About this course
A build-it-yourself course: no jargon-memorizing, no quiz-grinding. In every session an
AI mentor walks you through a few dozen lines of pure-stdlib code and the algorithm runs
before your eyes — BFS flooding a maze like a ripple, A*'s expansion squeezed into a
narrow band by a heuristic, alpha-beta cutting half a million game nodes down to under 4%.
The course follows the topic skeleton of Berkeley CS188 — state-space search, heuristic
design, adversarial games, constraint satisfaction, all the way to Monte Carlo Tree
Search — with every script, maze, and game board rewritten as original hands-on teaching
for the online sandbox. By the end you'll see that AGV obstacle avoidance, game AIs that
read three moves ahead, and LLM planners (ToT/MCTS) all grow from the same search tree —
one you have planted yourself.
What you'll learn
- Formalize any problem as (states, actions, goal, cost) and pick the right search algorithm
- Hand-write BFS/DFS/IDS/UCS/A* and explain, with real node counts, why heuristics save search
- Build admissible, consistent heuristics via problem relaxation — and show how an inadmissible one loses optimality
- Hand-write minimax / alpha-beta / expectimax / MCTS and build an unbeatable game opponent
- Solve coloring- and sudoku-style CSPs with backtracking + forward checking + AC-3 + MRV, by hand
- See that A* underlies AGV path planning, and MCTS underlies AlphaGo and LLM planners (ToT/LATS)
Syllabus
1The Power of Search: from Mazes to Games2 sessions
2State Spaces: Putting the World into a Graph3 sessions
3The Art of Heuristics: Giving Search an Instinct3 sessions
4Deeper into Adversarial Play: Evaluation, Chance, and Monte Carlo3 sessions
5Constraint Satisfaction: Teaching Search to Reason0 sessions
Sessions are on the way.
6The Road to Modern Planners: AGVs and Trees of Thought0 sessions
Sessions are on the way.
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