Beam search & the informedness/cost trade-off
◈ 2 cardsBeam search caps the open list to a fixed width (trading completeness for memory), and a more informed heuristic is not free.
Beam search: a fixed-width frontier
Beam search is best-first search with a hard cap on the open list. After generating successors, it keeps only the heuristically best states (the beam width) and discards the rest. This bounds memory and concentrates effort on the most promising lines.
The cost is completeness: by throwing away states, beam search can discard the only path to a solution, or the optimal one — so it may return a sub-optimal answer or none at all. Beam search sits exactly between the two extremes you have already met:
- beam width 1 ≈ hill-climbing (one state, no recovery);
- beam width ∞ = full best-first search (every state retained).
The width is a tunable knob: wider beams are likelier to find the optimum but cost more memory. Beam search is heavily used where the space is enormous — e.g. beam-search decoding in NLP and sequence models.
The informedness / computation trade-off
A central, easily-forgotten point from this chapter: a more informed heuristic is not automatically better in practice. More informedness prunes more states (less search) — but evaluating a richer heuristic costs more per state. The quantity that actually matters is total cost:
A heuristic so expensive that its evaluation time exceeds the time it saves by pruning is counter-productive, even though it is theoretically more informed. This is the classic chess design tension — simple-fast-heuristic + deep search (Deep Blue's specialized hardware) versus rich-slow-heuristic + shallow search. The right blend is an empirical question that depends on the problem, the hardware, and the time budget.
Branching factor: why any of this is necessary
The reason pruning is not optional is the branching factor — the average number of children per state. Searching to depth generates roughly states. For chess , so exhaustive search is hopeless at any real depth. Trimming — by symmetry reduction, heuristic ordering, alpha-beta cutoffs, or a beam — is what turns an intractable space into a searchable one.