Single Agent Pathfinder - Search Terminology
Single Agent Pathfinder - Search Terminology
In AI, searching is the ubiquitous problem-solving approach. Tile games, Sudoku, crossword puzzles, and other single-player games are available. In such games, search algorithms assist you in finding a particular spot.
Single Agent Pathfinding Problems
3X3 eight-tile, 4X4 fifteen-tile, and 5X5 twenty-four-tile puzzles are examples of single-agent path-finding problems. They consist of tiles with a blank tile in the centre, and the player must arrange the tiles by sliding them vertically or horizontally into empty areas to achieve a specific goal.
The Traveling Salesman Problem, Rubik's Cube, and Theorem Proving are all instances of single-agent path-finding issues.
Search Terminology
- The setting in which the search takes place is the problem space. (A set of states and a set of operators for changing them.)
- Initial state + Goal state is the problem instance.
- The Problem Space Graph represents the problem state. Nodes represent states, while edges represent operators.
- The length of the shortest path or shortest sequence of operators from the initial state to the objective state defines the problem's depth.
- The most significant number of nodes that may be kept in memory is space complexity.
- The most significant number of nodes that may be formed in a given amount of time is called time complexity.
- Admissibility is a feature of an algorithm that ensures that it always finds the best answer.
- The average number of child nodes in the issue space graph is the branching factor.
- The shortest path from the beginning state to the objective state is measured in depth.