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Problem-solving techniques that result in a quick and practical solution
Heuristics are problem-solving techniques that result in a quick and practical solution. In contrast to business decisions that involve extensive analysis, heuristics are used in situations where a short-term solution is required.
Although heuristics may not result in the most optimal and ideal solution, it allows companies to speed up their decision-making process and achieve an adequate solution for the short term.
In situations where perfect solutions may be improbable, heuristics can be used to achieve imperfect but satisfactory decisions. Heuristics can also include mental shortcuts that help speed up the decision-making process.
When facing complex situations with limited time and resources, heuristics can help companies make quick decisions by using shortcuts and approximated calculations. Most heuristic methods involve using mental shortcuts to make decisions based on prior experiences.
Some of the most common fundamental heuristic methods include trial and error, historical data analysis, guesswork, and the process of elimination. Such methods typically involve easily accessible information that is not specific to the problem but is broadly applicable. It provides an opportunity to make imperfect decisions that can adequately address the problem in the short term.
Depending on the context, there may be several different heuristic methods, which correlate to the scope of the problem. They can include affect, representative, and availability heuristics.
Affect heuristics are based on positive and negative feelings that are associated with a certain stimulus. It typically involves quick, reactionary feelings that are based on prior beliefs. The theory of affect heuristics is that one’s emotional response to a stimulus can affect an individual’s decisions.
When people face little time to reflect and evaluate a situation carefully, they may base their decision on their immediate emotional reactions. Rather than conducting a cost-benefit analysis, affect heuristics focus on eliciting an automatic, reactionary response.
For example, it’s been shown that advertisements can influence consumers’ emotions and therefore affect their purchasing decisions. One of the most common examples is advertisements for products such as fast food. When fast-food companies run ads, they hope to elicit a positive emotional response that encourages you to view their products positively.
If individuals were to analyze the risks and benefits of consuming fast food carefully, they might decide that it is an unhealthy option. However, people rarely take the time to evaluate everything they see and often base their decisions on their automatic, emotional response. Fast-food ads rely on such a type of affect heuristic to generate a positive emotional response, which results in sales.
Availability heuristics are judgments people make regarding the likelihood of an event based on information that comes to mind quickly. When people make decisions, they typically rely on prior knowledge of an event. As a result, we tend to overestimate the likelihood of an event occurring simply because it comes to mind quickly. Such mental shortcuts allow us to make decisions quickly, but they can also be inaccurate.
One example of the availability heuristic is stock prices, especially for newly public companies. Many investors tend to invest in new IPOs in the hopes that the stock price will increase significantly in the next few years. Rather than analyzing the company’s fundamentals, the investors remember IPOs that have become tremendously successful, such as Amazon or Apple.
Although it has been shown that most IPOs underperform, investors tend to overestimate the chances of landing a successful IPO based on prior examples that come to mind. It demonstrates a clear example of availability heuristics.
Representative heuristics occur when we evaluate the probability of an event based on its similarity to another event. In general, people tend to overestimate the likelihood of an event occurring based on their perceived similarity with another event. When it happens, we tend to ignore the base rate, which is the actual probability of an event occurring, independent of its similarity to other events.
An example of the representative heuristic is product packaging, as consumers tend to associate quality products with their external packaging. If a generic brand packages its products in a way that resembles a well-known, high-quality product, then consumers will associate the generic product as having the same quality as the branded product.
Instead of evaluating the quality of the products, consumers are correlating the quality of the products based on the similarity in packaging.
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What is the difference between a heuristic and an algorithm?
An algorithm is the description of an automated solution to a problem . What the algorithm does is precisely defined. The solution could or could not be the best possible one but you know from the start what kind of result you will get. You implement the algorithm using some programming language to get (a part of) a program .
Now, some problems are hard and you may not be able to get an acceptable solution in an acceptable time. In such cases you often can get a not too bad solution much faster, by applying some arbitrary choices (educated guesses): that's a heuristic .
A heuristic is still a kind of an algorithm, but one that will not explore all possible states of the problem, or will begin by exploring the most likely ones.
Typical examples are from games. When writing a chess game program you could imagine trying every possible move at some depth level and applying some evaluation function to the board. A heuristic would exclude full branches that begin with obviously bad moves.
In some cases you're not searching for the best solution, but for any solution fitting some constraint. A good heuristic would help to find a solution in a short time, but may also fail to find any if the only solutions are in the states it chose not to try.
Many problems for which no efficient algorithm to find an optimal solution is known have heuristic approaches that yield near-optimal results very quickly.
There are some overlaps: "genetic algorithms" is an accepted term, but strictly speaking, those are heuristics, not algorithms.
Heuristic, in a nutshell is an "Educated guess". Wikipedia explains it nicely. At the end, a "general acceptance" method is taken as an optimal solution to the specified problem.
Heuristic is an adjective for experience-based techniques that help in problem solving, learning and discovery. A heuristic method is used to rapidly come to a solution that is hoped to be close to the best possible answer, or 'optimal solution'. Heuristics are "rules of thumb", educated guesses, intuitive judgments or simply common sense. A heuristic is a general way of solving a problem. Heuristics as a noun is another name for heuristic methods. In more precise terms, heuristics stand for strategies using readily accessible, though loosely applicable, information to control problem solving in human beings and machines.
