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Iterative Deepening 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, meaning that it finds the shallowest goal. Since it visits all the nodes in the search tree down to depth d before visiting any nodes at depth d + 1, the cumulative order in which nodes are first visited is effectively the same as in breadth-first search. However, IDDFS uses much less memory. 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. 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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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 Feasible region, search space of a problem domain, with Continuous or discrete variable, either discrete or continuous values. Although Search engine (computing), search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm to use 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 i ...
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Alpha–beta Pruning
Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the Minimax#Minimax algorithm with alternate moves, minimax algorithm in its game tree, search tree. It is an adversarial search algorithm used commonly for machine playing of two-player Combinatorial game theory, combinatorial games (Tic-tac-toe, Chess, Connect 4, etc.). It stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further. When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision. History John McCarthy during the Dartmouth workshop, Dartmouth Workshop met Alex Bernstein of IBM, who was writing a chess program. McCarthy invented alpha–beta search and recommended it to him, but Bernstein was "unconvinced". Allen Newell and Herbert A. Simon who us ...
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A* Algorithm
A* (pronounced "A-star") is a graph traversal and pathfinding algorithm that is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. Given a weighted graph, a source node and a goal node, the algorithm finds the shortest path (with respect to the given weights) from source to goal. One major practical drawback is its O(b^d) space complexity where is the depth of the shallowest solution (the length of the shortest path from the source node to any given goal node) and is the branching factor (the maximum number of successors for any given state), as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms that can pre-process the graph to attain better performance, as well as by 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) f ...
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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 conservatively estimate 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 nod ...
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Iterative Lengthening Search
Iteration is the repetition of a process in order to generate a (possibly unbounded) sequence of outcomes. Each repetition of the process is a single iteration, and the outcome of each iteration is then the starting point of the next iteration. In mathematics and computer science, iteration (along with the related technique of recursion) is a standard element of algorithms. Mathematics In mathematics, iteration may refer to the process of iterating a function, i.e. applying a function repeatedly, using the output from one iteration as the input to the next. Iteration of apparently simple functions can produce complex behaviors and difficult problems – for examples, see the Collatz conjecture and juggler sequences. Another use of iteration in mathematics is in iterative methods which are used to produce approximate numerical solutions to certain mathematical problems. Newton's method is an example of an iterative method. Manual calculation of a number's square root is a co ...
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Graph Theory
In mathematics and computer science, graph theory is the study of ''graph (discrete mathematics), graphs'', which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of ''Vertex (graph theory), vertices'' (also called ''nodes'' or ''points'') which are connected by ''Glossary of graph theory terms#edge, edges'' (also called ''arcs'', ''links'' or ''lines''). A distinction is made between undirected graphs, where edges link two vertices symmetrically, and directed graphs, where edges link two vertices asymmetrically. Graphs are one of the principal objects of study in discrete mathematics. Definitions Definitions in graph theory vary. The following are some of the more basic ways of defining graphs and related mathematical structures. Graph In one restricted but very common sense of the term, a graph is an ordered pair G=(V,E) comprising: * V, a Set (mathematics), set of vertices (also called nodes or points); * ...
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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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Graph
Graph may refer to: Mathematics *Graph (discrete mathematics), a structure made of vertices and edges **Graph theory, the study of such graphs and their properties *Graph (topology), a topological space resembling a graph in the sense of discrete mathematics *Graph of a function *Graph of a relation *Graph paper *Chart, a means of representing data (also called a graph) Computing *Graph (abstract data type), an abstract data type representing relations or connections *graph (Unix), Unix command-line utility *Conceptual graph, a model for knowledge representation and reasoning *Microsoft Graph, a Microsoft API developer platform that connects multiple services and devices Other uses *HMS Graph, HMS ''Graph'', a submarine of the UK Royal Navy See also

*Complex network *Graf *Graff (other) *Graph database *Grapheme, in linguistics *Graphemics *Graphic (other) *-graphy (suffix from the Greek for "describe," "write" or "draw") *List of information graphics soft ...
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Space Complexity
The space complexity of an algorithm or a data structure is the amount of memory space required to solve an instance of the computational problem as a function of characteristics of the input. It is the memory required by an algorithm until it executes completely. This includes the memory space used by its inputs, called input space, and any other (auxiliary) memory it uses during execution, which is called auxiliary space. Similar to time complexity, space complexity is often expressed asymptotically in big ''O'' notation, such as O(n), O(n\log n), O(n^\alpha), O(2^n), etc., where is a characteristic of the input influencing space complexity. Space complexity classes Analogously to time complexity classes DTIME(f(n)) and NTIME(f(n)), the complexity classes DSPACE(f(n)) and NSPACE(f(n)) are the sets of languages that are decidable by deterministic (respectively, non-deterministic) Turing machines that use O(f(n)) space. The complexity classes PSPACE and NPSPACE allow f to ...
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Geometric Series
In mathematics, a geometric series is a series (mathematics), series summing the terms of an infinite geometric sequence, in which the ratio of consecutive terms is constant. For example, 1/2 + 1/4 + 1/8 + 1/16 + ⋯, the series \tfrac12 + \tfrac14 + \tfrac18 + \cdots is a geometric series with common ratio , which converges to the sum of . Each term in a geometric series is the geometric mean of the term before it and the term after it, in the same way that each term of an arithmetic series is the arithmetic mean of its neighbors. While Ancient Greek philosophy, Greek philosopher Zeno's paradoxes about time and motion (5th century BCE) have been interpreted as involving geometric series, such series were formally studied and applied a century or two later by Greek mathematics, Greek mathematicians, for example used by Archimedes to Quadrature of the Parabola, calculate the area inside a parabola (3rd century BCE). Today, geometric series are used in mathematical finance, calculati ...
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Time Complexity
In theoretical computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor. Since an algorithm's running time may vary among different inputs of the same size, one commonly considers the worst-case time complexity, which is the maximum amount of time required for inputs of a given size. Less common, and usually specified explicitly, is the average-case complexity, which is the average of the time taken on inputs of a given size (this makes sense because there are only a finite number of possible inputs of a given size). In both cases, the time complexity is gene ...
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