For virtual search spaces Algorithms for searching virtual spaces are used in the
constraint satisfaction problem, where the goal is to find a set of value assignments to certain variables that will satisfy specific mathematical
equations and
inequations / equalities. They are also used when the goal is to find a variable assignment that will
maximize or minimize a certain function of those variables. Algorithms for these problems include the basic
brute-force search (also called "naïve" or "uninformed" search), and a variety of
heuristics that try to exploit partial knowledge about the structure of this space, such as linear relaxation, constraint generation, and
constraint propagation. An important subclass are the
local search methods, that view the elements of the search space as the
vertices of a graph, with edges defined by a set of heuristics applicable to the case; and scan the space by moving from item to item along the edges, for example according to the
steepest descent or
best-first criterion, or in a
stochastic search. This category includes a great variety of general
metaheuristic methods, such as
simulated annealing,
tabu search,
A-teams, and
genetic programming, that combine arbitrary heuristics in specific ways. The opposite of local search would be global search methods. This method is applicable when the search space is not limited and all aspects of the given network are available to the entity running the search algorithm. This class also includes various
tree search algorithms, that view the elements as vertices of a
tree, and traverse that tree in some special order. Examples of the latter include the exhaustive methods such as
depth-first search and
breadth-first search, as well as various heuristic-based
search tree pruning methods such as
backtracking and
branch and bound. Unlike general metaheuristics, which at best work only in a probabilistic sense, many of these tree-search methods are guaranteed to find the exact or optimal solution, if given enough time. This is called "
completeness". Another important sub-class consists of algorithms for exploring the
game tree of multiple-player games, such as
chess or
backgammon, whose nodes consist of all possible game situations that could result from the current situation. The goal in these problems is to find the move that provides the best chance of a win, taking into account all possible moves of the opponent(s). Similar problems occur when humans or machines have to make successive decisions whose outcomes are not entirely under one's control, such as in
robot guidance or in
marketing,
financial, or
military strategy planning. This kind of problem —
combinatorial search — has been extensively studied in the context of
artificial intelligence. Examples of algorithms for this class are the
minimax algorithm,
alpha–beta pruning, and the
A* algorithm and its variants.
For sub-structures of a given structure An important and extensively studied subclass are the
graph algorithms, in particular
graph traversal algorithms, for finding specific sub-structures in a given graph — such as
subgraphs,
paths, circuits, and so on. Examples include
Dijkstra's algorithm,
Kruskal's algorithm, the
nearest neighbour algorithm, and
Prim's algorithm. Another important subclass of this category are the
string searching algorithms, that search for patterns within strings. Two famous examples are the
Boyer–Moore and
Knuth–Morris–Pratt algorithms, and several algorithms based on the
suffix tree data structure.
Search for the maximum of a function In 1953, American
statistician Jack Kiefer devised
Fibonacci search which can be used to find the maximum of a unimodal function and has many other applications in computer science.
For quantum computers There are also search methods designed for
quantum computers, like
Grover's algorithm, that are theoretically faster than linear or brute-force search even without the help of data structures or heuristics. While the ideas and applications behind quantum computers are still entirely theoretical, studies have been conducted with algorithms like Grover's that accurately replicate the hypothetical physical versions of quantum computing systems. ==See also==