While an algorithm is a method containing finite set of instructions used to solving a problem. The method has been proven mathematically or scientifically to work for the problem. There are formal methods and proofs.
Heuristic algorithm is an algorithm that is able to produce an acceptable solution to a problem in many practical scenarios, in the fashion of a general heuristic, but for which there is no formal proof of its correctness.
An algorithm is a self-contained step-by-step set of operations to be performed 4 , typically interpreted as a finite sequence of (computer or human) instructions to determine a solution to a problem such as: is there a path from A to B, or what is the smallest path between A and B. In the latter case, you could also be satisfied with a 'reasonably close' alternative solution.
There are certain categories of algorithms, of which the heuristic algorithm is one. Depending on the (proven) properties of the algorithm in this case, it falls into one of these three categories (note 1):
Notice that an approximation algorithm is also a heuristic, but with the stronger property that there is a proven bound to the solution (value) it outputs.
For some problems, noone has ever found an 'efficient' algorithm to compute the optimal solutions (note 2). One of those problems is the well-known Traveling Salesman Problem. Christophides' algorithm for the Traveling Salesman Problem, for example, used to be called a heuristic , as it was not proven that it was within 50% of the optimal solution. Since it has been proven, however, Christophides' algorithm is more accurately referred to as an approximation algorithm.
Due to restrictions on what computers can do, it is not always possible to efficiently find the best solution possible. If there is enough structure in a problem, there may be an efficient way to traverse the solution space, even though the solution space is huge (i.e. in the shortest path problem).
Heuristics are typically applied to improve the running time of algorithms, by adding 'expert information' or 'educated guesses' to guide the search direction. In practice, a heuristic may also be a sub-routine for an optimal algorithm, to determine where to look first .
(note 1) : Additionally, algorithms are characterised by whether they include random or non-deterministic elements. An algorithm that always executes the same way and produces the same answer, is called deterministic.
(note 2) : This is called the P vs NP problem, and problems that are classified as NP-complete and NP-hard are unlikely to have an 'efficient' algorithm. Note; as @Kriss mentioned in the comments, there are even 'worse' types of problems, which may need exponential time or space to compute.
There are several answers that answer part of the question. I deemed them less complete and not accurate enough, and decided not to edit the accepted answer made by @Kriss
Actually I don't think that there is a lot in common between them. Some algorithm use heuristics in their logic (often to make fewer calculations or get faster results). Usually heuristics are used in the so called greedy algorithms.
Heuristics is some "knowledge" that we assume is good to use in order to get the best choice in our algorithm (when a choice should be taken). For example ... a heuristics in chess could be (always take the opponents' queen if you can, since you know this is the stronger figure). Heuristics do not guarantee you that will lead you to the correct answer, but (if the assumptions is correct) often get answer which are close to the best in much shorter time.
An Algorithm is a clearly defined set of instructions to solve a problem, Heuristics involve utilising an approach of learning and discovery to reach a solution.
So, if you know how to solve a problem then use an algorithm. If you need to develop a solution then it's heuristics.
Heuristics are algorithms, so in that sense there is none, however, heuristics take a 'guess' approach to problem solving, yielding a 'good enough' answer, rather than finding a 'best possible' solution.
A good example is where you have a very hard (read NP-complete) problem you want a solution for but don't have the time to arrive to it, so have to use a good enough solution based on a heuristic algorithm, such as finding a solution to a travelling salesman problem using a genetic algorithm.
Algorithm is a sequence of some operations that given an input computes something (a function) and outputs a result.
Algorithm may yield an exact or approximate values.
It also may compute a random value that is with high probability close to the exact value.
A heuristic algorithm uses some insight on input values and computes not exact value (but may be close to optimal). In some special cases, heuristic can find exact solution.
A heuristic is usually an optimization or a strategy that usually provides a good enough answer, but not always and rarely the best answer. For example, if you were to solve the traveling salesman problem with brute force, discarding a partial solution once its cost exceeds that of the current best solution is a heuristic: sometimes it helps, other times it doesn't, and it definitely doesn't improve the theoretical (big-oh notation) run time of the algorithm
I think Heuristic is more of a constraint used in Learning Based Model in Artificial Intelligent since the future solution states are difficult to predict.
