Concepts

Every concept in the course, organized by topic.

Week 2 — Blind Search

The two functions that define every search problem — how states, moves, and goals turn real problems into graphs a search algorithm can walk

  1. MoveGen and the State Space

    The two functions that define every search problem — how states, moves, and goals turn real problems into graphs a search algorithm can walk

  2. Depth-First Search (DFS)

    The impetuous search — dive deep, backtrack late. Linear space but no shortest-path guarantee

  3. Breadth-First Search (BFS)

    The conservative search — sweep level by level. Guaranteed shortest path, but Open explodes exponentially

  4. Depth-First Iterative Deepening (DFID)

    The best of both worlds — BFS's shortest-path guarantee at DFS's linear memory cost, for only ~11% overhead

Week 3 — Heuristic Search

The smartest way to find the shortest path — explained so simply you'll never forget it

  1. A* Search Algorithm

    The smartest way to find the shortest path — explained so simply you'll never forget it

  2. Weighted A* Search (WA*)

    A* with inflated heuristics — faster but suboptimal, with bounded error

  3. SSS* Algorithm

    Best-first search for game trees — explores fewer nodes than alpha-beta by being smarter about which branches to pursue

  4. Traveling Salesperson Problem (TSP)

    The most famous NP-hard optimization problem — visit every city exactly once at minimum cost

  5. Branch and Bound (BnB)

    The exact method that prunes impossible branches — guaranteed optimal, exponential worst case but fast in practice

  6. Dijkstra's Algorithm

    The classic shortest-path algorithm — Branch & Bound made elegant. A* with zero intuition, and still guaranteed optimal

  7. SMA* — Simplified Memory-Bounded A*

    A* that fits in whatever memory you have — forgets the worst leaf, remembers the best forgotten path

  8. Which Algorithms Guarantee the Optimal Path?

    The multi-select question that reappears in nearly every paper — one table to answer them all

  9. Best First Search

    The pure heuristic search — follow the gradient downhill, no cost awareness. The precursor to A* and the foil to Dijkstra

Week 4 — Local Search

The constant-memory optimizer — climb the best local neighbor, stop when stuck. Why it fails and beam/search/variants fix it

  1. Hill Climbing and Local Search

    The constant-memory optimizer — climb the best local neighbor, stop when stuck. Why it fails and beam/search/variants fix it

  2. Solution Space Search and the SAT Landscape

    Stop searching states, start searching solutions — synthesis vs perturbation, the SAT landscape, and why ridge edges trap hill climbers

  3. Stochastic Hill Climbing and Simulated Annealing

    Accept bad moves on purpose — the sigmoid rule, the temperature dial, and the metallurgy metaphor that escapes local optima

  4. Genetic Algorithms

    Evolve a population of solutions — roulette selection, crossover, mutation, and why losing diversity kills the search

  5. Genetic Algorithms for TSP — Representations and Crossover

    Why naive crossover breaks tours — cycle crossover, PMX, order crossover, adjacency encoding, and the ordinal trick that makes any cut safe

  6. Ant Colony Optimization

    Simple ants, collective intelligence — pheromone trails solve TSP without any ant knowing the tour exists

Week 5 — Optimal TSP

How to read any BnB search tree from the papers — number of cities, refinement order, optimal tour, and why the numbers increase toward leaves

  1. Reading a TSP Branch-and-Bound Tree

    How to read any BnB search tree from the papers — number of cities, refinement order, optimal tour, and why the numbers increase toward leaves

Week 6 — Memory-Bounded Search

When A* won't fit in memory — keep only the frontier, use relay layers, and stay optimal. The exam's favorite answer for 'large space + best admissible heuristic'

  1. SMGS and Frontier Search — Memory-Bounded Optimal Search

    When A* won't fit in memory — keep only the frontier, use relay layers, and stay optimal. The exam's favorite answer for 'large space + best admissible heuristic'

  2. Sequence Alignment as Graph Search

    Aligning DNA strings is shortest-path search on a grid — the problem whose Closed list grows so fat it motivated frontier search

