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Heuristic (computer science)

Index Heuristic (computer science)

In computer science, artificial intelligence, and mathematical optimization, a heuristic (from Greek εὑρίσκω "I find, discover") is a technique designed for solving a problem more quickly when classic methods are too slow, or for finding an approximate solution when classic methods fail to find any exact solution. [1]

34 relations: Accuracy and precision, Admissible heuristic, Algorithm, Allen Newell, Alpha–beta pruning, Artificial intelligence, Computer science, Constructive heuristic, Function (mathematics), Genetic algorithm, Greedy algorithm, Greek language, Herbert A. Simon, Heuristic, Heuristic evaluation, Heuristic routing, Jon Bentley (computer scientist), Knapsack problem, Machine learning, Mathematical optimization, Matheuristics, Metaheuristic, NP-completeness, NP-hardness, Overfitting, Plotter, Problem solving, Rule of thumb, Search algorithm, Search problem, Statistics, Travelling salesman problem, Turing Award, Usability.

Accuracy and precision

Precision is a description of random errors, a measure of statistical variability.

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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.

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In mathematics and computer science, an algorithm is an unambiguous specification of how to solve a class of problems.

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Allen Newell

Allen Newell (March 19, 1927 – July 19, 1992) was a researcher in computer science and cognitive psychology at the RAND Corporation and at Carnegie Mellon University’s School of Computer Science, Tepper School of Business, and Department of Psychology.

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Alpha–beta pruning

Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree.

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Artificial intelligence

Artificial intelligence (AI, also machine intelligence, MI) is intelligence demonstrated by machines, in contrast to the natural intelligence (NI) displayed by humans and other animals.

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Computer science

Computer science deals with the theoretical foundations of information and computation, together with practical techniques for the implementation and application of these foundations.

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Constructive heuristic

A constructive heuristic is a type of heuristic method which starts with an empty solution and repeatedly extends the current solution until a complete solution is obtained.

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Function (mathematics)

In mathematics, a function was originally the idealization of how a varying quantity depends on another quantity.

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Genetic algorithm

In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA).

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Greedy algorithm

A greedy algorithm is an algorithmic paradigm that follows the problem solving heuristic of making the locally optimal choice at each stage with the intent of finding a global optimum.

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Greek language

Greek (Modern Greek: ελληνικά, elliniká, "Greek", ελληνική γλώσσα, ellinikí glóssa, "Greek language") is an independent branch of the Indo-European family of languages, native to Greece and other parts of the Eastern Mediterranean and the Black Sea.

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Herbert A. Simon

Herbert Alexander Simon (June 15, 1916 – February 9, 2001) was an American economist and political scientist whose primary interest was decision-making within organizations and is best known for the theories of "bounded rationality" and "satisficing".

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A heuristic technique (εὑρίσκω, "find" or "discover"), often called simply a heuristic, is any approach to problem solving, learning, or discovery that employs a practical method, not guaranteed to be optimal, perfect, logical, or rational, but instead sufficient for reaching an immediate goal.

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Heuristic evaluation

A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design.

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Heuristic routing

Heuristic routing is a system used to describe how deliveries are made when problems in a network topology arise.

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Jon Bentley (computer scientist)

Jon Louis Bentley (born February 20, 1953 in Long Beach, California)Biography from.

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Knapsack problem

The knapsack problem or rucksack problem is a problem in combinatorial optimization: Given a set of items, each with a weight and a value, determine the number of each item to include in a collection so that the total weight is less than or equal to a given limit and the total value is as large as possible.

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Machine learning

Machine learning is a subset of artificial intelligence in the field of computer science that often uses statistical techniques to give computers the ability to "learn" (i.e., progressively improve performance on a specific task) with data, without being explicitly programmed.

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Mathematical optimization

In mathematics, computer science and operations research, mathematical optimization or mathematical programming, alternatively spelled optimisation, is the selection of a best element (with regard to some criterion) from some set of available alternatives.

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Matheuristics are optimization algorithms made by the interoperation of metaheuristics and mathematical programming (MP) techniques.

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In computer science and mathematical optimization, a metaheuristic is a higher-level procedure or heuristic designed to find, generate, or select a heuristic (partial search algorithm) that may provide a sufficiently good solution to an optimization problem, especially with incomplete or imperfect information or limited computation capacity.

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In computational complexity theory, an NP-complete decision problem is one belonging to both the NP and the NP-hard complexity classes.

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NP-hardness (''n''on-deterministic ''p''olynomial-time hardness), in computational complexity theory, is the defining property of a class of problems that are, informally, "at least as hard as the hardest problems in NP".

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In statistics, overfitting is "the production of an analysis that corresponds too closely or exactly to a particular set of data, and may therefore fail to fit additional data or predict future observations reliably".

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The plotter is a computer printer for printing vector graphics.

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Problem solving

Problem solving consists of using generic or ad hoc methods, in an orderly manner, to find solutions to problems.

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Rule of thumb

The English phrase rule of thumb refers to a principle with broad application that is not intended to be strictly accurate or reliable for every situation.

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Search algorithm

In computer science, a search algorithm is any algorithm which solves the search problem, namely, to retrieve information stored within some data structure, or calculated in the search space of a problem domain.

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Search problem

In computational complexity theory and computability theory, a search problem is a type of computational problem represented by a binary relation.

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Statistics is a branch of mathematics dealing with the collection, analysis, interpretation, presentation, and organization of data.

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Travelling salesman problem

The travelling salesman problem (TSP) asks the following question: "Given a list of cities and the distances between each pair of cities, what is the shortest possible route that visits each city and returns to the origin city?" It is an NP-hard problem in combinatorial optimization, important in operations research and theoretical computer science.

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Turing Award

The ACM A.M. Turing Award is an annual prize given by the Association for Computing Machinery (ACM) to an individual selected for contributions "of lasting and major technical importance to the computer field".

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Usability is the ease of use and learnability of a human-made object such as a tool or device.

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[1] https://en.wikipedia.org/wiki/Heuristic_(computer_science)

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