Heuristic
: Term
°ÔÀÓ
(Game)
°è»ê (Computation)
°è»ê°¡´É¼º
ÀÌ·Ð (Computability Theory)
±×·¡ÇÁ
ÀÌ·Ð (Graph Theory)
±×·¡ÇÁ (Graph)
³ú (Brain)
¸¶À½
(Mind)
¸ðÀÇ
´ã±ÝÁú (Simulated Annealing)
¹«Á¤º¸ Ž»ö (Uninformed Search)
¹®Á¦Çذá (Problem Solving)
¹ÙµÏ (Baduk)
»ç°í (Thinking)
»óŰø°£
(State Space)
¼øÈ¸¿ÜÆÇ¿ø
¹®Á¦ (Traveling Salesman
Problem)
½Å°æ¸Á (Neural
Network)
½É¸®ÇÐ
(Psychology)
¾Ë°í¸®Áò (Algorithm)
¾ËÆÄº£Å¸ °¡ÁöÄ¡±â (Alpha-Beta
Pruning)
À¯Àü¾Ë°í¸®Áò (Genetic
Algorithm)
ÀΰøÁö´É
(Artificial Intelligence)
ÀÎÁö
(Cognition)
ÀӽùæÆí °¡¼³
(Ad hoc hypothesis)
Àû´ë Ž»ö (Adversarial
Search)
Àü¹®°¡ ½Ã½ºÅÛ
(Expert System)
Á¦¾àÁ¶°Ç ¸¸Á·
¹®Á¦ (Constraint Satisfaction Problem)
Á¶ÇÕ°ÔÀÓÀÌ·Ð (Combinatorial Game
Theory)
ÁÖ¸Ô±¸±¸½ÄÀÇ
±ÔÄ¢ (Rule of Thumb)
Áö´É
(Intelligence)
ûũ (Chunk)
ü½º (Chess)
ÃÖ¼ÒÃÖ´ë (Mini-max)
Ãß·Ð
(Reasoning)
ÄÄÇ»ÅÍ
(Computer)
Ž»ö
(Search)
Æ©¸µ
±â°è (Turing
Machine)
Æ®¸®
(Tree)
ÆÐÅϸÅĪ
(Pattern Matching)
Æò°¡ÇÔ¼ö
(Evaluation Function)
ÇнÀ (Learning)
ÈÞ¸®½ºÆ½
Ž»ö (Heuristic
Search)
ÈÞ¸®½ºÆ½ (Heuristic)
A * ¾Ë°í¸®Áò
AND/OR
Graph
George Pólya