Algoritmes Lecture 0 Flashcards

1
Q

Search

A

Any problem a computer can face to search for something

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2
Q

Solving Search Problems

A

Initial state, action, goal test, path cost function

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3
Q

Node

A

Data Points that connect

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4
Q

Stack

A

Last in first out

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5
Q

Frontier first

A

Explorer set next

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6
Q

Depth First Search

A

An algorithm that always explores the deepest node

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7
Q

Breadth-First Search

A

Like DFS but, uses a queue

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8
Q

Queue

A

First in First out

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9
Q

Greedy Best-First Search

A

Goes to the node closes to the goal h(n)

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10
Q

Heuristic

A

Estimating

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11
Q

Manhattan Distance

A

Counts how many blocks from point A to point B

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12
Q

A* Search formula

h(n) + g(n)

A

h(n)= steps to reach the node g(n) = estimated cost to reach the goal

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13
Q

A* Search formula

A

Search for the nodes with the lowest value

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14
Q

Adversarial Search

A

Is used in games with an enemy like Tic Tac Toe
changing the state of the problem every step in a direction you do not want. Where you don’t control the next state. The opponent will change the next state in a way: unpredictable.

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15
Q

Minimax

A

Translating the games into numbers and trying to get the best outcome

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16
Q

Alpha-Beta Pruning

A

Uses the minimax algorithm to evaluate the best outcome in a search tree of two layers,

17
Q

Depth-Limited Minimax

A

Works like dept first search using Minimax but limits itself after a certain amount of steps.

18
Q

Evaluation Function

A

Checks over the game from a given state and try’s to give an estimate the expected utility.

19
Q

Depth Limited Minimax Arrives At A Decision Faster Because Fewer Steps
Depth Limited Minimax Is The Same As Without, Sometimes Uses Less Memory
Depth Limited Minimax Makes More Optimal Decision By Not Exploring Suboptimal
Depth Limited Minimax Is Never Preferable To Minimax.

A

Search algorithms