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Betweenness
Betweenness is an algorithmic problem in order theory about ordering a collection of items subject to constraints that some items must be placed between others.. It has applications in bioinformatics. and was shown to be NP-complete by . Problem statement The input to a betweenness problem is a collection of ordered triples of items. The items listed in these triples should be placed into a total order, with the property that for each of the given triples, the middle item in the triple appears in the output somewhere between the other two items. The items of each triple are not required to be consecutive in the output. Examples As an example, the collection of input triples :(2,1,3), (3,4,5), (1,4,5), (2,4,1), (5,2,3) is satisfied by the output ordering :3, 1, 4, 2, 5 but not by :3, 1, 2, 4, 5. In the first of these output orderings, for all five of the input triples, the middle item of the triple appears between the other two items However, for the second output ordering, item ...
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Unique Games Conjecture
In computational complexity theory, the unique games conjecture (often referred to as UGC) is a conjecture made by Subhash Khot in 2002. The conjecture postulates that the problem of determining the approximate ''value'' of a certain type of game, known as a ''unique game'', has NP-hard computational complexity. It has broad applications in the theory of hardness of approximation. If the unique games conjecture is true and P ≠ NP, then for many important problems it is not only impossible to get an exact solution in polynomial time (as postulated by the P versus NP problem), but also impossible to get a good polynomial-time approximation. The problems for which such an inapproximability result would hold include constraint satisfaction problems, which crop up in a wide variety of disciplines. The conjecture is unusual in that the academic world seems about evenly divided on whether it is true or not. Formulations The unique games conjecture can be stated in a numbe ...
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Algorithmic Problem
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm can be expressed within a finite amount of space and ...
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Polynomial Time
In computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor. Since an algorithm's running time may vary among different inputs of the same size, one commonly considers the worst-case time complexity, which is the maximum amount of time required for inputs of a given size. Less common, and usually specified explicitly, is the average-case complexity, which is the average of the time taken on inputs of a given size (this makes sense because there are only a finite number of possible inputs of a given size). In both cases, the time complexity is generally expresse ...
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Time
Time is the continued sequence of existence and events that occurs in an apparently irreversible succession from the past, through the present, into the future. It is a component quantity of various measurements used to sequence events, to compare the duration of events or the intervals between them, and to quantify rates of change of quantities in material reality or in the conscious experience. Time is often referred to as a fourth dimension, along with three spatial dimensions. Time has long been an important subject of study in religion, philosophy, and science, but defining it in a manner applicable to all fields without circularity has consistently eluded scholars. Nevertheless, diverse fields such as business, industry, sports, the sciences, and the performing arts all incorporate some notion of time into their respective measuring systems. 108 pages. Time in physics is operationally defined as "what a clock reads". The physical nature of time is addre ...
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Causality
Causality (also referred to as causation, or cause and effect) is influence by which one event, process, state, or object (''a'' ''cause'') contributes to the production of another event, process, state, or object (an ''effect'') where the cause is partly responsible for the effect, and the effect is partly dependent on the cause. In general, a process has many causes, which are also said to be ''causal factors'' for it, and all lie in its past. An effect can in turn be a cause of, or causal factor for, many other effects, which all lie in its future. Some writers have held that causality is metaphysically prior to notions of time and space. Causality is an abstraction that indicates how the world progresses. As such a basic concept, it is more apt as an explanation of other concepts of progression than as something to be explained by others more basic. The concept is like those of agency and efficacy. For this reason, a leap of intuition may be needed to grasp it. Accordin ...
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Probability
Probability is the branch of mathematics concerning numerical descriptions of how likely an Event (probability theory), event is to occur, or how likely it is that a proposition is true. The probability of an event is a number between 0 and 1, where, roughly speaking, 0 indicates impossibility of the event and 1 indicates certainty."Kendall's Advanced Theory of Statistics, Volume 1: Distribution Theory", Alan Stuart and Keith Ord, 6th Ed, (2009), .William Feller, ''An Introduction to Probability Theory and Its Applications'', (Vol 1), 3rd Ed, (1968), Wiley, . The higher the probability of an event, the more likely it is that the event will occur. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written ...
