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heuristic

  (hyʊ-rĭs'tĭk) pronunciation
adj.
  1. Of or relating to a usually speculative formulation serving as a guide in the investigation or solution of a problem: “The historian discovers the past by the judicious use of such a heuristic device as the ‘ideal type’” (Karl J. Weintraub).
  2. Of or constituting an educational method in which learning takes place through discoveries that result from investigations made by the student.
  3. Computer Science. Relating to or using a problem-solving technique in which the most appropriate solution of several found by alternative methods is selected at successive stages of a program for use in the next step of the program.
n.
  1. A heuristic method or process.
  2. heuristics (used with a sing. verb) The study and application of heuristic methods and processes.

[From Greek heuriskein, to find.]

heuristically heu·ris'ti·cal·ly adv.
 
 

A method of problem solving using exploration and trial and error methods. Heuristic program design provides a framework for solving a problem in contrast with a fixed set of rules (algorithmic) that cannot vary.



 

Method of solving problems that involves intelligent trial and error, such as playing chess. By contrast, an algorithmic solution method is a clearly specified procedure that is guaranteed to give the correct answer. See also Algorithm.

 

In computers and computerized problem-solving exercises, based on trial and error; in education, describing the technique of learning by the ‘discovery method’.

 

A process, such as trial and error, for solving a problem for which no algorithm exists. A heuristic for a problem is a rule or method for approaching a solution.

 

[Th]

A set of activities that are designed to throw up fresh ideas, new ways of looking at things, or alternative explanations of observed phenomena, as a prelude to the formulation of new propositions and theories. Some experimental archaeology and a great deal of ethnoarchaeology is heuristic.

 

Encouraging or promoting investigation; conducive to discovery.

 
Obscure Words: heuristic


of or relating to exploratory problem-solving methods that utilize self-educating techniques to improve performance
 
Wikipedia: heuristic (computer science)

In computer science, besides the common use as "rule of thumb" (see heuristic), the term heuristic has two well-defined technical meanings. It can either be any algorithm that gives up finding the optimal solution for an improvement in run time or it can be a function that estimates the cost of the cheapest path from one node to another.

Heuristic algorithms

Two fundamental goals in computer science are finding algorithms with provably good run times and with provably good or optimal solution quality. A heuristic is an algorithm that abandons one or both of these goals; for example, it usually finds pretty good solutions, but there is no proof the solutions could not get arbitrarily bad; or it usually runs reasonably quickly, but there is no argument that this will always be the case.

For instance, say you are packing odd-shaped items into a box. Finding a perfect solution is a hard problem: there is essentially no way to do it without trying every possible way of packing them. What most people do, then, is "put the largest items in first, then fit the smaller items into the spaces left around them." This will not necessarily be perfect packing, but it will usually give a packing that is pretty good. It is an example of a heuristic solution.

Pearl (1984), states that heuristic methods are based upon intelligent search strategies for computer problem solving, using several alternative approaches.

Often, one can find specially crafted problem instances where the heuristic will in fact produce very bad results or run very slowly; however, such pathological instances might never occur in practice because of their special structure. Therefore, the use of heuristics is very common in real world implementations. For many practical problems, a heuristic algorithm may be the only way to get good solutions in a reasonable amount of time.

There is a class of general heuristic strategies called metaheuristics, which often use randomized search for example. They can be applied to a wide range of problems, but good performance is never guaranteed.

The following (from Zanakis and Evans in course text)

Disadvantages

1. Not as general as algorithms
2. May result in poor solutions
3. Sequential choices may fail to anticipate consequences of choices

Heuristics in shortest-path problems

For shortest path problems, the term has a different meaning. Here, a heuristic is a function, h(n) defined on the nodes of a search tree, which serves as an estimate of the cost of the cheapest path from that node to the goal node. Heuristics are used by informed search algorithms such as Greedy best-first search and A* to choose the best node to explore. Greedy best-first search will choose the node that has the lowest value for the heuristic function. A* search will expand nodes that have the lowest value for g(n) + h(n), where g(n) is the (exact) cost of the path from the initial state to the current node. If h(n) is admissible—that is, if h(n) never overestimates the costs of reaching the goal—, then A* will always find an optimal solution.

