Breadth-first Search
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Breadth-first Search
Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored. For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoids ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. algorithms are Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key in a linear fashion. Binary, or half-interval, searches repeatedly ...
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Konrad Zuse
Konrad Ernst Otto Zuse (; 22 June 1910 – 18 December 1995) was a German civil engineer, pioneering computer scientist, inventor and businessman. His greatest achievement was the world's first programmable computer; the functional program-controlled Turing-complete Z3 became operational in May 1941. Thanks to this machine and its predecessors, Zuse has often been regarded as the inventor of the modern computer. Zuse was noted for the S2 computing machine, considered the first process control computer. In 1941, he founded one of the earliest computer businesses, producing the Z4, which became the world's first commercial computer. From 1943 to 1945 he designed Plankalkül, the first high-level programming language. In 1969, Zuse suggested the concept of a computation-based universe in his book (''Calculating Space''). Much of his early work was financed by his family and commerce, but after 1939 he was given resources by the government of Nazi Germany.
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Adjacency List
In graph theory and computer science, an adjacency list is a collection of unordered lists used to represent a finite graph. Each unordered list within an adjacency list describes the set of neighbors of a particular vertex in the graph. This is one of several commonly used representations of graphs for use in computer programs. Implementation details An adjacency list representation for a graph associates each vertex in the graph with the collection of its neighbouring vertices or edges. There are many variations of this basic idea, differing in the details of how they implement the association between vertices and collections, in how they implement the collections, in whether they include both vertices and edges or only vertices as first class objects, and in what kinds of objects are used to represent the vertices and edges. * An implementation suggested by Guido van Rossum uses a hash table to associate each vertex in a graph with an array of adjacent vertices. In this repre ...
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Branching Factor
In computing, tree data structures, and game theory, the branching factor is the number of children at each node, the outdegree. If this value is not uniform, an ''average branching factor'' can be calculated. For example, in chess, if a "node" is considered to be a legal position, the average branching factor has been said to be about 35, and a statistical analysis of over 2.5 million games revealed an average of 31. This means that, on average, a player has about 31 to 35 legal moves at their disposal at each turn. By comparison, the average branching factor for the game Go is 250. Higher branching factors make algorithms that follow every branch at every node, such as exhaustive brute force searches, computationally more expensive due to the exponentially increasing number of nodes, leading to combinatorial explosion. For example, if the branching factor is 10, then there will be 10 nodes one level down from the current position, 102 (or 100) nodes two levels down, 103 (or ...
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Graph (abstract Data Type)
In computer science, a graph is an abstract data type that is meant to implement the undirected graph and directed graph concepts from the field of graph theory within mathematics. A graph data structure consists of a finite (and possibly mutable) set of ''vertices'' (also called ''nodes'' or ''points''), together with a set of unordered pairs of these vertices for an undirected graph or a set of ordered pairs for a directed graph. These pairs are known as ''edges'' (also called ''links'' or ''lines''), and for a directed graph are also known as ''edges'' but also sometimes ''arrows'' or ''arcs''. The vertices may be part of the graph structure, or may be external entities represented by integer indices or references. A graph data structure may also associate to each edge some ''edge value'', such as a symbolic label or a numeric attribute (cost, capacity, length, etc.). Operations The basic operations provided by a graph data structure ''G'' usually include:See, e.g. , Sectio ...
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Space Complexity
The space complexity of an algorithm or a computer program is the amount of memory space required to solve an instance of the computational problem as a function of characteristics of the input. It is the memory required by an algorithm until it executes completely. Similar to time complexity, space complexity is often expressed asymptotically in big O notation, such as O(n), O(n\log n), O(n^\alpha), O(2^n), etc., where is a characteristic of the input influencing space complexity. Space complexity classes Analogously to time complexity classes DTIME(f(n)) and NTIME(f(n)), the complexity classes DSPACE(f(n)) and NSPACE(f(n)) are the sets of languages that are decidable by deterministic (respectively, non-deterministic) Turing machines that use O(f(n)) space. The complexity classes PSPACE and NPSPACE allow f to be any polynomial, analogously to P and NP. That is, :\mathsf = \bigcup_ \mathsf(n^c) and :\mathsf = \bigcup_ \mathsf(n^c) Relationships between classes The space ...
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Time Complexity
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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Germany
Germany,, officially the Federal Republic of Germany, is a country in Central Europe. It is the second most populous country in Europe after Russia, and the most populous member state of the European Union. Germany is situated between the Baltic and North seas to the north, and the Alps to the south; it covers an area of , with a population of almost 84 million within its 16 constituent states. Germany borders Denmark to the north, Poland and the Czech Republic to the east, Austria and Switzerland to the south, and France, Luxembourg, Belgium, and the Netherlands to the west. The nation's capital and most populous city is Berlin and its financial centre is Frankfurt; the largest urban area is the Ruhr. Various Germanic tribes have inhabited the northern parts of modern Germany since classical antiquity. A region named Germania was documented before AD 100. In 962, the Kingdom of Germany formed the bulk of the Holy Roman Empire. During the 16th ce ...
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Stack (abstract Data Type)
In computer science, a stack is an abstract data type that serves as a collection of elements, with two main operations: * Push, which adds an element to the collection, and * Pop, which removes the most recently added element that was not yet removed. Additionally, a peek operation can, without modifying the stack, return the value of the last element added. Calling this structure a ''stack'' is by analogy to a set of physical items stacked one atop another, such as a stack of plates. The order in which an element added to or removed from a stack is described as last in, first out, referred to by the acronym LIFO. As with a stack of physical objects, this structure makes it easy to take an item off the top of the stack, but accessing a datum deeper in the stack may require taking off multiple other items first. Considered as a linear data structure, or more abstractly a sequential collection, the push and pop operations occur only at one end of the structure, referred to ...
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Queue (abstract Data Type)
In computer science, a queue is a collection of entities that are maintained in a sequence and can be modified by the addition of entities at one end of the sequence and the removal of entities from the other end of the sequence. By convention, the end of the sequence at which elements are added is called the back, tail, or rear of the queue, and the end at which elements are removed is called the head or front of the queue, analogously to the words used when people line up to wait for goods or services. The operation of adding an element to the rear of the queue is known as ''enqueue'', and the operation of removing an element from the front is known as ''dequeue''. Other operations may also be allowed, often including a ''peek'' or ''front'' operation that returns the value of the next element to be dequeued without dequeuing it. The operations of a queue make it a first-in-first-out (FIFO) data structure. In a FIFO data structure, the first element added to the queue will b ...
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