CH 4 Flashcards

1
Q

Greedy Best First Search

A

tries to expand the node that is closest to the goal

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2
Q

Straight Line Distance

A

shortest distance between two points.

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3
Q

A* Search

A

f(n) = g(n) + h(n) where g(n) is the cost to reach the node and h(n) is the estimated cost to get from the node to the goal

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4
Q

Admissible Hueristic

A

h(n) never overestimates the cost to reach the goal

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5
Q

Consistency (Monotonicity)

A

a huerisitic h(n) is consistent if. for every node n and every successor nā€™ of n generated by an action a. the estimated cost of reaching the goal from n is no greater than the step cost of getting to nā€™

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6
Q

Triangle Inequality

A

stipulates that each side of a triangle cannot be longer than the sum of the other two sides

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7
Q

Pruned

A

a subtree can be ignored or pruned because h(n) is admissible

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8
Q

Recursive best-first search

A

is a simple recursive algorithm that attempts to mimic the operation of standard best-first search but using only linear space.

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9
Q

IDA*

A

difference between IDA* and Iterative deepening is that rather than using the depth as the cutoff it uses f(n) = g(n) + h(n)

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10
Q

SMA*

A

Simple memory bound A* expands the best leaf until memory is full at which time it drops the worst leaf

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11
Q

Effective Branching Factor

A

the total number of nodes generated by A* for a particular problem is N. and the solution depth is d. then b* is the branching factor that a uniform tree of depth d would have to have in order to contain N + 1 nodes.

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12
Q

Relaxed Problem

A

a problem with fewer restrictions on the actions

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13
Q

Hill Climbing

A

a loop that continually moves in the direction of increasing value. that is. uphill. It terminates when it reaches a peak where no neighbor has a higher value

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14
Q

Local Maxima

A

a local maximum peak that is higher than each of its neighboring states

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15
Q

Plateaux

A

a plateau is an area of the state space landscape where the evaluation function is flat.

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16
Q

Stochastic Hill Climbing

A

chooses at random from among the uphill moves

17
Q

First-Choice Hill Climbing

A

implements stochastic hill climbing by generating successors randomly until one is generated.

18
Q

Random Restart Hill Climbing

A

conducts a series of hill climbings from random restarts

19
Q

Simulated Annealing

A

pick a move. then make a random move. It the random move is an improvement it is always accepted

20
Q

Local Beam Search

A

keeps track of k states rather than just 1. If any state is the goal then it halts otherwise it generates 8 new states (useful information is passed among the k parallel search threads)

21
Q

Genetic Algorithms

A

GAs begin with a set of k randomly generated states called the population. (crossover. mutation)