Exponential Time Hypothesis
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Exponential Time Hypothesis
In computational complexity theory, the exponential time hypothesis is an unproven computational hardness assumption that was formulated by . It states that satisfiability of 3-CNF Boolean formulas cannot be solved more quickly than exponential time in the worst case. The exponential time hypothesis, if true, would imply that P ≠ NP, but it is a stronger statement. It implies that many computational problems are equivalent in complexity, in the sense that if one of them has a subexponential time algorithm then they all do, and that many known algorithms for these problems have optimal or near-optimal time Definition The problem is a version of the Boolean satisfiability problem in which the input to the problem is a Boolean expression in conjunctive normal form (that is, an ''and'' of ''ors'' of variables and their negations) with at most k variables per clause. The goal is to determine whether this expression can be made to be true by some assignment of Boolean values to its ...
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Computational Complexity Theory
In theoretical computer science and mathematics, computational complexity theory focuses on classifying computational problems according to their resource usage, and relating these classes to each other. A computational problem is a task solved by a computer. A computation problem is solvable by mechanical application of mathematical steps, such as an algorithm. A problem is regarded as inherently difficult if its solution requires significant resources, whatever the algorithm used. The theory formalizes this intuition, by introducing mathematical models of computation to study these problems and quantifying their computational complexity, i.e., the amount of resources needed to solve them, such as time and storage. Other measures of complexity are also used, such as the amount of communication (used in communication complexity), the number of gates in a circuit (used in circuit complexity) and the number of processors (used in parallel computing). One of the roles of computationa ...
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Brute-force Search
In computer science, brute-force search or exhaustive search, also known as generate and test, is a very general problem-solving technique and algorithmic paradigm that consists of systematically enumerating all possible candidates for the solution and checking whether each candidate satisfies the problem's statement. A brute-force algorithm that finds the divisors of a natural number ''n'' would enumerate all integers from 1 to n, and check whether each of them divides ''n'' without remainder. A brute-force approach for the eight queens puzzle would examine all possible arrangements of 8 pieces on the 64-square chessboard and for each arrangement, check whether each (queen) piece can attack any other. While a brute-force search is simple to implement and will always find a solution if it exists, implementation costs are proportional to the number of candidate solutionswhich in many practical problems tends to grow very quickly as the size of the problem increases ( §Combinator ...
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Dominating Set
In graph theory, a dominating set for a graph is a subset of its vertices, such that any vertex of is either in , or has a neighbor in . The domination number is the number of vertices in a smallest dominating set for . The dominating set problem concerns testing whether for a given graph and input ; it is a classical NP-complete decision problem in computational complexity theory. Therefore it is believed that there may be no efficient algorithm that can compute for all graphs . However, there are efficient approximation algorithms, as well as efficient exact algorithms for certain graph classes. Dominating sets are of practical interest in several areas. In wireless networking, dominating sets are used to find efficient routes within ad-hoc mobile networks. They have also been used in document summarization, and in designing secure systems for electrical grids. Formal definition Given an undirected graph , a subset of vertices D\subseteq V is called a dominating se ...
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Treewidth
In graph theory, the treewidth of an undirected graph is an integer number which specifies, informally, how far the graph is from being a tree. The smallest treewidth is 1; the graphs with treewidth 1 are exactly the trees and the forests. The graphs with treewidth at most 2 are the series–parallel graphs. The maximal graphs with treewidth exactly are called '' -trees'', and the graphs with treewidth at most are called '' partial -trees''. Many other well-studied graph families also have bounded treewidth. Treewidth may be formally defined in several equivalent ways: in terms of the size of the largest vertex set in a tree decomposition of the graph, in terms of the size of the largest clique in a chordal completion of the graph, in terms of the maximum order of a haven describing a strategy for a pursuit–evasion game on the graph, or in terms of the maximum order of a bramble, a collection of connected subgraphs that all touch each other. Treewidth is commonly used as a pa ...
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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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Tournament (graph Theory)
A tournament is a directed graph (digraph) obtained by assigning a direction for each edge in an undirected complete graph. That is, it is an orientation of a complete graph, or equivalently a directed graph in which every pair of distinct vertices is connected by a directed edge (often, called an arc) with any one of the two possible orientations. Many of the important properties of tournaments were first investigated by H. G. Landau in to model dominance relations in flocks of chickens. Current applications of tournaments include the study of voting theory and social choice theory among other things. The name ''tournament'' originates from such a graph's interpretation as the outcome of a round-robin tournament in which every player encounters every other player exactly once, and in which no draws occur. In the tournament digraph, the vertices correspond to the players. The edge between each pair of players is oriented from the winner to the loser. If player a beats player b ...