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Gene Mapping
Gene mapping describes the methods used to identify the locus of a gene and the distances between genes. Gene mapping can also describe the distances between different sites within a gene. The essence of all genome mapping is to place a collection of molecular markers onto their respective positions on the genome. Molecular markers come in all forms. Genes can be viewed as one special type of genetic markers in the construction of genome maps, and mapped the same way as any other markers. In some areas of study, gene mapping contributes to the creation of new recombinants within an organism. Genetic vs physical There are two distinctive types of "maps" used in the field of genome mapping: genetic maps and physical maps. While both maps are a collection of genetic markers and gene loci, genetic maps' distances are based on the genetic linkage information, while physical maps use actual physical distances usually measured in number of base pairs. While the physical map cou ...
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Greedy Heuristic
A greedy algorithm is any algorithm that follows the problem-solving heuristic of making the locally optimal choice at each stage. In many problems, a greedy strategy does not produce an optimal solution, but a greedy heuristic can yield locally optimal solutions that approximate a globally optimal solution in a reasonable amount of time. For example, a greedy strategy for the travelling salesman problem (which is of high computational complexity) is the following heuristic: "At each step of the journey, visit the nearest unvisited city." This heuristic does not intend to find the best solution, but it terminates in a reasonable number of steps; finding an optimal solution to such a complex problem typically requires unreasonably many steps. In mathematical optimization, greedy algorithms optimally solve combinatorial problems having the properties of matroids and give constant-factor approximations to optimization problems with the submodular structure. Specifics Greedy algori ...
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Journal Of Computer And System Sciences
The ''Journal of Computer and System Sciences'' (JCSS) is a peer-reviewed scientific journal in the field of computer science. ''JCSS'' is published by Elsevier, and it was started in 1967. Many influential scientific articles have been published in ''JCSS''; these include five papers that have won the Gödel Prize.1993 Gödel Prize


an
2014 Gödel Prize
Its managing editor is



Fixed-parameter Tractable
In computer science, parameterized complexity is a branch of computational complexity theory that focuses on classifying computational problems according to their inherent difficulty with respect to ''multiple'' parameters of the input or output. The complexity of a problem is then measured as a function of those parameters. This allows the classification of NP-hard problems on a finer scale than in the classical setting, where the complexity of a problem is only measured as a function of the number of bits in the input. The first systematic work on parameterized complexity was done by . Under the assumption that P ≠ NP, there exist many natural problems that require superpolynomial running time when complexity is measured in terms of the input size only, but that are computable in a time that is polynomial in the input size and exponential or worse in a parameter . Hence, if is fixed at a small value and the growth of the function over is relatively small then such p ...
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Parameterized Complexity
In computer science, parameterized complexity is a branch of computational complexity theory that focuses on classifying computational problems according to their inherent difficulty with respect to ''multiple'' parameters of the input or output. The complexity of a problem is then measured as a function of those parameters. This allows the classification of NP-hard problems on a finer scale than in the classical setting, where the complexity of a problem is only measured as a function of the number of bits in the input. The first systematic work on parameterized complexity was done by . Under the assumption that P ≠ NP, there exist many natural problems that require superpolynomial running time when complexity is measured in terms of the input size only, but that are computable in a time that is polynomial in the input size and exponential or worse in a parameter . Hence, if is fixed at a small value and the growth of the function over is relatively small then such p ...
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Semidefinite Programming
Semidefinite programming (SDP) is a subfield of convex optimization concerned with the optimization of a linear objective function (a user-specified function that the user wants to minimize or maximize) over the intersection of the cone of positive semidefinite matrices with an affine space, i.e., a spectrahedron. Semidefinite programming is a relatively new field of optimization which is of growing interest for several reasons. Many practical problems in operations research and combinatorial optimization can be modeled or approximated as semidefinite programming problems. In automatic control theory, SDPs are used in the context of linear matrix inequalities. SDPs are in fact a special case of cone programming and can be efficiently solved by interior point methods. All linear programs and (convex) quadratic programs can be expressed as SDPs, and via hierarchies of SDPs the solutions of polynomial optimization problems can be approximated. Semidefinite programming has been use ...
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