finite horizon problem - ορισμός. Τι είναι το finite horizon problem
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Τι (ποιος) είναι finite horizon problem - ορισμός

WEAKNESS OF GAME-PLAYING ARTIFICIAL INTELLIGENCE
Horizon Effect; Horizon problem in computer programs; Horizon problem computers; Computer horizon problem

Horizon problem         
  • 46 billion]] comoving [[light-year]]s away. However, when the light was emitted the universe was much younger (300,000 years old). In that time light would have only reached as far as the smaller circles. The two points indicated on the diagram would not have been able to contact each other because their spheres of causality do not overlap.
  • This spacetime diagram shows how inflation changes the light cones for two light particles spaced some distance apart at the time of last scattering (ls) to allow them to intersect. In this scenario, they are in causal contact and can exchange information with one another. The horizontal axis is comoving distance, the vertical axis is conformal time, and the units have the speed of light as 1. For [http://courses.las.illinois.edu/spring2020/astr507/ reference].
  • This spacetime diagram shows how the light cones for two light particles spaced some distance apart at the time of last scattering (ls) do not intersect (i.e. they are causally disconnected). The horizontal axis is comoving distance, the vertical axis is conformal time, and the units have the speed of light as 1. For [http://courses.las.illinois.edu/spring2020/astr507/ reference].
  • The blue circle is the CMB surface which we observe at the time of last scattering. The yellow lines describe how photons were scattered before the epoch of recombination and were free-streaming after. The observer sits at the center at present time. For [http://courses.las.illinois.edu/spring2020/astr507/ reference].
COSMOLOGICAL FINE-TUNING PROBLEM
The horizon problem
The horizon problem (also known as the homogeneity problem) is a cosmological fine-tuning problem within the Big Bang model of the universe. It arises due to the difficulty in explaining the observed homogeneity of causally disconnected regions of space in the absence of a mechanism that sets the same initial conditions everywhere.
Particle horizon         
THE MAXIMUM DISTANCE FROM WHICH LIGHT FROM PARTICLES COULD HAVE TRAVELED TO THE OBSERVER DURING THE AGE OF THE UNIVERSE
Cosmic light horizon; Conformal time; Cosmic horizon
The particle horizon (also called the cosmological horizon, the comoving horizon (in Dodelson's text), or the cosmic light horizon) is the maximum distance from which light from particles could have traveled to the observer in the age of the universe. Much like the concept of a terrestrial horizon, it represents the boundary between the observable and the unobservable regions of the universe, so its distance at the present epoch defines the size of the observable universe.
Horizon (novel)         
NOVEL BY LOIS MCMASTER BUJOLD
Horizon (2009 novel); Horizon (Bujold novel); Dag Bluefield
Horizon is a fantasy novel by American writer Lois McMaster Bujold. It is the fourth in the tetralogy The Sharing Knife.

Βικιπαίδεια

Horizon effect

The horizon effect, also known as the horizon problem, is a problem in artificial intelligence whereby, in many games, the number of possible states or positions is immense and computers can only feasibly search a small portion of them, typically a few plies down the game tree. Thus, for a computer searching only five plies, there is a possibility that it will make a detrimental move, but the effect is not visible because the computer does not search to the depth of the error (i.e., beyond its "horizon").

When evaluating a large game tree using techniques such as minimax with alpha-beta pruning, search depth is limited for feasibility reasons. However, evaluating a partial tree may give a misleading result. When a significant change exists just over the horizon of the search depth, the computational device falls victim to the horizon effect.

In 1973 Hans Berliner named this phenomenon, which he and other researchers had observed, the "Horizon Effect." He split the effect into two: the Negative Horizon Effect "results in creating diversions which ineffectively delay an unavoidable consequence or make an unachievable one appear achievable." For the "largely overlooked" Positive Horizon Effect, "the program grabs much too soon at a consequence that can be imposed on an opponent at leisure, frequently in a more effective form."

Greedy algorithms tend to suffer from the horizon effect.

The horizon effect can be mitigated by extending the search algorithm with a quiescence search. This gives the search algorithm ability to look beyond its horizon for a certain class of moves of major importance to the game state, such as captures in chess.

Rewriting the evaluation function for leaf nodes and/or analyzing more nodes will solve many horizon effect problems.