But then my doubt after reading above answers is "How would Heuristic can be successfully applied using Stochastic Optimization Techniques? or can they function as full fledged algorithms when used with Stochastic Optimization?"
http://en.wikipedia.org/wiki/Stochastic_optimization
One of the best explanations I have read comes from the great book Code Complete , which I now quote:
A heuristic is a technique that helps you look for an answer. Its results are subject to chance because a heuristic tells you only how to look, not what to find. It doesn’t tell you how to get directly from point A to point B; it might not even know where point A and point B are. In effect, a heuristic is an algorithm in a clown suit. It’s less predict- able, it’s more fun, and it comes without a 30-day, money-back guarantee. Here is an algorithm for driving to someone’s house: Take Highway 167 south to Puy-allup. Take the South Hill Mall exit and drive 4.5 miles up the hill. Turn right at the light by the grocery store, and then take the first left. Turn into the driveway of the large tan house on the left, at 714 North Cedar. Here’s a heuristic for getting to someone’s house: Find the last letter we mailed you. Drive to the town in the return address. When you get to town, ask someone where our house is. Everyone knows us—someone will be glad to help you. If you can’t find anyone, call us from a public phone, and we’ll come get you. The difference between an algorithm and a heuristic is subtle, and the two terms over-lap somewhat. For the purposes of this book, the main difference between the two is the level of indirection from the solution. An algorithm gives you the instructions directly. A heuristic tells you how to discover the instructions for yourself, or at least where to look for them.
They find a solution suboptimally without any guarantee as to the quality of solution found, it is obvious that it makes sense to the development of heuristics only polynomial. The application of these methods is suitable to solve real world problems or large problems so awkward from the computational point of view that for them there is not even an algorithm capable of finding an approximate solution in polynomial time.
Heuristic functions play a critical role in artificial intelligence (AI), particularly in search algorithms used for problem-solving. These functions estimate the cost to reach the goal from a given state, helping to make informed decisions that optimize the search process.
In this article, we will explore what heuristic functions are, their role in search algorithms, various types of heuristic search algorithms, and their applications in AI.
Table of Content
Search algorithm, heuristic search algorithm in ai, a* algorithm, greedy best-first search, hill-climbing algorithm, role of heuristic functions in ai, common problem types for heuristic functions, path finding with heuristic functions, step 1: define the a* algorithm, step 2: define the visualization function, step 3: define the grid and start/goal positions, step 4: run the a* algorithm and visualize the path, complete code, applications of heuristic functions in ai.
Heuristic functions are strategies or methods that guide the search process in AI algorithms by providing estimates of the most promising path to a solution. They are often used in scenarios where finding an exact solution is computationally infeasible. Instead, heuristics provide a practical approach by narrowing down the search space, leading to faster and more efficient problem-solving.
Heuristic functions transform complex problems into more manageable subproblems by providing estimates that guide the search process. This approach is particularly effective in AI planning, where the goal is to sequence actions that lead to a desired outcome.
Search algorithms are fundamental to AI, enabling systems to navigate through problem spaces to find solutions. These algorithms can be classified into uninformed (blind) and informed (heuristic) searches. Uninformed search algorithms, such as breadth-first and depth-first search, do not have additional information about the goal state beyond the problem definition. In contrast, informed search algorithms use heuristic functions to estimate the cost of reaching the goal, significantly improving search efficiency.
Heuristic search algorithms leverage heuristic functions to make more intelligent decisions during the search process. Some common heuristic search algorithms include:
The A* algorithm is one of the most widely used heuristic search algorithms. It uses both the actual cost from the start node to the current node (g(n)) and the estimated cost from the current node to the goal (h(n)). The total estimated cost (f(n)) is the sum of these two values:
[Tex]f(n) = g(n) +h(n)[/Tex]
The Greedy Best-First Search algorithm selects the path that appears to be the most promising based on the heuristic function alone. It prioritizes nodes with the lowest heuristic cost (h(n)), but it does not necessarily guarantee the shortest path to the goal.
The Hill-Climbing algorithm is a local search algorithm that continuously moves towards the neighbor with the lowest heuristic cost. It resembles climbing uphill towards the goal but can get stuck in local optima.
Heuristic functions are essential in AI for several reasons:
Heuristic functions are particularly useful in various problem types, including:
This step involves defining the A* algorithm, which finds the shortest path from the start to the goal using a heuristic function. The heuristic function used here is the Manhattan distance. It returns the path from the start to the goal if one is found.
import heapq def a_star(grid, start, goal): def heuristic(a, b): return abs(a[0] - b[0]) + abs(a[1] - b[1]) directions = [(0, 1), (1, 0), (0, -1), (-1, 0)] open_list = [] heapq.heappush(open_list, (0, start)) g_score = {start: 0} f_score = {start: heuristic(start, goal)} came_from = {} while open_list: _, current = heapq.heappop(open_list) if current == goal: path = [] while current in came_from: path.append(current) current = came_from[current] path.append(start) path.reverse() return path for direction in directions: neighbor = (current[0] + direction[0], current[1] + direction[1]) if 0 <= neighbor[0] < len(grid) and 0 <= neighbor[1] < len(grid[0]) and grid[neighbor[0]][neighbor[1]] == 0: tentative_g_score = g_score[current] + 1 if neighbor not in g_score or tentative_g_score < g_score[neighbor]: came_from[neighbor] = current g_score[neighbor] = tentative_g_score f_score[neighbor] = tentative_g_score + heuristic(neighbor, goal) heapq.heappush(open_list, (f_score[neighbor], neighbor)) return None
This step sets up the A* algorithm by defining the heuristic function, the movement directions, and the data structures for the open list and cost tracking. It returns the path from the start to the goal if one is found.
