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
- 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
- Depth-First Search (DFS)
The impetuous search — dive deep, backtrack late. Linear space but no shortest-path guarantee
- Breadth-First Search (BFS)
The conservative search — sweep level by level. Guaranteed shortest path, but Open explodes exponentially
- 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
- A* Search Algorithm
The smartest way to find the shortest path — explained so simply you'll never forget it
- Weighted A* Search (WA*)
A* with inflated heuristics — faster but suboptimal, with bounded error
- SSS* Algorithm
Best-first search for game trees — explores fewer nodes than alpha-beta by being smarter about which branches to pursue
- Traveling Salesperson Problem (TSP)
The most famous NP-hard optimization problem — visit every city exactly once at minimum cost
- Branch and Bound (BnB)
The exact method that prunes impossible branches — guaranteed optimal, exponential worst case but fast in practice
- Dijkstra's Algorithm
The classic shortest-path algorithm — Branch & Bound made elegant. A* with zero intuition, and still guaranteed optimal
- SMA* — Simplified Memory-Bounded A*
A* that fits in whatever memory you have — forgets the worst leaf, remembers the best forgotten path
- Which Algorithms Guarantee the Optimal Path?
The multi-select question that reappears in nearly every paper — one table to answer them all
- 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
- 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
- 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
- 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
- Genetic Algorithms
Evolve a population of solutions — roulette selection, crossover, mutation, and why losing diversity kills the search
- 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
- 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
- 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'
- 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'
- 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
- 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
- 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
- Minimax — Game Tree Search
Two players, perfect information, one optimal strategy — the backup rule behind every board game AI. Asked in every exam paper
- Alpha-Beta Pruning
Minimax's answer without reading every leaf — prune branches that provably can't matter. Asked in every exam paper
- 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
- 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
- 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
- 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
- STRIPS and the Blocks World
The classic planning domain — operators with preconditions, add and delete lists. 'Applicable vs relevant actions' is an exam staple
- Goal Stack Planning and the Sussman Anomaly
Linear planning with a stack of goals — simple, systematic, and famously broken by one tiny problem
- 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
- 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
- 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
- Action Ordering and GraphPlan Properties
When does order matter? When do mutexes persist? The theoretical edge cases that become multiple-choice traps
- 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
- 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
- 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)
- 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
- Forward Checking for CSPs
The CSP lookahead strategy that prunes after every assignment — trace the exact order examiners expect
- 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
- 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