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¦Çذá (Problem Solving)
¹ÙµÏ (Baduk)
ºÀ ¼¼¿ì±â (Inverted Pendulum)
»ç°í (Thinking)
»óŰø°£
(State Space)
¼ö´Ü¸ñÇ¥ºÐ¼® (Means-Ends
Analysis)
¼øÈ¸¿ÜÆÇ¿ø
¹®Á¦ (Traveling Salesman
Problem)
½ÃÇàÂø¿À (Trial
and Error)
½Å°æ¸Á (Neural
Network)
½É¸®ÇÐ
(Psychology)
¾Ë°í¸®Áò (Algorithm)
¾ËÆÄº£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)
Ãִܰæ·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