This step involves defining a function to visualize the path found by the A* algorithm on a grid using matplotlib . The function visualizes the grid and the path found by the A* algorithm. It uses different colors to represent empty cells, obstacles, the path, the start, and the goal.
import matplotlib.pyplot as plt import numpy as np def visualize_path(grid, path, start, goal): grid = np.array(grid) for (x, y) in path: grid[x, y] = 2 # Mark the path grid[start[0], start[1]] = 3 # Mark the start grid[goal[0], goal[1]] = 4 # Mark the goal cmap = plt.cm.get_cmap('Accent', 5) bounds = [0, 1, 2, 3, 4] norm = plt.Normalize(vmin=0, vmax=4) plt.imshow(grid, cmap=cmap, norm=norm) plt.colorbar(ticks=[0, 1, 2, 3, 4], format=plt.FuncFormatter(lambda val, loc: ['Empty', 'Obstacle', 'Path', 'Start', 'Goal'][int(val)])) plt.title("A* Pathfinding Visualization") plt.show()
This step involves defining a larger grid for the pathfinding problem and specifying the start and goal positions. This step defines a 10×10 grid with some cells marked as obstacles (value 1 ). The start position is set to the top-left corner (0, 0) and the goal position to the bottom-right corner (9, 9) .
grid = [ [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 1, 1, 1, 1, 0, 1, 1, 1, 0], [0, 0, 0, 0, 1, 0, 1, 0, 0, 0], [0, 1, 0, 0, 1, 0, 1, 0, 1, 0], [0, 1, 0, 0, 0, 0, 1, 0, 1, 0], [0, 1, 1, 1, 1, 1, 1, 0, 1, 0], [0, 0, 0, 0, 0, 0, 0, 0, 1, 0], [0, 1, 0, 1, 1, 1, 1, 1, 1, 0], [0, 1, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 1, 1, 1, 1, 1, 1, 0] ] start = (0, 0) goal = (9, 9)
The final step runs the A* algorithm on the defined grid and visualizes the path if one is found. If no path is found, it prints a message indicating that no path is available.
path = a_star(grid, start, goal) if path: print("Path found:", path) visualize_path(grid, path, start, goal) else: print("No path found")
import heapq import matplotlib.pyplot as plt import numpy as np # Define the A* algorithm def a_star ( grid , start , goal ): def heuristic ( a , b ): return abs ( a [ 0 ] - b [ 0 ]) + abs ( a [ 1 ] - b [ 1 ]) directions = [( 0 , 1 ), ( 1 , 0 ), ( 0 , - 1 ), ( - 1 , 0 )] open_list = [] heapq . heappush ( open_list , ( 0 , start )) g_score = { start : 0 } f_score = { start : heuristic ( start , goal )} came_from = {} while open_list : _ , current = heapq . heappop ( open_list ) if current == goal : path = [] while current in came_from : path . append ( current ) current = came_from [ current ] path . append ( start ) path . reverse () return path for direction in directions : neighbor = ( current [ 0 ] + direction [ 0 ], current [ 1 ] + direction [ 1 ]) if 0 <= neighbor [ 0 ] < len ( grid ) and 0 <= neighbor [ 1 ] < len ( grid [ 0 ]) and grid [ neighbor [ 0 ]][ neighbor [ 1 ]] == 0 : tentative_g_score = g_score [ current ] + 1 if neighbor not in g_score or tentative_g_score < g_score [ neighbor ]: came_from [ neighbor ] = current g_score [ neighbor ] = tentative_g_score f_score [ neighbor ] = tentative_g_score + heuristic ( neighbor , goal ) heapq . heappush ( open_list , ( f_score [ neighbor ], neighbor )) return None # Visualization function with standard colors def visualize_path ( grid , path , start , goal ): grid = np . array ( grid ) for ( x , y ) in path : grid [ x , y ] = 2 # Mark the path grid [ start [ 0 ], start [ 1 ]] = 3 # Mark the start grid [ goal [ 0 ], goal [ 1 ]] = 4 # Mark the goal # Define a custom color map cmap = plt . cm . get_cmap ( 'Accent' , 5 ) bounds = [ 0 , 1 , 2 , 3 , 4 ] norm = plt . Normalize ( vmin = 0 , vmax = 4 ) plt . imshow ( grid , cmap = cmap , norm = norm ) plt . colorbar ( ticks = [ 0 , 1 , 2 , 3 , 4 ], format = plt . FuncFormatter ( lambda val , loc : [ 'Empty' , 'Obstacle' , 'Path' , 'Start' , 'Goal' ][ int ( val )])) plt . title ( "A* Pathfinding Visualization" ) plt . show () # Example grid: 0 - walkable, 1 - obstacle grid = [ [ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ], [ 0 , 1 , 1 , 1 , 1 , 0 , 1 , 1 , 1 , 0 ], [ 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 ], [ 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 1 , 0 ], [ 0 , 1 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 ], [ 0 , 1 , 1 , 1 , 1 , 1 , 1 , 0 , 1 , 0 ], [ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 ], [ 0 , 1 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 0 ], [ 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ], [ 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 0 ] ] # Define start and goal positions start = ( 0 , 0 ) goal = ( 9 , 9 ) # Run the A* algorithm path = a_star ( grid , start , goal ) if path : print ( "Path found:" , path ) visualize_path ( grid , path , start , goal ) else : print ( "No path found" )
Path found: [(0, 0), (0, 1), (0, 2), (0, 3), (0, 4), (0, 5), (0, 6), (0, 7), (0, 8), (0, 9), (1, 9), (2, 9), (3, 9), (4, 9), (5, 9), (6, 9), (7, 9), (8, 9), (9, 9)]
A* Path Finding Visualization
Heuristic functions find applications in various AI domains. Here are three notable examples:
Heuristic functions are a powerful tool in AI, enhancing the efficiency and effectiveness of search algorithms. By providing estimates that guide the search process, heuristics enable practical solutions to complex problems across various domains. From game AI to robotics and natural language processing, heuristic functions continue to play a pivotal role in advancing AI capabilities.
