Introduction to Search Algorithms
Material type: TextPublication details: Ashland : Arcler Press, (c)2019.Description: 1 online resource (258 pages)Content type:- text
- computer
- online resource
- 9781773616186
- QA76 .I587 2019
- COPYRIGHT NOT covered - Click this link to request copyright permission: https://lib.ciu.edu/copyright-request-form
Item type | Current library | Collection | Call number | URL | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Online Book (LOGIN USING YOUR MY CIU LOGIN AND PASSWORD) | G. Allen Fleece Library ONLINE | Non-fiction | QA76.9.43 (Browse shelf(Opens below)) | Link to resource | Available | on1085230374 |
Includes bibliographies and index.
Cover; Half Title Page; Full Title Page; Copyright Page; About the Author; Table of Contents; List of Figures; List of Tables; Preface; Chapter 1 Fundamentals of Search Algorithms; 1.1. Introduction; 1.2. Unordered Linear Search; 1.3. Ordered Linear Search; 1.4. Chunk Search; 1.5. Binary Search; 1.6. Searching in Graphs; 1.7. Graph Grep; 1.8. Searching in Trees; 1.9. Searching in Temporal Probabilistic Object Data Model; References; Chapter 2 Fundamentals of Linear Search Algorithm; 2.1. Introduction; 2.2. Theory of The Linear Search Algorithm
2.3. Modified Linear Search Technique With One Middle Component2.4. Modified Linear Search Technique With Two Middle Components; 2.5. Two-Way Linear Search; 2.6. Proof of Accuracy for Two-Way Linear Search; 2.7. Analysis And Comparison of Performance; References; Chapter 3 Introduction To A* Based Best-First Search Algorithms; 3.1. Introduction; 3.2. Best-First Heuristic Search: A*; 3.3. Classes; 3.4. A* Algorithm: An Overview; References; Chapter 4 A Fast Search Algorithm For A Large Fuzzy Database; 4.1. Introduction; 4.2. Previous Work on Fast Search Algorithms; 4.3. Algorithms
4.4. Theoretical Results of Algorithms4.5. Experiment Results of Algorithms; 4.6. Comparison of Results; References; Chapter 5 Real-Time Heuristic Search Algorithms For Video Games' Pathfinding; 5.1. Introduction; 5.2. Problem Formulation; 5.3. The Core Algorithms; 5.4. k Nearest Neighbors LRTA* (kNN LRTA*); 5.5. Time-Bounded A* (TBA*); References; Chapter 6 Real-Time Iterative-Deepening Best-First Search (RIBS); 6.1. Introduction; 6.2. RIBS: Intuition; 6.3. Properties of RIBS; 6.4. Empirical Evaluation of RIBS In Heuristic Depressions; References
Chapter 7 Running Particle Swarm Optimization On Graphics Processing Units7.1. Introduction; 7.2. Particle Swarm Optimization; 7.3. Our GPU-Based Particle Swarm Optimization Proposals; 7.4. Experimental Approaches For Algorithms; References; Chapter 8 Search Via Quantum Walk; 8.1. Introduction; 8.2. Quantum Walk; 8.3. Search Algorithm Via Quantum Walk; 8.4. Physical Implementation of Quantum Walk Based Search; 8.5. Quantum Walk Based Search in Nature; 8.6. Biomimetic Application in Solar Energy; References; Index
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