In mathematical optimization and computer science, heuristic (from Greek εὑρίσκω "I find, discover") is a technique designed for problem solving more quickly when classic methods are too slow for finding an exact or approximate solution, or when classic methods fail to find any exact solution. This is achieved by trading optimality, completeness, accuracy, or precision for speed. In a way, it can be considered a shortcut.
A heuristic function, also simply called a heuristic, is a function that ranks alternatives in search algorithms at each branching step based on available information to decide which branch to follow. For example, it may approximate the exact solution.
The objective of a heuristic is to produce a solution in a reasonable time frame that is good enough for solving the problem at hand. This solution may not be the best of all the solutions to this problem, or it may simply approximate the exact solution. But it is still valuable because finding it does not require a prohibitively long time.
Heuristics may produce results by themselves, or they may be used in conjunction with optimization algorithms to improve their efficiency (e.g., they may be used to generate good seed values).
Results about NP-hardness in theoretical computer science make heuristics the only viable option for a variety of complex optimization problems that need to be routinely solved in real-world applications.
Heuristics underlie the whole field of Artificial Intelligence and the computer simulation of thinking, as they may be used in situations where there are no known algorithms.
The trade-off criteria for deciding whether to use a heuristic for solving a given problem include the following:
Optimality: When several solutions exist for a given problem, does the heuristic guarantee that the best solution will be found? Is it actually necessary to find the best solution?
Completeness: When several solutions exist for a given problem, can the heuristic find them all? Do we actually need all solutions? Many heuristics are only meant to find one solution.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
We address quantitatively the management of logistics operations, focusing notably on their environmental impact. Considering practical situations, focus is paid on the optimization of logistics syste
A first graduate course in algorithms, this course assumes minimal background, but moves rapidly. The objective is to learn the main techniques of algorithm analysis and design, while building a reper
The goal of the lecture is to present and apply techniques for the modelling and the thermo-economic optimisation of industrial process and energy systems. The lecture covers the problem statement, th
Best-first search is a class of search algorithms, which explores a graph by expanding the most promising node chosen according to a specified rule. Judea Pearl described the best-first search as estimating the promise of node n by a "heuristic evaluation function which, in general, may depend on the description of n, the description of the goal, the information gathered by the search up to that point, and most importantly, on any extra knowledge about the problem domain.
In computational complexity theory, a problem is NP-complete when: It is a decision problem, meaning that for any input to the problem, the output is either "yes" or "no". When the answer is "yes", this can be demonstrated through the existence of a short (polynomial length) solution. The correctness of each solution can be verified quickly (namely, in polynomial time) and a brute-force search algorithm can find a solution by trying all possible solutions.
A* (pronounced "A-star") is a graph traversal and path search algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its space complexity, as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms that can pre-process the graph to attain better performance, as well as memory-bounded approaches; however, A* is still the best solution in many cases.
Covers planning with adversaries, heuristic search algorithms, and strategies for games with chance, emphasizing the significance of deliberative agents.
Omnichannel retail has emerged as the new standard in today's commerce landscape, with retailers integrating their physical and online channels to enhance the customer shopping experience. However, such integration presents significant challenges for retai ...
A graph H is a minor of a second graph G if G can be transformed into H by two operations: 1) deleting nodes and/or edges, or 2) contracting edges. Coarse-grained reconfigurable array (CGRA) application mapping is closely related to the graph minor problem ...
In this thesis we study a problem of searching in a space of objects using comparisons. To navigate through the space to the target object t, we ask a sequence of questions of the form ``which object i or j is closer to t?'' for which we observe no ...