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Enhancing service quality of on-demand transportation systems using a hybrid approach with customized heuristics.
3. the customer-oriented darp.
3.2. a time windows application on a realistic case, 4. the evolutionary tabu search, 4.1. overview of the evolutionary tabu search algorithm, 4.2. the insertion heuristic.
The insertion_heuristic |
there is a valid case of insertion in the tour there are potential violations of capacity or MRT The vehicle is at its maximal total duration All the requests are satisfied; |
4.4. the mutation operators, 4.4.1. the interruption operator, 4.4.2. the swap operator, 4.5. the crossover operator.
5. computational experiments, 5.1. benchmark instances.
5.3. results obtained with the two evolutionary techniques on the benchmark problems, 6. statistical analysis of the results provided for the problem, 6.1. tests of differences, 6.2. pairwise comparisons, 6.3. interpretation of the statistical results, 7. discussion, 8. conclusions, author contributions, data availability statement, acknowledgments, conflicts of interest.
Click here to enlarge figure
Notations | Meanings |
---|---|
n | Total number of requests. |
m | Total number of vehicles. |
v | Index of a vehicle, v, in . |
Total number of visited nodes by a vehicle, v, except the depot. | |
Set of nodes visited by a vehicle, v, from the depot to it. | |
A node visited by v on a position . | |
Positive penalty coefficient. | |
Number of passengers loaded at node i. | |
Q | Maximal capacity of the vehicles. |
Transit time on an arc ( ). | |
Time spent while loading passengers. | |
Arrival time at node i. | |
Waiting time at node i. | |
Departure time at node i. | |
A total duration of a tour with the vehicle v. | |
Maximal total tour duration of the vehicles. | |
The maximal ride time for each request . | |
The riding time of a request . | |
Beginning of service at the origin of a request . | |
Beginning of service at the destination of a request . | |
Time window at the origin of a request . | |
Time window at the destination of a request . |
0 | 0 | 12.5 | 407.05 | 407.05 | 407.05 |
1 | 2 | 36.14 | 420 | 420 | 422 |
3 | −2 | 9.48 | 458.14 | 458.14 | 460.14 |
2 | 4 | 28.45 | 469.62 | 837.55 | 841.55 |
4 | −4 | 3.2 | 870 | 870 | 874 |
5 | 0 | 0 | 877.2 | 877.2 | 877.2 |
Nodes | |||
---|---|---|---|
2 | min (710 − 4 − 76;790) = 630 | min (865.1 − 4 − 28.45;897.55) = 832.65 | 677.55 |
4 | min (790 − 4 − 76;870) = 710 | min (897.55 − 4 − 28.45;930) = 865.1 | 710 |
Instances | m | n | ELS | ETS | (%) | (%) | ||
---|---|---|---|---|---|---|---|---|
d75 | 2 | 10 | 150.91 | 398.54 | ||||
d92 | 2 | 17 | 347.01 | 250.08 | ||||
d93 | 3 | 20 | 418.76 | 177.34 | ||||
d94 | 2 | 23 | 352.25 | 153.79 | ||||
d55 | 5 | 28 | 1516.7 | 202.63 | ||||
d52 | 4 | 29 | 1607.74 | 70.81 | 90.14 | 27.3 | ||
d10 | 4 | 34 | 1341.02 | 377.87 | ||||
d39 | 6 | 38 | 2030.44 | 524.72 | ||||
d70 | 6 | 39 | 2006.05 | 144.29 | ||||
d82 | 6 | 39 | 1842.84 | 95.27 | 112.88 | 18.48 | ||
d08 | 7 | 42 | 1857.35 | 482.47 | ||||
d36 | 6 | 42 | 2139.52 | 390.74 | ||||
d43 | 6 | 43 | 2002.15 | 189.57 | 210,12 | 10.84 | ||
d01 | 7 | 46 | 2396.55 | 212.51 | ||||
d11 | 7 | 47 | 2538.18 | 141.18 | ||||
d90 | 6 | 51 | 1133.45 | 355.15 | ||||
