enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  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. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_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. [1]

  5. Principal variation search - Wikipedia

    en.wikipedia.org/wiki/Principal_variation_search

    In iterative deepening search, the previous iteration has already established a candidate for such a sequence, which is also commonly called the principal variation. For any non-leaf in this principal variation, its children are reordered such that the next node from this principal variation is the first child.

  6. 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.

  7. Iterative deepening depth-first search - Wikipedia

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

    Iterative deepening prevents this loop and will reach the following nodes on the following depths, assuming it proceeds left-to-right as above: 0: A; 1: A, B, C, E (Iterative deepening has now seen C, when a conventional depth-first search did not.) 2: A, B, D, F, C, G, E, F (It still sees C, but that it came later.

  8. Optimal solutions for the Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Optimal_solutions_for_the...

    To solve this problem, Kociemba devised a lookup table that provides an exact heuristic for . [18] When the exact number of moves needed to reach G 1 {\displaystyle G_{1}} is available, the search becomes virtually instantaneous: one need only generate 18 cube states for each of the 12 moves and choose the one with the lowest heuristic each time.

  9. Jump point search - Wikipedia

    en.wikipedia.org/wiki/Jump_point_search

    In computer science, jump point search (JPS) is an optimization to the A* search algorithm for uniform-cost grids. It reduces symmetries in the search procedure by means of graph pruning, [1] eliminating certain nodes in the grid based on assumptions that can be made about the current node's neighbors, as long as certain conditions relating to the grid are satisfied.