Problem Solving Strategies - COS 102

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A set of vocabulary flashcards covering the definitions, characteristics, and examples of various problem-solving strategies such as algorithms, heuristics, and trial and error as discussed in the COS 102 lecture notes.

Last updated 11:43 PM on 5/21/26
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18 Terms

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Problem

A question, issue, or situation that presents difficulty and requires an immediate and effective solution.

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Problem-Solving Strategy (PSS)

A structured approach used to understand, analyse and solve problems efficiently, involving systematic procedures, creative thinking, or flexible cognitive abilities.

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Trial and Error

A method of learning or problem solving where different responses are tried, wrong ones are rejected, and the successful response becomes stronger after repetition.

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Edward Thorndike's puzzle box

An experiment where a cat was placed in a box and learned to escape more quickly through random actions that eventually led to pressing the correct lever, confirming trial-and-error learning.

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Algorithm

A finite set of well-defined, unambiguous instructions or a step-by-step procedure written in human-readable language for solving a specific problem in a finite amount of time.

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Finiteness

A characteristic of an algorithm stating that it must always terminate after a finite number of steps.

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Definiteness

The property of an algorithm where each step must be clearly stated, precise, and unambiguous.

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Effectiveness

The property of an algorithm where every step must be basic enough to be carried out easily and in a finite amount of time.

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Flowcharts

Visual diagrams using shapes like boxes, diamonds, and parallelograms connected by arrows to show the flow of control in an algorithm.

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Pseudocode

A non-executable, English-like description of an algorithm's logic that allows programmers to focus on the thought process without strict syntax rules.

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Algorithm Efficiency

The measurement of a computer program's resource consumption, specifically in terms of time or memory storage.

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Heuristic

A rule-of-thumb or cognitive shortcut used to solve problems faster by prioritizing speed over efficiency, often making smart guesses to lead to good solutions quickly.

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Means-ends analysis

A problem-solving strategy introduced by Allen Newell and Herbert A. Simon in 19721972 where an end goal is broken down into subgoals and action plans are prepared.

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General Problem Solver (GPS)

A model developed by Newell and Simon that could solve mathematical theorems, logical proofs, and other well-defined problems through means-ends analysis.

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Decomposition

Also known as Modular Break Down, this involves breaking down a complex, large-scale problem into smaller, more manageable, and independent sub-problems.

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Divide and Conquer

A technique that divides the main problem into independent subproblems, operates in three steps (Divide, Conquer, and Merge), and is used in Merge Sort and Quicksort.

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Backtracking

An algorithmic technique for solving problems incrementally by abandoning any path as soon as it cannot lead to a valid solution, used in Sudoku and Maze Solving.

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Dynamic Programming

An optimization over plain recursion that stores results of subproblems to reduce time complexity from exponential to polynomial.