d17 | 8 | 52 | 2861.93 | 234.74 | ||||
d84 | 8 | 52 | 2368.34 | 312.03 | 353.46 | 13.28 | ||
d81 | 7 | 53 | 2456.13 | 333.38 | ||||
d96 | 11 | 53 | 3593.6 | 279.91 | ||||
d07 | 8 | 54 | 3082.8 | 167.8 | ||||
d87 | 8 | 54 | 2714.31 | 339.88 | ||||
d47 | 7 | 55 | 2636.07 | 301.51 | ||||
d48 | 8 | 55 | 3083.19 | 418.27 | 578.63 | 38.34 | ||
d61 | 8 | 55 | 2855.09 | 342.11 | ||||
d12 | 9 | 56 | 3614.27 | 341.82 | ||||
d20 | 9 | 56 | 3567.32 | 394.84 | ||||
d30 | 8 | 56 | 2678.58 | 286.48 | ||||
d53 | 7 | 57 | 2484.6 | 104.83 | ||||
d05 | 9 | 58 | 3393.09 | 400.98 | 3419.89 | 421.78 | 0.79 | 5.19 |
d13 | 9 | 59 | 3183.19 | 441.76 | ||||
d06 | 10 | 60 | 3412.34 | 523.99 |
Instances | m | n | ELS | ETS | (%) | (%) | ||
---|---|---|---|---|---|---|---|---|
d03 | 10 | 62 | 3185.61 | 599.6 | 3384.89 | 6.26 | ||
d68 | 10 | 62 | 2606.51 | 308.12 | ||||
d74 | 10 | 62 | 3335.58 | 646.47 | ||||
d83 | 9 | 62 | 3275.42 | 241.64 | ||||
d21 | 9 | 63 | 3218.86 | 626.41 | ||||
d26 | 9 | 63 | 2880.21 | 198.24 | 2974.04 | 260.96 | 3.26 | 31.64 |
d88 | 10 | 63 | 3476.11 | 457.77 | ||||
d16 | 10 | 64 | 2709.25 | 435.13 | ||||
d51 | 10 | 64 | 3035.71 | 461.75 | ||||
d31 | 9 | 65 | 3112.39 | 255.51 | 487.88 | 90.94 | ||
d40 | 10 | 66 | 3815.96 | 253.79 | ||||
d41 | 16 | 67 | 3198.74 | 597.91 | ||||
d89 | 10 | 67 | 3583.62 | 390.16 | ||||
d34 | 10 | 68 | 3066.26 | 368.69 | 3260.88 | 6.35 | ||
d60 | 9 | 68 | 2816.27 | 729.96 | ||||
d73 | 10 | 68 | 4278.51 | 194.21 | ||||
d28 | 10 | 70 | 3137.18 | 298.29 | ||||
d25 | 10 | 71 | 3693.55 | 436.17 | ||||
d79 | 11 | 73 | 3206.91 | 421.22 | 456.1 | 8.28 | ||
d85 | 12 | 73 | 3785.93 | 847.95 | ||||
d66 | 11 | 75 | 3350.46 | 1160.49 | 3689.34 | 10.11 | ||
d56 | 13 | 76 | 4287.3 | 300.36 | ||||
d69 | 10 | 76 | 2691.37 | 928.69 | 2948.11 | 9.54 | ||
d76 | 11 | 76 | 3467.29 | 813.88 | ||||
d86 | 11 | 76 | 3624.95 | 414.58 | ||||
d37 | 10 | 80 | 4164.12 | 208.95 | 333.55 | 59.63 | ||
d64 | 12 | 80 | 4971.05 | 248.99 | ||||
d24 | 11 | 81 | 4643.65 | 178.15 | 4960 | 6.81 | ||
d57 | 12 | 81 | 3758.09 | 500.04 | ||||
d29 | 13 | 82 | 4705.89 | 687.13 | ||||
d09 | 12 | 83 | 3827.63 | 179.98 | 185.13 | 2.86 | ||
d35 | 13 | 84 | 4142.25 | 589.31 |
Instances | m | n | ELS | ETS | (%) | (%) | ||
---|---|---|---|---|---|---|---|---|
d45 | 11 | 85 | 4057.07 | 563.75 | 4379.7 | 7.95 | ||
d80 | 11 | 85 | 4057.1 | 774.38 | 4502.42 | 10.98 | ||
d44 | 11 | 86 | 4240.85 | 420.22 | ||||
d54 | 15 | 86 | 3826.1 | 476.69 | 4286.63 | 12.04 | ||
d67 | 11 | 86 | 3615.08 | 450.2 | ||||
d63 | 12 | 87 | 3719.97 | 615.15 | 702.39 | 14.18 | ||
d14 | 12 | 88 | 3710.25 | 408.21 | 3969.26 | 6.98 | ||
d42 | 13 | 89 | 4351.21 | 354.2 | 4781.87 | 9.9 | ||
d02 | 13 | 90 | 4025.16 | 1090.6 | 4259.12 | 5.81 | ||
d04 | 16 | 91 | 5972.08 | 488.93 | ||||
d95 | 10 | 92 | 2453.72 | 375.18 | 2775.73 | 13.12 | ||
d50 | 12 | 93 | 4650.02 | 425.61 | 5091.04 | 502.61 | 9.48 | 18.09 |
d71 | 14 | 93 | 4820.43 | 732.09 | 934.4 | 27.63 | ||
d72 | 13 | 93 | 3978.86 | 660.08 | ||||
d15 | 14 | 94 | 5230.89 | 871.41 | 5921.25 | 947.05 | 13.2 | 8.68 |
d33 | 15 | 94 | 4880.13 | 358.64 | ||||
d77 | 13 | 95 | 4099.41 | 621.98 | 4376.93 | 935.96 | 6.77 | 50.48 |
d78 | 13 | 95 | 2924.31 | 554.96 | 3298.66 | 12.8 | ||
d59 | 13 | 96 | 5383.8 | 598.78 | ||||
d91 | 13 | 98 | 2846.48 | 866.48 | 3061.08 | 7.54 | ||