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Feedback Arc Set
In graph theory and graph algorithms, a feedback arc set or feedback edge set in a directed graph is a subset of the edges of the graph that contains at least one edge out of every cycle in the graph. Removing these edges from the graph breaks all of the cycles, producing a directed acyclic graph, an acyclic subgraph of the given graph. The feedback arc set with the fewest possible edges is the minimum feedback arc set and its removal leaves the maximum acyclic subgraph; weighted versions of these optimization problems are also used. If a feedback arc set is minimal, meaning that removing any edge from it produces a subset that is not a feedback arc set, then it has an additional property: reversing all of its edges, rather than removing them, produces a directed acyclic graph. Feedback arc sets have applications in circuit analysis, chemical engineering, deadlock resolution, ranked voting, ranking competitors in sporting events, mathematical psychology, ethology, and graph drawin ...
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3SUM
In computational complexity theory, the 3SUM problem asks if a given set of n real numbers contains three elements that sum to zero. A generalized version, ''k''-SUM, asks the same question on ''k'' numbers. 3SUM can be easily solved in O(n^2) time, and matching \Omega(n^) lower bounds are known in some specialized models of computation . It was conjectured that any deterministic algorithm for the 3SUM requires \Omega(n^2) time. In 2014, the original 3SUM conjecture was refuted by Allan Grønlund and Seth Pettie who gave a deterministic algorithm that solves 3SUM in O(n^2 / ( / )^) time. Additionally, Grønlund and Pettie showed that the 4- linear decision tree complexity of 3SUM is O(n^\sqrt) . These bounds were subsequently improved. The current best known algorithm for 3SUM runs in O(n^2 (\log \log n)^ / ) time. Kane, Lovett, and Moran showed that the 6- linear decision tree complexity of 3SUM is O(n). The latter bound is tight (up to a logarithmic factor). It is still c ...
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Vertex Cover
In graph theory, a vertex cover (sometimes node cover) of a graph is a set of vertices that includes at least one endpoint of every edge of the graph. In computer science, the problem of finding a minimum vertex cover is a classical optimization problem. It is NP-hard, so it cannot be solved by a polynomial-time algorithm if P ≠ NP. Moreover, it is hard to approximate – it cannot be approximated up to a factor smaller than 2 if the unique games conjecture is true. On the other hand, it has several simple 2-factor approximations. It is a typical example of an NP-hard optimization problem that has an approximation algorithm. Its decision version, the vertex cover problem, was one of Karp's 21 NP-complete problems and is therefore a classical NP-complete problem in computational complexity theory. Furthermore, the vertex cover problem is fixed-parameter tractable and a central problem in parameterized complexity theory. The minimum vertex cover problem can be formulated as ...
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Maximum Independent Set
In graph theory, an independent set, stable set, coclique or anticlique is a set of vertices in a graph, no two of which are adjacent. That is, it is a set S of vertices such that for every two vertices in S, there is no edge connecting the two. Equivalently, each edge in the graph has at most one endpoint in S. A set is independent if and only if it is a clique in the graph's complement. The size of an independent set is the number of vertices it contains. Independent sets have also been called "internally stable sets", of which "stable set" is a shortening. A maximal independent set is an independent set that is not a proper subset of any other independent set. A maximum independent set is an independent set of largest possible size for a given graph G. This size is called the independence number of ''G'' and is usually denoted by \alpha(G). The optimization problem of finding such a set is called the maximum independent set problem. It is a strongly NP-hard problem. As such ...
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Maximum Clique
In the mathematical area of graph theory, a clique ( or ) is a subset of vertices of an undirected graph such that every two distinct vertices in the clique are adjacent. That is, a clique of a graph G is an induced subgraph of G that is complete. Cliques are one of the basic concepts of graph theory and are used in many other mathematical problems and constructions on graphs. Cliques have also been studied in computer science: the task of finding whether there is a clique of a given size in a graph (the clique problem) is NP-complete, but despite this hardness result, many algorithms for finding cliques have been studied. Although the study of complete subgraphs goes back at least to the graph-theoretic reformulation of Ramsey theory by , the term ''clique'' comes from , who used complete subgraphs in social networks to model cliques of people; that is, groups of people all of whom know each other. Cliques have many other applications in the sciences and particularly in bioinf ...
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Hamiltonian Cycle
In the mathematical field of graph theory, a Hamiltonian path (or traceable path) is a path in an undirected or directed graph that visits each vertex exactly once. A Hamiltonian cycle (or Hamiltonian circuit) is a cycle that visits each vertex exactly once. A Hamiltonian path that starts and ends at adjacent vertices can be completed by adding one more edge to form a Hamiltonian cycle, and removing any edge from a Hamiltonian cycle produces a Hamiltonian path. Determining whether such paths and cycles exist in graphs (the Hamiltonian path problem and Hamiltonian cycle problem) are NP-complete. Hamiltonian paths and cycles are named after William Rowan Hamilton who invented the icosian game, now also known as ''Hamilton's puzzle'', which involves finding a Hamiltonian cycle in the edge graph of the dodecahedron. Hamilton solved this problem using the icosian calculus, an algebraic structure based on roots of unity with many similarities to the quaternions (also invented by Hami ...
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