339,336 research outputs found
Climbing depth-bounded adjacent discrepancy search for solving hybrid flow shop scheduling problems with multiprocessor tasks
This paper considers multiprocessor task scheduling in a multistage hybrid
flow-shop environment. The problem even in its simplest form is NP-hard in the
strong sense. The great deal of interest for this problem, besides its
theoretical complexity, is animated by needs of various manufacturing and
computing systems. We propose a new approach based on limited discrepancy
search to solve the problem. Our method is tested with reference to a proposed
lower bound as well as the best-known solutions in literature. Computational
results show that the developed approach is efficient in particular for
large-size problems
Bidirectional Heuristic Search Reconsidered
The assessment of bidirectional heuristic search has been incorrect since it
was first published more than a quarter of a century ago. For quite a long
time, this search strategy did not achieve the expected results, and there was
a major misunderstanding about the reasons behind it. Although there is still
wide-spread belief that bidirectional heuristic search is afflicted by the
problem of search frontiers passing each other, we demonstrate that this
conjecture is wrong. Based on this finding, we present both a new generic
approach to bidirectional heuristic search and a new approach to dynamically
improving heuristic values that is feasible in bidirectional search only. These
approaches are put into perspective with both the traditional and more recently
proposed approaches in order to facilitate a better overall understanding.
Empirical results of experiments with our new approaches show that
bidirectional heuristic search can be performed very efficiently and also with
limited memory. These results suggest that bidirectional heuristic search
appears to be better for solving certain difficult problems than corresponding
unidirectional search. This provides some evidence for the usefulness of a
search strategy that was long neglected. In summary, we show that bidirectional
heuristic search is viable and consequently propose that it be reconsidered.Comment: See http://www.jair.org/ for any accompanying file
Specialization effect and its influence on memory and problem solving in expert chess players
Expert chess players, specialized in different openings, recalled positions and solved problems within and outside their area of specialization. While their general expertise was at a similar level players performed better with stimuli from their area of specialization. The effect of specialization on both recall and problem solving was strong enough to override general expertise – players remembering positions and solving problems from their area of specialization performed at around the level of players one standard deviation above them in general skill. Their problem solving strategy also changed depending on whether the problem was within their area of specialization or not. When it was, they searched more in depth and less in breadth; with problems outside their area of specialization, the reverse. The knowledge that comes from familiarity with a problem area is more important than general purpose strategies in determining how an expert will tackle it. These results demonstrate the link in experts between problem solving and memory of specific experiences and indicate that the search for context independent general purpose problem solving strategies to teach to future experts is unlikely to be successful
A pattern-recognition theory of search in expert problem solving
Understanding how look-ahead search and pattern recognition interact is one of the important research questions in the study of expert problem-solving. This paper examines the implications of the template theory (Gobet & Simon, 1996a), a recent theory of expert memory, on the theory of problem solving in chess. Templates are "chunks" (Chase & Simon, 1973) that have evolved into more complex data structures and that possess slots allowing values to be encoded rapidly. Templates may facilitate search in three ways: (a) by allowing information to be stored into LTM rapidly; (b) by allowing a search in the template space in addition to a search in the move space; and (c) by compensating loss in the "mind's eye" due to interference and decay. A computer model implementing the main ideas of the theory is presented, and simulations of its search behaviour are discussed. The template theory accounts for the slight skill difference in average depth of search found in chess players, as well as for other empirical data
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