Definitions Flashcards

(27 cards)

1
Q

Define Transposition Table.

A

A hash-table of the evaluations for previous board states.

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2
Q

Define Quiescence Search.

A

A procedure to look for situations where no captures are imminent.

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3
Q

Define Alpha-Beta Pruning.

A

A procedure that returns the same move as MiniMax, but with efficiency benefits.

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4
Q

Define Weighted Linear Function.

A

Vector dot product of a weight vector and a state feature vector.

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5
Q

Define Terminal Test.

A

Function that indicates when the game is over.

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6
Q

Define Game Tree.

A

Tree where nodes are board game positions and edges are game moves.

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7
Q

Define The Perfect Opponent Assumption.

A

Assumes each player in a 2-player deterministic game will play to the best of their ability.

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8
Q

Define Mini-Max.

A

Optimal strategy for 2-player zero-sum games of perfect information, but impractical given limited time to make each move.

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9
Q

Define Heuristic Evaluation Function.

A

Approximates the value of a board state.

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10
Q

Define Dynamic Move Ordering.

A

Improves the effectiveness of alpha-beta pruning when it’s possible.

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11
Q

Define ply.

A

A move taken by a single player.

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12
Q

Define random-restart hill-climbing.

A

Repeated hill-climbing searches from randomly generated initial states until the goal state is reached.

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13
Q

Define Shoulder.

A

A plateau region in the state space landscape which has an uphill ascent.

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14
Q

Define Simulated Annealing.

A

A local search algorithm that accepts “downhill moves”, with a probability that decreases during the search.

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15
Q

Define Steepest Ascent Hill Climbing.

A

Considers multiple neighbouring states and selects the one that gives the best result.

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16
Q

Define Global Maximum.

A

The best possible state of a state space landscape with the highest value for the objective function.

17
Q

Define The State Neighbourhood.

A

The neighbouring states for a given state (i.e., the current state).

18
Q

Define The Ridge Problem.

A

A problem associated with Hill-Climbing.

19
Q

Define The Travelling Salesman Problem.

A

An NP-hard touring problem in which each city must be visited exactly once.

20
Q

Define Stochastic Hill Climbing.

A

Selects at random from uphill moves. The probability of selection varies with the steepness of the uphill move.

21
Q

Define Annealing Schedule.

A

This pre-defines how a temperature parameter is set to decrease during the execution of an SA algorithm.

22
Q

Define Local Search.

A

Iterative improvement algorithms that keep track of a single current state and try to improve it. Often used for optimisation problems where the path taken is irrelevant.

23
Q

Define Genetic Algorithm.

A

A variant of stochastic beam search in which successor states are generated by combining two parent states, rather than modifying a single state.

24
Q

Define The Objective Function.

A

A numerical measure of the quality of a state in the search space of a combinatorial optimisation problem.

25
Define Neighbourhood Successor Function.
Returns for any given state a sub-set of states that the next candidate state should be selected from.
26
Define Sideway Moves.
A solution strategy used in Hill-Climbing that allows moving to a state with the same value as the current state in order to avoid being trapped in plateau and ridge regions.
27
How to do greedy best-first practically?
Choose best heuristic in queue. Expand all nodes from said state and add them to queue. Repeat till goal.