d23 | 14 | 101 | 4816.45 | 1045.64 | 5104.06 | 5.97 | ||
d38 | 16 | 102 | 5439.44 | 528.48 | 611.68 | 15.74 | ||
d27 | 14 | 110 | 4664.12 | 540.4 | ||||
d58 | 16 | 110 | 5127.06 | 547.88 | 5470.56 | 6.7 | ||
d65 | 15 | 111 | 4431.84 | 818.49 | 4864.45 | 9.76 | ||
d19 | 15 | 112 | 5561.84 | 800.74 | ||||
d62 | 17 | 112 | 4458.1 | 1021.37 | 5023.64 | 12.69 | ||
d22 | 18 | 119 | 6153.15 | 678.49 | ||||
d32 | 17 | 122 | 347.47 | 5824.23 | 433.59 | 24.78 | ||
d49 | 16 | 123 | 5450.74 | 1273.54 | ||||
d46 | 16 | 125 | 5637.37 | 710.22 | 5941.78 | 836.78 | 5.40 | 17.82 |
d18 | 20 | 128 | 6341.12 | 859.64 |
TS | EA | ELS | ETS | |
---|---|---|---|---|
Sum of ranks | 348 | 257 | 226 | 128 |
Average rank | 3.63 | 2.67 | 2.35 | 1.33 |
Sum of squared ranks | 121,104 | 66,049 | 51,076 | 16,384 |
Groups | Significance | Winner | Loser | |
---|---|---|---|---|
TS vs. EA | 91 | YES | EA | TS |
TS vs. ELS | 122 | YES | ELS | TS |
TS vs. ETS | 220 | YES | ETS | TS |
EA vs. ELS | 31 | YES | ELS | EA |
EA vs. ETS | 129 | YES | ETS | EA |
ETS vs. ELS | 98 | YES | ETS | ELS |
Groups | p-Value | Significance |
---|---|---|
TS vs. ELS | 0.008 | Yes |
TS vs. EA | 0.198 | No |
TS vs. ETS | 0.007 | Yes |
EA vs. ELS | 0.197 | No |
EA vs. ETS | 0.172 | No |
ETS vs. ELS | 0.921 | No |
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Nasri, S.; Bouziri, H.; Mtalaa, W.A. Enhancing Service Quality of On-Demand Transportation Systems Using a Hybrid Approach with Customized Heuristics. Smart Cities 2024 , 7 , 1551-1575. https://doi.org/10.3390/smartcities7040063
Nasri S, Bouziri H, Mtalaa WA. Enhancing Service Quality of On-Demand Transportation Systems Using a Hybrid Approach with Customized Heuristics. Smart Cities . 2024; 7(4):1551-1575. https://doi.org/10.3390/smartcities7040063
Nasri, Sonia, Hend Bouziri, and Wassila Aggoune Mtalaa. 2024. "Enhancing Service Quality of On-Demand Transportation Systems Using a Hybrid Approach with Customized Heuristics" Smart Cities 7, no. 4: 1551-1575. https://doi.org/10.3390/smartcities7040063
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A heuristic method is an approach to finding a solution to a problem that originates from the ancient Greek word 'eurisko', meaning to 'find', 'search' or 'discover'. It is about using a practical method that doesn't necessarily need to be perfect. Heuristic methods speed up the process of reaching a satisfactory solution.
The four stages of heuristics in problem solving are as follows: 1. Understanding the problem: Identifying and defining the problem is the first step in the problem-solving process. 2. Generating solutions: The second step is to generate as many solutions as possible.
Psychologists refer to these efficient problem-solving techniques as heuristics. A heuristic in psychology is a mental shortcut or rule of thumb that simplifies decision-making and problem-solving. Heuristics often speed up the process of finding a satisfactory solution, but they can also lead to cognitive biases.
A heuristic (/ h j ʊ ˈ r ɪ s t ɪ k /; from Ancient Greek εὑρίσκω (heurískō) 'method of discovery', or heuristic technique (problem solving, mental shortcut, rule of thumb) is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless "good enough" as an approximation or attribute substitution.
