Search formulas
Search: uninformed, informed and adversarial. 10 formulas for GATE DA Artificial Intelligence, each with when to use it. Each is explained in the topic notes.
IAE Academy: Search: uninformed, informed and adversarial formulas (GATE DA)
All 10 Search formulas
NODES GENERATED BY ITERATIVE DEEPENING (WORST CASE)
Uniform tree with branching factor , goal at depth , the last iteration generating every node to depth , root counted in every iteration. Nodes at depth are generated times.
BOUND ON THE ITERATIVE-DEEPENING OVERHEAD
From the sum above with : . For the factor is 4; for it is about 1.23.
A* EVALUATION FUNCTION
A* always expands the frontier node with the smallest . Greedy best-first search uses alone; uniform-cost search is A* with .
ADMISSIBLE HEURISTIC
Never overestimates the true remaining cost. Enough for A* to be optimal in tree search, and in graph search when cheaper paths re-open expanded nodes.
CONSISTENT (MONOTONE) HEURISTIC
A triangle inequality on estimates. Every consistent heuristic is admissible; the converse is false. Along any path never decreases when is consistent.
MINIMAX VALUE
Two-player zero-sum game, perfect information, finite tree. The value is computed bottom-up.
MINIMAX COMPLEXITY
is the maximum depth of the game tree. Minimax is complete on a finite tree and optimal against an optimal opponent.
ALPHA-BETA CUT-OFF RULE
Updates: at a MAX node ; at a MIN node , where is the best child value so far. Pruning when is safe because it cannot change the root value. Some sources prune only when ; that can change the number of pruned leaves but never the root value. These notes use .
ALPHA-BETA TIME COMPLEXITY
With perfect ordering alpha-beta can look about twice as deep as minimax in the same time; with random ordering the cost is roughly . The root value is the same for every ordering; only the number of pruned leaves changes.
LEAVES EVALUATED WITH PERFECT ORDERING
Uniform game tree with branching factor , all leaves at depth , distinct leaf values, children ordered best-first for the player to move. Example: , gives leaves (all three under the first MIN child, then one under each other child).
Where this was asked: 2024 (3), 2025 (2), 2026 (2). See the 7 previous-year questions on Search. This shows what was asked, not what will be asked.