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