Stack search (also known as Stack decoding algorithm) is a search algorithm similar to beam search. It can be used to explore tree-structured search spaces and is often employed in Natural language processing applications, such as parsing of natural languages, or for decoding of error correcting codes where the technique goes under the name of sequential decoding.
In computer science, beam search is a heuristic search algorithm that explores a graph by expanding the most promising node in a limited set. Beam search is an optimization of best-first search that reduces its memory requirements. Best-first search is a graph search which orders all partial solutions (states) according to some heuristic. But in beam search, only a predetermined number of best partial solutions are kept as candidates. It is thus a greedy algorithm.
Natural language processing (NLP) is a subfield of linguistics, computer science, information engineering, and artificial intelligence concerned with the interactions between computers and human (natural) languages, in particular how to program computers to process and analyze large amounts of natural language data.
Recognised by John Wozencraft, sequential decoding is a limited memory technique for decoding tree codes. Sequential decoding is mainly used as an approximate decoding algorithm for long constraint-length convolutional codes. This approach may not be as accurate as the Viterbi algorithm but can save a substantial amount of computer memory. It was used to decode a convolutional code in 1968 Pioneer 9 mission.
Stack search keeps a list of the best n candidates seen so far. These candidates are incomplete solutions to the search problems, e.g. partial parse trees. It then iteratively expands the best partial solution, putting all resulting partial solutions onto the stack and then trimming the resulting list of partial solutions to the top n candidates, until a real solution (i.e. complete parse tree) has been found.
Stack search is not guaranteed to find the optimal solution to the search problem. The quality of the result depends on the quality of the search heuristic.
In computer science, a search algorithm is any algorithm which solves the search problem, namely, to retrieve information stored within some data structure, or calculated in the search space of a problem domain, either with discrete or continuous values. Specific applications of search algorithms include:
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node and explores as far as possible along each branch before backtracking.
In computer science, brute-force search or exhaustive search, also known as generate and test, is a very general problem-solving technique and algorithmic paradigm that consists of systematically enumerating all possible candidates for the solution and checking whether each candidate satisfies the problem's statement.
In computer science, divide and conquer is an algorithm design paradigm based on multi-branched recursion. A divide-and-conquer algorithm works by recursively breaking down a problem into two or more sub-problems of the same or related type, until these become simple enough to be solved directly. The solutions to the sub-problems are then combined to give a solution to the original problem.
Backtracking is a general algorithm for finding all solutions to some computational problems, notably constraint satisfaction problems, that incrementally builds candidates to the solutions, and abandons a candidate ("backtracks") as soon as it determines that the candidate cannot possibly be completed to a valid solution.
Parsing, syntax analysis, or syntactic analysis is the process of analysing a string of symbols, either in natural language, computer languages or data structures, conforming to the rules of a formal grammar. The term parsing comes from Latin pars (orationis), meaning part.
Tabu search, created by Fred W. Glover in 1986 and formalized in 1989, is a metaheuristic search method employing local search methods used for mathematical optimization.
Branch and bound is an algorithm design paradigm for discrete and combinatorial optimization problems, as well as mathematical optimization. A branch-and-bound algorithm consists of a systematic enumeration of candidate solutions by means of state space search: the set of candidate solutions is thought of as forming a rooted tree with the full set at the root. The algorithm explores branches of this tree, which represent subsets of the solution set. Before enumerating the candidate solutions of a branch, the branch is checked against upper and lower estimated bounds on the optimal solution, and is discarded if it cannot produce a better solution than the best one found so far by the algorithm.
In computing, memoization or memoisation is an optimization technique used primarily to speed up computer programs by storing the results of expensive function calls and returning the cached result when the same inputs occur again. Memoization has also been used in other contexts, such as in simple mutually recursive descent parsing. Although related to caching, memoization refers to a specific case of this optimization, distinguishing it from forms of caching such as buffering or page replacement. In the context of some logic programming languages, memoization is also known as tabling.
A GLR parser is an extension of an LR parser algorithm to handle nondeterministic and ambiguous grammars. The theoretical foundation was provided in a 1974 paper by Bernard Lang. It describes a systematic way to produce such algorithms, and provides uniform results regarding correctness proofs, complexity with respect to grammar classes, and optimization techniques. The first actual implementation of GLR was described in a 1984 paper by Masaru Tomita, it has also been referred to as a "parallel parser". Tomita presented five stages in his original work, though in practice it is the second stage that is recognized as the GLR parser.
In computer programming, genetic representation is a way of representing solutions/individuals in evolutionary computation methods. Genetic representation can encode appearance, behavior, physical qualities of individuals. Designing a good genetic representation that is expressive and evolvable is a hard problem in evolutionary computation. Difference in genetic representations is one of the major criteria drawing a line between known classes of evolutionary computation.
Recursion in computer science is a method of solving a problem where the solution depends on solutions to smaller instances of the same problem. The approach can be applied to many types of problems, and recursion is one of the central ideas of computer science.
The power of recursion evidently lies in the possibility of defining an infinite set of objects by a finite statement. In the same manner, an infinite number of computations can be described by a finite recursive program, even if this program contains no explicit repetitions.
Statistical parsing is a group of parsing methods within natural language processing. The methods have in common that they associate grammar rules with a probability. Grammar rules are traditionally viewed in computational linguistics as defining the valid sentences in a language. Within this mindset, the idea of associating each rule with a probability then provides the relative frequency of any given grammar rule and, by deduction, the probability of a complete parse for a sentence. Using this concept, statistical parsers make use of a procedure to search over a space of all candidate parses, and the computation of each candidate's probability, to derive the most probable parse of a sentence. The Viterbi algorithm is one popular method of searching for the most probable parse.
Nearest neighbor search (NNS), as a form of proximity search, is the optimization problem of finding the point in a given set that is closest to a given point. Closeness is typically expressed in terms of a dissimilarity function: the less similar the objects, the larger the function values. Formally, the nearest-neighbor (NN) search problem is defined as follows: given a set S of points in a space M and a query point q ∈ M, find the closest point in S to q. Donald Knuth in vol. 3 of The Art of Computer Programming (1973) called it the post-office problem, referring to an application of assigning to a residence the nearest post office. A direct generalization of this problem is a k-NN search, where we need to find the k closest points.
Search engine optimisation indexing collects, parses, and stores data to facilitate fast and accurate information retrieval. Index design incorporates interdisciplinary concepts from linguistics, cognitive psychology, mathematics, informatics, and computer science. An alternate name for the process in the context of search engines designed to find web pages on the Internet is web indexing.
Parallel metaheuristic is a class of techniques that are capable of reducing both the numerical effort and the run time of a metaheuristic. To this end, concepts and technologies from the field of parallelism in computer science are used to enhance and even completely modify the behavior of existing metaheuristics. Just as it exists a long list of metaheuristics like evolutionary algorithms, particle swarm, ant colony optimization, simulated annealing, etc. it also exists a large set of different techniques strongly or loosely based in these ones, whose behavior encompasses the multiple parallel execution of algorithm components that cooperate in some way to solve a problem on a given parallel hardware platform.
Structured prediction or structured (output) learning is an umbrella term for supervised machine learning techniques that involves predicting structured objects, rather than scalar discrete or real values.
Example applications of the stack search algorithm can be found in the literature:
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