breadth-first search - определение. Что такое breadth-first search
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Что (кто) такое breadth-first search - определение

ALGORITHM FOR SEARCHING THE NODES OF A GRAPH IN ORDER BY THEIR HOP COUNT FROM A STARTING NODE
Breadth first search; Breadth first recursion; Breadth-first traversal; BFS algorithm; Breadth-first; Breath first search; Breath-first search; Breadth-First Search; Applications of breadth-first search
  • BFS on [[Maze-solving algorithm]]
  • Top part of [[Tic-tac-toe]] game tree
Найдено результатов: 8247
breadth-first search         
<algorithm> A graph search algorithm which tries all one-step extensions of current paths before trying larger extensions. This requires all current paths to be kept in memory simultaneously, or at least their end points. Opposite of depth-first search. See also {best first search}. (1996-01-05)
Parallel breadth-first search         
  • 2D-partition of the adjacency matrix.
  •  An example of bag structure with 23 elements.
  •  An example of CSR representation of a directed graph.
  • A distributed memory model.
  • A PRAM Model.
  •  Pennant data structure for k=0 to k=3.
  • A shared memory model.
User:Kit unodc/sandbox; Draft:Serial Breadth-First-Search; Draft:Parallel Breadth-First-Search; Parallel Breadth-First-Search
The breadth-first-search algorithm is a way to explore the vertexes of a graph layer by layer. It is a basic algorithm in graph theory which can be used as a part of other graph algorithms.
Lexicographic breadth-first search         
LexBFS; Lexicographic BFS
In computer science, lexicographic breadth-first search or Lex-BFS is a linear time algorithm for ordering the vertices of a graph. The algorithm is different from a breadth-first search, but it produces an ordering that is consistent with breadth-first search.
depth-first search         
  • Animated example of a depth-first search
  • The example graph, copied from above
  • alt=A directed graph with edges AB, BD, AC, CD
  • Randomized algorithm similar to depth-first search used in generating a maze.
  • The four types of edges defined by a spanning tree
SEARCH ALGORITHM
Depth first search; Depth-first; DFS algorithm; Depth-first traversal; Depth-First Search; Back edge; Forward edge; Depth First Search; Applications of depth-first search
<algorithm> A graph search algorithm which extends the current path as far as possible before backtracking to the last choice point and trying the next alternative path. Depth-first search may fail to find a solution if it enters a cycle in the graph. This can be avoided if we never extend a path to a node which it already contains. Opposite of breadth first search. See also {iterative deepening}. (1995-04-19)
Depth-first search         
  • Animated example of a depth-first search
  • The example graph, copied from above
  • alt=A directed graph with edges AB, BD, AC, CD
  • Randomized algorithm similar to depth-first search used in generating a maze.
  • The four types of edges defined by a spanning tree
SEARCH ALGORITHM
Depth first search; Depth-first; DFS algorithm; Depth-first traversal; Depth-First Search; Back edge; Forward edge; Depth First Search; Applications of depth-first search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible along each branch before backtracking.
Best-first search         
ALGORITHM
Best first search; Greedy best-first search; Pure heuristic search
Best-first search is a class of search algorithms, which explore a graph by expanding the most promising node chosen according to a specified rule.
best first search         
ALGORITHM
Best first search; Greedy best-first search; Pure heuristic search
<algorithm> A graph search algorithm which optimises breadth first search by ordering all current paths according to some heuristic. The heuristic attempts to predict how close the end of a path is to a solution. Paths which are judged to be closer to a solution are extended first. See also beam search, hill climbing. (1995-12-09)
Search analytics         
User:CrizCraig/Search Analytics; Search Analytics; Search engine history; Search engine analytics
Search analytics is the use of search data to investigate particular interactions among Web searchers, the search engine, or the content during searching episodes.Jansen, B.
Ternary search         
TECHNIQUE IN COMPUTER SCIENCE FOR FINDING THE MINIMUM OR MAXIMUM OF A UNIMODAL FUNCTION
Trinary search; Ternary Search
A ternary search algorithm is a technique in computer science for finding the minimum or maximum of a unimodal function. A ternary search determines either that the minimum or maximum cannot be in the first third of the domain or that it cannot be in the last third of the domain, then repeats on the remaining two thirds.
Exponential search         
ALGORITHM FOR SEARCHING SORTED, INFINITE LISTS
User:Visovari/sandbox; Wikipedia talk:Articles for creation/Exponential Search; Exponential search algorithm
In computer science, an exponential search (also called doubling search or galloping search or Struzik search) is an algorithm, created by Jon Bentley and Andrew Chi-Chih Yao in 1976, for searching sorted, unbounded/infinite lists. There are numerous ways to implement this with the most common being to determine a range that the search key resides in and performing a binary search within that range.

Википедия

Breadth-first search

Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored.

For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists.

In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoids the latter drawback at the price of exploring the tree's top parts over and over again. On the other hand, both depth-first algorithms get along without extra memory.

Breadth-first search can be generalized to graphs, when the start node (sometimes referred to as a 'search key') is explicitly given, and precautions are taken against following a vertex twice.

BFS and its application in finding connected components of graphs were invented in 1945 by Konrad Zuse, in his (rejected) Ph.D. thesis on the Plankalkül programming language, but this was not published until 1972. It was reinvented in 1959 by Edward F. Moore, who used it to find the shortest path out of a maze, and later developed by C. Y. Lee into a wire routing algorithm (published 1961).