Heuristics aren't inherently good or bad, but there are pros and cons to using them to make decisions. While they can help us figure out a solution to a problem faster, they can also lead to inaccurate judgments about others or situations. Understanding these pros and cons may help you better use heuristics to make better decisions.
One heuristic is to sort by value/weight ratio when selecting the next item to pack. A simple knapsack problem with a total weight of 15 kg and 4 item types. Game-playing: For a computer to beat a human at a game (or at least lose respectably), it must pick the move with the greatest chance of success.
Heuristic (computer science) In mathematical optimization and computer science, heuristic (from Greek εὑρίσκω "I find, discover") is a technique designed for problem solving more quickly when classic methods are too slow for finding an exact or approximate solution, or when classic methods fail to find any exact solution in a search space.
Heuristic methods can also play an important role in your problem-solving processes. The straw man technique, for example, is similar in approach to heuristics, and it is designed to help you to build on or refine a basic idea. Another approach is to adapt the solution to a different problem to fix yours. TRIZ is a powerful methodology for ...
Heuristic methods are problem-solving strategies that use practical, common-sense principles to address complex issues. These methods are often used in artificial intelligence to help machines make decisions and solve problems in a more human-like manner. Heuristic methods allow AI to reason and learn from past experiences, making them more ...
Heuristic thinking refers to a method of problem-solving, learning, or discovery that employs a practical approach—often termed a "rule of thumb"—to make decisions quickly. Heuristic thinking is a type of cognition that humans use subconsciously to make decisions and judgments with limited time.
Heuristics are essentially problem-solving tools that can be used for solving non-routine and challenging problems. A heuristic method is a practical approach for a short-term goal, such as solving a problem. The approach might not be perfect but can help find a quick solution to help move towards a reasonable way to resolve a problem.
Heuristic methods refer to experience-based techniques for mastering problem solving, learning, and discovery that find solutions that are good enough but may not be optimal.. Heuristics are mental shortcuts that allow people to solve problems and make judgments quickly based on intuitive judgments. Background In Heuristic Methods In Business
For this method, the "traveling salesman problem" would follow the heuristic in which a solution is a cycle containing all nodes of the graph and the target is to minimize the total length of the cycle. Example Problem. Suppose that the problem P is to find an optimal ordering of N jobs in a manufacturing system.
Algorithms. In contrast to heuristics, which can be thought of as problem-solving strategies based on educated guesses, algorithms are problem-solving strategies that use rules. Algorithms are generally a logical set of steps that, if applied correctly, should be accurate. For example, you could make a cake using heuristics — relying on your ...
2. Next. A heuristic is a mental shortcut that allows an individual to make a decision, pass judgment, or solve a problem quickly and with minimal mental effort. While heuristics can reduce the ...
In insight problem-solving, the cognitive processes that help you solve a problem happen outside your conscious awareness. 4. Working backward. Working backward is a problem-solving approach often ...
Heuristics: A problem-solving method that uses short cuts to produce good-enough solutions given a limited time frame or deadline. Heuristics provide for flexibility in making quick decisions ...
As heuristic problem-solving has often been contrasted with algorithmic problem-solving—even by Simon and Newell —it is worth recalling that the very notion of 'algorithm' was clarified ...
External Links ↴. "A heuristic technique, often called simply a heuristic, is any approach to problem solving, learning, or discovery that employs a practical method not guaranteed to be optimal or perfect, but sufficient for the immediate goals. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to ...
Problem solving involves then "cognitive processing directed at transforming the given situation into a goal situation when no obvious method of solution is available" (Mayer and Wittrock 2006, p. 287). An implication is that a task can be a problem for one person, but not for someone else. For instance, the task "divide 120 marbles ...
A heuristic is a technique that is used to solve a problem faster than the classic methods. These techniques are used to find the approximate solution of a problem when classical methods do not. Heuristics are said to be the problem-solving techniques that result in practical and quick solutions.
Heuristics are problem-solving techniques that result in a quick and practical solution. In situations where perfect solutions may be improbable, heuristics can be used to achieve imperfect but satisfactory decisions. Most heuristic methods involve using mental shortcuts to make decisions based on prior experiences.
A heuristic method is used to rapidly come to a solution that is hoped to be close to the best possible answer, or 'optimal solution'. Heuristics are "rules of thumb", educated guesses, intuitive judgments or simply common sense. A heuristic is a general way of solving a problem. Heuristics as a noun is another name for heuristic methods. ...
One of the core methods AI systems use to navigate problem-solving is through heuristic search techniques. These techniques are essential for tasks that involve finding the best path from a starting point to a goal state, such as in navigation systems, game playing, and optimization problems. This article delves into what heuristic search is, its s
This method combines customized heuristics including two exchanged mutation operators, a crossover, and a tabu search. These optimization techniques have been empirically proven to support advanced designs and reduce operational costs, while significantly enhancing service quality. ... It presents a promising approach for solving the problem at ...