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¦Çذá (Problem Solving) 
  
¹ÙµÏ (Baduk) 
 
»ç°í (Thinking)
»óŰø°£ 
(State Space)   
            ¼øÈ¸¿ÜÆÇ¿ø 
¹®Á¦ (Traveling Salesman 
Problem)
½Å°æ¸Á (Neural 
Network)
½É¸®ÇÐ 
(Psychology) 
¾Ë°í¸®Áò (Algorithm)
 ¾ËÆÄº£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