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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 or equal to the estimate at node ''i+1''. A consistent heuristic is also admissible, i.e. it never overestimat ...
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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 or distance of each segment. Definition The shortest path problem can be defined for graphs whether undirected, directed, or mixed. The definition for undirected graphs states that every edge can be traversed in either direction. Directed graphs require 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 ...
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Artificial Intelligence
Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in computer science that develops and studies methods and software that enable machines to machine perception, perceive their environment and use machine learning, learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines (e.g., Google Search); recommendation systems (used by YouTube, Amazon (company), Amazon, and Netflix); virtual assistants (e.g., Google Assistant, Siri, and Amazon Alexa, Alexa); autonomous vehicles (e.g., Waymo); Generative artificial intelligence, generative and Computational creativity, creative tools (e.g., ChatGPT and AI art); and Superintelligence, superhuman play and analysis in strategy games (e.g., ...
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Heuristic Function
A heuristic or heuristic technique (''problem solving'', '' mental shortcut'', ''rule of thumb'') is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless "good enough" as an approximation or attribute substitution. 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. Context Gigerenzer & Gaissmaier (2011) state that sub-sets of ''strategy'' include heuristics, regression analysis, and Bayesian inference. Heuristics are strategies based on rules to generate optimal decisions, like the anchoring effect and utility maximization problem. These strategies depend on using readily accessible, though loosely applicable, information to control problem solving in human beings, machines and abstract ...
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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 J K L M N ...
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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. In other words, it should act as a lower bound. 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 cu ...
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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 Material conditional, 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 (logic), 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 stateme ...
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Mathematical Induction
Mathematical induction is a method for mathematical proof, 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. This is done by first proving a simple case, then also showing that if we assume the claim is true for a given case, then the next case is also true. 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 trut ...
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Heuristics Comparison
A heuristic or heuristic technique (''problem solving'', ''Heuristic (psychology), mental shortcut'', ''rule of thumb'') is any approach to problem solving that employs a Pragmatism, pragmatic method that is not fully Mathematical optimisation, optimized, perfected, or Rationality, rationalized, but is nevertheless "good enough" as an approximation or attribute substitution. 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 Decision-making, making a decision. Context Gigerenzer & Gaissmaier (2011) state that Set (mathematics), sub-sets of ''strategy'' include heuristics, regression analysis, and Bayesian inference. Heuristics are strategies based on rules to generate optimal decisions, like the anchoring effect and utility maximization problem. These strategies depend on using readily accessible, thoug ...
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