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  2. Iterative deepening A* - Wikipedia

    en.wikipedia.org/wiki/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 ...

  3. MTD(f) - Wikipedia

    en.wikipedia.org/wiki/MTD(f)

    MTD(f) is an alpha-beta game tree search algorithm modified to use ‘zero-window’ initial search bounds, and memory (usually a transposition table) to reuse intermediate search results. MTD(f) is a shortened form of MTD(n,f) which stands for Memory-enhanced Test Driver with node ‘n’ and value ‘f’. [ 1 ]

  4. Iterative deepening depth-first search - Wikipedia

    en.wikipedia.org/wiki/Iterative_deepening_depth...

    In computer science, iterative deepening search or more specifically iterative deepening depth-first search [1] (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.

  5. Fringe search - Wikipedia

    en.wikipedia.org/wiki/Fringe_search

    In essence, fringe search is a middle ground between A* and the iterative deepening A* variant (IDA*). If g(x) is the cost of the search path from the first node to the current, and h(x) is the heuristic estimate of the cost from the current node to the goal, then ƒ(x) = g(x) + h(x), and h* is the actual path cost to the goal.

  6. Depth-first search - Wikipedia

    en.wikipedia.org/wiki/Depth-first_search

    For general graphs, replacing the stack of the iterative depth-first search implementation with a queue would also produce a breadth-first search algorithm, although a somewhat nonstandard one. [7] Another possible implementation of iterative depth-first search uses a stack of iterators of the list of neighbors of a node, instead of a stack of ...

  7. Quiescence search - Wikipedia

    en.wikipedia.org/wiki/Quiescence_search

    Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs.It is an extension of the evaluation function to defer evaluation until the position is stable enough to be evaluated statically, that is, without considering the history of the position or future moves from the position.

  8. Talk:Depth-first search - Wikipedia

    en.wikipedia.org/wiki/Talk:Depth-first_search

    The section on iterative deepening seems to make the same unknown assumptions. Memory-less depth first search on an undirected graph is quite silly and nobody ever does it. Whoever wrote the example seems to have assumed that an edge is never crossed twice in opposite directions (but can be in the same direction).

  9. Beam search - Wikipedia

    en.wikipedia.org/wiki/Beam_search

    For example, it has been used in many machine translation systems. [5] (The state of the art now primarily uses neural machine translation based methods, especially large language models) To select the best translation, each part is processed, and many different ways of translating the words appear. The top best translations according to their ...

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