depth) if found ≠ null then return found ...
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Depth-limited Search
In computer science, iterative deepening search or more specifically iterative deepening depth-first search (IDS or IDDFS) is a state space/graph search strategy in which a depth-limited version of depth-first search is run repeatedly with increasing depth limits until the goal is found. IDDFS is optimal like breadth-first search, but uses much less memory; at each iteration, it visits the nodes in the search tree in the same order as depth-first search, but the cumulative order in which nodes are first visited is effectively breadth-first. Algorithm for directed graphs The following pseudocode shows IDDFS implemented in terms of a recursive depth-limited DFS (called DLS) for directed graphs. This implementation of IDDFS does not account for already-visited nodes and therefore does not work for undirected graphs. function IDDFS(root) is for depth from 0 to ∞ do found, remaining ← DLS(root, depth) if found ≠ null then return found ...
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Breadth-first Search
Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored. For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoid ...
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Breadth-first Search
Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored. For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoid ...
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Maze Solving Algorithm
A maze-solving algorithm is an automated method for solving a maze. The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once. Mazes containing no loops are known as "simply connected", or "perfect" mazes, and are equivalent to a ''tree'' in graph theory. Maze-solving algorithms are closely related to graph theory. Intuitively, if one pulled and stretched out the paths in the maze in the proper way, the result could be made to resemble a tree. Random mouse algorithm This is a trivial method that can be implemented by a very unintelligent robot or perhaps a mouse. It is simply to proceed following the current passage until a junction is reached, and then to make a random decision about the next direction to follow. Although such ...
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Stack (abstract Data Type)
In computer science, a stack is an abstract data type that serves as a collection of elements, with two main operations: * Push, which adds an element to the collection, and * Pop, which removes the most recently added element that was not yet removed. Additionally, a peek operation can, without modifying the stack, return the value of the last element added. Calling this structure a ''stack'' is by analogy to a set of physical items stacked one atop another, such as a stack of plates. The order in which an element added to or removed from a stack is described as last in, first out, referred to by the acronym LIFO. As with a stack of physical objects, this structure makes it easy to take an item off the top of the stack, but accessing a datum deeper in the stack may require taking off multiple other items first. Considered as a linear data structure, or more abstractly a sequential collection, the push and pop operations occur only at one end of the structure, referred t ...
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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 repeatedl ...
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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 G ...
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Jean Pelletier-Thibert
Jean may refer to: People * Jean (female given name) * Jean (male given name) * Jean (surname) Fictional characters * Jean Grey, a Marvel Comics character * Jean Valjean, fictional character in novel ''Les Misérables'' and its adaptations * Jean Pierre Polnareff, a fictional character from ''JoJo's Bizarre Adventure'' Places * Jean, Nevada, USA; a town * Jean, Oregon, USA Entertainment * Jean (dog), a female collie in silent films * "Jean" (song) (1969), by Rod McKuen, also recorded by Oliver * ''Jean Seberg'' (musical), a 1983 musical by Marvin Hamlisch Other uses * JEAN (programming language) * USS ''Jean'' (ID-1308), American cargo ship c. 1918 * Sternwheeler Jean, a 1938 paddleboat of the Willamette River See also * Jehan * * Gene (other) * Jeanne (other) * Jehanne (other) * Jeans (other) Jeans are denim trousers. Jeans may also refer to: Astronomy * Jeans (lunar crater) * Jeans (Martian crater) * 2763 Jeans, an asteroi ...
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Sample (statistics)
In statistics, quality assurance, and survey methodology, sampling is the selection of a subset (a statistical sample) of individuals from within a statistical population to estimate characteristics of the whole population. Statisticians attempt to collect samples that are representative of the population in question. Sampling has lower costs and faster data collection than measuring the entire population and can provide insights in cases where it is infeasible to measure an entire population. Each observation measures one or more properties (such as weight, location, colour or mass) of independent objects or individuals. In survey sampling, weights can be applied to the data to adjust for the sample design, particularly in stratified sampling. Results from probability theory and statistical theory are employed to guide the practice. In business and medical research, sampling is widely used for gathering information about a population. Acceptance sampling is used to determ ...
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