Problem  Solving : Term

 

8 queen puzzle

°ÔÀÓ (Game)

°è»ê (Computation)

°è»ê°¡´É¼º ÀÌ·Ð (Computability Theory)

±×·¡ÇÁ (Graph)

³ú (Brain)

¸¶À½ (Mind)

¹®Á¦ÇØ°á (Problem Solving)   

¹ÙµÏ (Baduk)  

ºÀ ¼¼¿ì±â (Inverted Pendulum)

»ç°í (Thinking)

»óÅ°ø°£ (State Space)   

¼ö´Ü¸ñÇ¥ºÐ¼® (Means-Ends Analysis)

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

½ÃÇàÂø¿À (Trial and Error)

½Å°æ¸Á (Neural Network)

½É¸®ÇÐ (Psychology)

¾Ë°í¸®Áò (Algorithm)

¾ËÆĺ£Å¸ °¡ÁöÄ¡±â (Alpha-Beta Pruning)

¿ø¼þÀÌ¿Í ¹Ù³ª³ª ¹®Á¦ (Monkey and Banana Problem)

ÀΰøÁö´É (Artificial Intelligence)

ÀÎÁö (Cognition)

ÀÚÁúÁ¶°Ç ¹®Á¦ (Qualification Problem)

Àü¹®°¡ ½Ã½ºÅÛ (Expert System)

Á¤Áö¹®Á¦ (Halting Problem)

Á¦¾àÁ¶°Ç ¸¸Á· ¹®Á¦ (Constraint Satisfaction Problem)

ÁÖ¸Ô±¸±¸½ÄÀÇ ±ÔÄ¢ (Rule of Thumb)

Áö´É (Intelligence)

Á÷°ü (Intuition)

ûũ (Chunk)

ü½º (Chess)

ÃÖ´Ü°æ·Î ã±â ¹®Á¦ (Shortest Path Finding Problem)

ÃÖ¼ÒÃÖ´ë (Mini-max)

Ãß·Ð (Reasoning)

ÄÄÇ»ÅÍ (Computer)

Ž»ö (Search)   

ÅëÂû (Insight)

Æ®¸® (Tree)

ƽÅÃÅä (Tic-tac-toe)

ÆÇÁ¤¹®Á¦ (Entscheidungsproblem)

ÇÁ·¹ÀÓ ¹®Á¦ (Frame Problem)

ÇϳëÀÌž (Tower of Hanoi)

ÇнÀ (Learning)

ÈÞ¸®½ºÆ½ (Heuristic)

GPS

Herbert A. Simon

George Pólya