The classical problem involving heuristics is the n-puzzle. Commonly used heuristics for this problem include counting the number of misplaced tiles and finding the sum of the Manhattan distances between each block and its position in the goal configuration. Note that both are admissible.

Effect of heuristics on computational performance

In any searching problem where there are b choices at each node and a depth of d at the goal node, a naive searching algorithm would have to potentially search around bd nodes before finding a solution. Heuristics improve the efficiency of search algorithms by reducing the branching factor from b to a lower constant b', using a cutoff mechanism. The branching factor can be used for defining a partial order on the heuristics, such that h1(n) < h2(n) if h1(n) has a lower branch factor than h2(n) for a given node n of the search tree. Heuristics giving lower branching factors at every node in the search tree are preferred for the resolution of a particular problem, as they are more computationally efficient.

Finding heuristics

The problem of finding an admissible heuristic with a low branching factor for common search tasks has been extensively researched in the artificial intelligence community. Several common techniques are used:

  • Solution costs of sub-problems often serve as useful estimates of the overall solution cost. These are always admissible. For example, a heuristic for a 10-puzzle might be the cost of moving tiles 1-5 into their correct places. A common idea is to use a pattern database that stores the exact solution cost of every subproblem instance.
  • The solution of a relaxed problem often serves as a useful admissible estimate of the original. For example, manhattan distance is a relaxed version of the n-puzzle problem, because we assume we can move each tile to its position independently of moving the other tiles.
  • Given a set of admissible heuristic functions h1(n),h2(n),...,hi(n), the function h(n) = max{h1(n),h2(n),...,hi(n)} is an admissible heuristic that dominates all of them.

Using these techniques a program called ABSOLVER was written (1993) by A.E. Prieditis for automatically generating heuristics for a given problem. ABSOLVER generated a new heuristic for the 8-puzzle better than any pre-existing heuristic and found the first useful heuristic for solving the Rubik's Cube.

Trivia

The movie and book 2001: A Space Odyssey portrays the HAL-9000 computer which stands for "Heuristic ALgorithmic computer".

See also

References


     
    Translations: Translations for: Heuristic

    Dansk (Danish)
    adj. - heuristisk
    n. - heuristik

    Nederlands (Dutch)
    methodische studieleer, methode van vallen en opstaan (computer), door methodische studieleer (be)geleid

    Français (French)
    adj. - heuristique
    n. - heuristique

    Deutsch (German)
    n. - heuristische Methode
    adj. - heuristisch

    Ελληνική (Greek)
    n. - ευρετική (μέθοδος αυτοδιδαχής)
    adj. - διερευνητικός, βολιδοσκοπικός

    Italiano (Italian)
    euristico

    Português (Portuguese)
    n. - heurística (f)
    adj. - heurístico

    Русский (Russian)
    эвристический

    Español (Spanish)
    adj. - heurístico
    n. - método heurístico

    Svenska (Swedish)
    n. - (pl.) heuristik (läran om metoderna att finna nya vetenskapliga resultat)
    adj. - heuristisk (logik. el. ped.)

    中文(简体) (Chinese (Simplified))
    启发式的, 尝试错误的, 探索的, 启发式教育法

    中文(繁體) (Chinese (Traditional))
    adj. - 啟發式的, 嘗試錯誤的, 探索的
    n. - 啟發式教育法

    한국어 (Korean)
    adj. - 스스로 발견하게 하는, 발견을 돕는
    n. - 발견적 교수법

    日本語 (Japanese)
    adj. - 自分で発見させる, 発見に役立つ

    العربيه (Arabic)
    ‏(الاسم) الموجه أو المساعد على الكشف, المشجع للطالب على اكتشاف الاشياء بنفسه (صفه) موجه أو مساعد على الكشف, مشجع للطالب على اكتشاف الاشياء بنفسه‏

    עברית (Hebrew)
    adj. - ‮מסייע במציאת פתרון, מדע ההליכים ההיוריסטיים, הליך היוריסטי, (מחשבים) מתקדם לקראת פתרון ע"י ניסוי וטעייה‬
    n. - ‮מדע ההליכים ההיוריסטיים, הליך היוריסטי‬


     
    Best of the Web: Heuristic

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