Generalized Geography
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Generalized Geography
In computational complexity theory, generalized geography is a well-known PSPACE-complete problem. Introduction Geography is a children's game, where players take turns naming cities from anywhere in the world. Each city chosen must begin with the same letter that ended the previous city name. Repetition is not allowed. The game begins with an arbitrary starting city and ends when a player loses because he or she is unable to continue. Graph model To visualize the game, a directed graph can be constructed whose nodes are each cities of the world. An arrow is added from node ''N''1 to node ''N''2 if and only if the city labeling ''N''2 starts with the letter that ending the name of the city labeling node ''N''1. In other words, we draw an arrow from one city to another if the first can lead to the second according to the game rules. Each alternate edge in the directed graph corresponds to each player (for a two player game). The first player unable to extend the path loses. An ill ...
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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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P (complexity Class)
In computational complexity theory, P, also known as PTIME or DTIME(''n''O(1)), is a fundamental complexity class. It contains all decision problems that can be solved by a deterministic Turing machine using a polynomial amount of computation time, or polynomial time. Cobham's thesis holds that P is the class of computational problems that are "efficiently solvable" or " tractable". This is inexact: in practice, some problems not known to be in P have practical solutions, and some that are in P do not, but this is a useful rule of thumb. Definition A language ''L'' is in P if and only if there exists a deterministic Turing machine ''M'', such that * ''M'' runs for polynomial time on all inputs * For all ''x'' in ''L'', ''M'' outputs 1 * For all ''x'' not in ''L'', ''M'' outputs 0 P can also be viewed as a uniform family of boolean circuits. A language ''L'' is in P if and only if there exists a polynomial-time uniform family of boolean circuits \, such that * For all n \in \ma ...
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Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, t ...
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Undirected Graph
In discrete mathematics, and more specifically in graph theory, a graph is a structure amounting to a set of objects in which some pairs of the objects are in some sense "related". The objects correspond to mathematical abstractions called '' vertices'' (also called ''nodes'' or ''points'') and each of the related pairs of vertices is called an ''edge'' (also called ''link'' or ''line''). Typically, a graph is depicted in diagrammatic form as a set of dots or circles for the vertices, joined by lines or curves for the edges. Graphs are one of the objects of study in discrete mathematics. The edges may be directed or undirected. For example, if the vertices represent people at a party, and there is an edge between two people if they shake hands, then this graph is undirected because any person ''A'' can shake hands with a person ''B'' only if ''B'' also shakes hands with ''A''. In contrast, if an edge from a person ''A'' to a person ''B'' means that ''A'' owes money to ''B'', th ...
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Generalized Geography 3-planar Transformation
A generalization is a form of abstraction whereby common properties of specific instances are formulated as general concepts or claims. Generalizations posit the existence of a domain or set of elements, as well as one or more common characteristics shared by those elements (thus creating a conceptual model). As such, they are the essential basis of all valid deductive inferences (particularly in logic, mathematics and science), where the process of verification is necessary to determine whether a generalization holds true for any given situation. Generalization can also be used to refer to the process of identifying the parts of a whole, as belonging to the whole. The parts, which might be unrelated when left on their own, may be brought together as a group, hence belonging to the whole by establishing a common relation between them. However, the parts cannot be generalized into a whole—until a common relation is established among ''all'' parts. This does not mean that the p ...
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Bipartite Graphs
In the mathematical field of graph theory, a bipartite graph (or bigraph) is a graph whose vertices can be divided into two disjoint and independent sets U and V, that is every edge connects a vertex in U to one in V. Vertex sets U and V are usually called the ''parts'' of the graph. Equivalently, a bipartite graph is a graph that does not contain any odd-length cycles. The two sets U and V may be thought of as a coloring of the graph with two colors: if one colors all nodes in U blue, and all nodes in V red, each edge has endpoints of differing colors, as is required in the graph coloring problem.. In contrast, such a coloring is impossible in the case of a non-bipartite graph, such as a triangle: after one node is colored blue and another red, the third vertex of the triangle is connected to vertices of both colors, preventing it from being assigned either color. One often writes G=(U,V,E) to denote a bipartite graph whose partition has the parts U and V, with E denoting ...
