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1 Heuristic Search 4 4.0Introduction 4.1An Algorithm for Heuristic Search 4.2Admissibility, Monotonicity, and Informedness 4.3Using Heuristics in Games.

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Presentation on theme: "1 Heuristic Search 4 4.0Introduction 4.1An Algorithm for Heuristic Search 4.2Admissibility, Monotonicity, and Informedness 4.3Using Heuristics in Games."— Presentation transcript:

1 1 Heuristic Search 4 4.0Introduction 4.1An Algorithm for Heuristic Search 4.2Admissibility, Monotonicity, and Informedness 4.3Using Heuristics in Games 4.4Complexity Issues 4.5Epilogue and References 4.6Exercises

2 2 State space for a variant of nim

3 3 Exhaustive minimax for the game of nim

4 4 Minimax applied to a hypothetical state space (Fig. 4.15)

5 5 Heuristic measuring conflict

6 6 Two-ply minimax applied to the opening move of tic-tac-toe (Nilsson, 1971)

7 7 Two-ply minimax and one of two possible second MAX moves (Nilsson, 1971)

8 8 Two-ply minimax applied to X’s move near the end of the game (Nilsson, 1971)

9 9 Alpha-beta pruning applied to the state space of Fig. 4.15.

10 10 Number of nodes generated as a function of branching factor B, and solution length L (Nilsson, 1980)

11 11 Informal plot of cost of searching and cost of computing heuristic evaluation against heuristic informedness (Nilsson, 1980)

12 12 Exercise 2. The sliding block puzzle

13 13 Exercise 13

14 14 Exercise 14


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