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Basic Search Problem

Basic Search Problem. Search Tree from Net. Depth-First Search. Breadth-First Search. Heuristically Informed Methods. Hill Climbing. Problems with Hill Climbing. Beam Search (1). Beam Search (2). Beam Search (3). Beam Search (4). Optimal Search. Branch and Bound (1).

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Basic Search Problem

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  1. Basic Search Problem

  2. Search Tree from Net

  3. Depth-First Search

  4. Breadth-First Search

  5. Heuristically Informed Methods

  6. Hill Climbing

  7. Problems withHill Climbing

  8. Beam Search (1)

  9. Beam Search (2)

  10. Beam Search (3)

  11. Beam Search (4)

  12. Optimal Search

  13. Branch and Bound (1)

  14. Branch and Bound (2)

  15. Branch and Bound (3)

  16. Branch and Bound (4)

  17. Branch and Bound (5)

  18. Branch and Bound (6)

  19. Branch and Bound (7)

  20. Branch and Bound (8)

  21. Branch and Bound (9) Dead end Goal

  22. Branch and Bound (10)

  23. Branch and Bound (11)

  24. B&B with Underestimates (1)

  25. B&B with Underestimates (2)

  26. B&B with Underestimates (3)

  27. B&B with Underestimates (4)

  28. Dynamic Programming

  29. B&B with Dynamic Programming (1)

  30. B&B with Dynamic Programming (2)

  31. B&B with Dynamic Programming (3)

  32. B&B with Dynamic Programming (4)

  33. B&B with Dynamic Programming (5)

  34. B&B with Dynamic Programming (6)

  35. A* Algorithm • Form a one-element queue consisting of a zero-length path that contains only the root node. • Until the first path in the queue terminates at the goal node or the queue is empty, • Remove the first path from the queue; create new paths by extending the first path to al the neighbors of the terminal node. • Reject all paths with loops. • If two or more paths reach a common node, delete all those paths except the one that reaches the common node with the minimum cost. • Sort the entire queue by the sum of the path length and a lower-bound estimate of the cost remaining, with least-cost paths in front. • If the goal node is found, announce success; otherwise, announce failure.

  36. Obstacle-Avoidance Problem

  37. Configuration-Space Transformation

  38. New Configuration Space

  39. Visibility Graph

  40. Solution by Shortest Paths

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