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Generalized Geography - Transformation To A Planar Graph
A generalization is a form of abstraction whereby common properties of specific instances are formulated as general concepts or claims. Generalizations posit the existence of a domain or set of elements, as well as one or more common characteristics shared by those elements (thus creating a conceptual model). As such, they are the essential basis of all valid deductive inferences (particularly in logic, mathematics and science), where the process of verification is necessary to determine whether a generalization holds true for any given situation. Generalization can also be used to refer to the process of identifying the parts of a whole, as belonging to the whole. The parts, which might be unrelated when left on their own, may be brought together as a group, hence belonging to the whole by establishing a common relation between them. However, the parts cannot be generalized into a whole—until a common relation is established among ''all'' parts. This does not mean that the p ...
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Planar Graphs
In graph theory, a planar graph is a graph that can be embedded in the plane, i.e., it can be drawn on the plane in such a way that its edges intersect only at their endpoints. In other words, it can be drawn in such a way that no edges cross each other. Such a drawing is called a plane graph or planar embedding of the graph. A plane graph can be defined as a planar graph with a mapping from every node to a point on a plane, and from every edge to a plane curve on that plane, such that the extreme points of each curve are the points mapped from its end nodes, and all curves are disjoint except on their extreme points. Every graph that can be drawn on a plane can be drawn on the sphere as well, and vice versa, by means of stereographic projection. Plane graphs can be encoded by combinatorial maps or rotation systems. An equivalence class of topologically equivalent drawings on the sphere, usually with additional assumptions such as the absence of isthmuses, is called a pl ...
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Generalized Geography 3
A generalization is a form of abstraction whereby common properties of specific instances are formulated as general concepts or claims. Generalizations posit the existence of a domain or set of elements, as well as one or more common characteristics shared by those elements (thus creating a conceptual model). As such, they are the essential basis of all valid deductive inferences (particularly in logic, mathematics and science), where the process of verification is necessary to determine whether a generalization holds true for any given situation. Generalization can also be used to refer to the process of identifying the parts of a whole, as belonging to the whole. The parts, which might be unrelated when left on their own, may be brought together as a group, hence belonging to the whole by establishing a common relation between them. However, the parts cannot be generalized into a whole—until a common relation is established among ''all'' parts. This does not mean that the p ...
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Conjunctive Normal Form
In Boolean logic, a formula is in conjunctive normal form (CNF) or clausal normal form if it is a conjunction of one or more clauses, where a clause is a disjunction of literals; otherwise put, it is a product of sums or an AND of ORs. As a canonical normal form, it is useful in automated theorem proving and circuit theory. All conjunctions of literals and all disjunctions of literals are in CNF, as they can be seen as conjunctions of one-literal clauses and conjunctions of a single clause, respectively. As in the disjunctive normal form (DNF), the only propositional connectives a formula in CNF can contain are and, or, and not. The not operator can only be used as part of a literal, which means that it can only precede a propositional variable or a predicate symbol. In automated theorem proving, the notion "''clausal normal form''" is often used in a narrower sense, meaning a particular representation of a CNF formula as a set of sets of literals. Examples and non-examples ...
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True Quantified Boolean Formula
In computational complexity theory, the language TQBF is a formal language consisting of the true quantified Boolean formulas. A (fully) quantified Boolean formula is a formula in quantified propositional logic where every variable is quantified (or bound), using either existential or universal quantifiers, at the beginning of the sentence. Such a formula is equivalent to either true or false (since there are no free variables). If such a formula evaluates to true, then that formula is in the language TQBF. It is also known as QSAT (Quantified SAT). Overview In computational complexity theory, the quantified Boolean formula problem (QBF) is a generalization of the Boolean satisfiability problem in which both existential quantifiers and universal quantifiers can be applied to each variable. Put another way, it asks whether a quantified sentential form over a set of Boolean variables is true or false. For example, the following is an instance of QBF: : \forall x\ \exists y\ \exi ...
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Formula Game
A formula game is an artificial game represented by a fully quantified Boolean formula. Players' turns alternate and the space of possible moves is denoted by bound variables. If a variable is universally quantified, the formula following it has the same truth value as the formula beginning with the universal quantifier regardless of the move taken. If a variable is existentially quantified, the formula following it has the same truth value as the formula beginning with the existential quantifier for at least one move available at the turn. Turns alternate, and a player loses if he cannot move at his turn. In computational complexity theory, the language FORMULA-GAME is defined as all formulas \Phi such that Player 1 has a winning strategy in the game represented by \Phi. FORMULA-GAME is PSPACE-complete In computational complexity theory, a decision problem is PSPACE-complete if it can be solved using an amount of memory that is polynomial in the input length (polynomial space) and i ...
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