  3. Pruning OPEN — BFHS and Beam Stack Search

    Frontier search attacked Closed; this page attacks Open — upper bounds, breadth-first heuristic search, and the beam stack that can still backtrack

  4. The Monotone (Consistency) Condition

    The one inequality that lets A* never reopen a closed node — and the two consequences every exam trace relies on

Week 7 — Game Playing

Two players, perfect information, one optimal strategy — the backup rule behind every board game AI. Asked in every exam paper

  1. Minimax — Game Tree Search

    Two players, perfect information, one optimal strategy — the backup rule behind every board game AI. Asked in every exam paper

  2. Alpha-Beta Pruning

    Minimax's answer without reading every leaf — prune branches that provably can't matter. Asked in every exam paper

  3. Game Strategies and the Best Strategy

    What a 'strategy' really means in a game tree — and how to list the horizon nodes that make up MAX's optimal plan

  4. Alpha-Beta Optimal Leaf Assignment

    The inverted exam question — assign values to leaves to MAXIMIZE pruning. Master the α/β window trick behind 2026 papers

  5. Forcing the Minimax Value — One-Leaf Tweaks

    Change ONE horizon eval to force the root to a target value — the inverse problem from 23T1 papers, solved with backup arithmetic

  6. Game Evaluation Functions

    When the game tree is too big to search to the end — cut off at k-ply, score the board statically, and back up as if it were terminal

Week 8 — Planning

The classic planning domain — operators with preconditions, add and delete lists. 'Applicable vs relevant actions' is an exam staple

  1. STRIPS and the Blocks World

    The classic planning domain — operators with preconditions, add and delete lists. 'Applicable vs relevant actions' is an exam staple

  2. Goal Stack Planning and the Sussman Anomaly

    Linear planning with a stack of goals — simple, systematic, and famously broken by one tiny problem

  3. Plan-Space Planning and Partial-Order Planning (POP)

    Search over partial plans, not states — causal links, threats, promotion/demotion, and the elegant answer to the Sussman anomaly

Week 9 — Goal Trees

When one goal splits into many mandatory subgoals — A* grows up, leaves path-land, and starts solving subtrees. Asked in every paper

  1. AND-OR Trees and the AO* Algorithm

    When one goal splits into many mandatory subgoals — A* grows up, leaves path-land, and starts solving subtrees. Asked in every paper

  2. Graphplan and Mutual Exclusion

    Build the space of all possible plans as a layered graph, then hunt mutex pairs — the technique that jumped planning from 15 to 200 steps

  3. Action Ordering and GraphPlan Properties

    When does order matter? When do mutexes persist? The theoretical edge cases that become multiple-choice traps

  4. GraphPlan Mid-Flight Layer Reasoning

    Given layers k and k+1 mid-planning-graph — can layer k be a state? Which actions apply next? Why are two facts (non-)mutex? The 25T3 question family

  5. Means-Ends Analysis and the General Problem Solver

    Reason like a human planner — find the biggest difference, pick the operator that kills it, recurse on preconditions. Newell & Simon's GPS

  6. Goal Trees and Deduction in Logic

    Proof search is AND-OR search — modus ponens, forward vs backward chaining, unification with variables, and why AO* can prove theorems

Week 10 — Rule-Based Systems

How expert systems match thousands of rules efficiently — alpha nets, beta nets, timestamps, and why specificity beats recency (or vice versa)

  1. Rete Algorithm — Conflict Sets and Resolution

    How expert systems match thousands of rules efficiently — alpha nets, beta nets, timestamps, and why specificity beats recency (or vice versa)

Week 11 — Constraint Satisfaction

The CSP lookahead strategy that prunes after every assignment — trace the exact order examiners expect

  1. Forward Checking for CSPs

    The CSP lookahead strategy that prunes after every assignment — trace the exact order examiners expect

  2. Waltz Line Labeling

    Label every edge as convex, concave or arrow — the CSP that proves a 2D drawing can (or cannot) depict a real 3D trihedral object

  3. CSP Relations and Arc/Path Consistency

    From math definitions to pruning power — compute R_AC from mod constraints, then enforce arc and path consistency like the papers demand