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¦ÇØ°á (Problem Solving)   

¹ÙµÏ (Baduk)  

»ç°í (Thinking)

»óÅ°ø°£ (State Space)   

¼øȸ¿ÜÆÇ¿ø ¹®Á¦ (Traveling Salesman Problem)

½Å°æ¸Á (Neural Network)

½É¸®ÇÐ (Psychology)

¾Ë°í¸®Áò (Algorithm)

¾ËÆĺ£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