Dijkstra’s algorithm – an algorithm that finds the shortest path between two nodes or vertices in a graph/network.
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Describe A* algorithm
A* algorithm – an algorithm that finds the shortest route between nodes or vertices but uses an additional heuristic approach to achieve better performance than
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Machines that think in a way similar to the human brain. They handle huge amounts of data using artificial neural networks.
Deep Learning
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Systems that learn without being programmed to learn.
Machine Learning
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System which is able to predict future outcomes based on past data. It requires both input and output values to be used in the training process.
Supervised Learning
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System which is able to identify hidden patterns from input data – the system is not trained on the ‘right’ answer
Unsupervised learning
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System which is given no training – learns on basis of ‘reward and punishment’.
Reinforcement Learning
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Networks of interconnected nodes based on the interconnections between neurons in the human brain. The system is able to think like a human using these neural networks, and its performance improves with more data.
Artificial Neural Networks
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Method used in artificial neural networks to calculate error gradients so that actual node/neuron weightings can be adjusted to improve the performance of the model.
Back Propogation
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Statistical measure used to make predictions from data by finding learning relationships between the inputs and outputs.
Regression
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... - a method of searching an ordered list by testing the value of the middle item in the list and rejecting the half of the list that does not contain the required value.
Binary Search
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a method of sorting data in an array into alphabetical or numerical order by placing each item in turn in the correct position in the sorted list.
Insertion Sort
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a hierarchical data structure in which each parent node can have a maximum of two child nodes.
Binary Tree
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– a mathematical notation used to describe the performance or complexity of an algorithm