MaxCliqueDyn Maximum Clique Algorithm
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MaxCliqueDyn Maximum Clique Algorithm
The MaxCliqueDyn algorithm is an algorithm for finding a maximum Clique problem, clique in an undirected graph. MaxCliqueDyn is based on the MaxClique algorithm, which finds a maximum clique of bounded size. The bound is found using a coloring algorithm. MaxCliqueDyn extends MaxClique to include dynamically varying bounds. This algorithm was designed by Janez Konc and its description was published in 2007. In comparison to earlier algorithms, MaxCliqueDyn has an improved coloring algorithm (ColorSort) and applies tighter, more computationally expensive upper bounds on a fraction of the search space. Both improvements reduce time to find maximum clique. In addition to reducing time, the improved coloring algorithm also reduces the number of steps needed to find a maximum clique. MaxClique algorithm The MaxClique algorithm See also: is the basic algorithm from which MaxCliqueDyn is extended. The pseudocode of the algorithm is: procedure MaxClique(R, C) is Q = Ø, Qmax = à ...
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Graph Theory
In mathematics and computer science, graph theory is the study of ''graph (discrete mathematics), graphs'', which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of ''Vertex (graph theory), vertices'' (also called ''nodes'' or ''points'') which are connected by ''Glossary of graph theory terms#edge, edges'' (also called ''arcs'', ''links'' or ''lines''). A distinction is made between undirected graphs, where edges link two vertices symmetrically, and directed graphs, where edges link two vertices asymmetrically. Graphs are one of the principal objects of study in discrete mathematics. Definitions Definitions in graph theory vary. The following are some of the more basic ways of defining graphs and related mathematical structures. Graph In one restricted but very common sense of the term, a graph is an ordered pair G=(V,E) comprising: * V, a Set (mathematics), set of vertices (also called nodes or points); * ...
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Maximum Clique Algorithm
In mathematical analysis, the maximum and minimum of a function are, respectively, the greatest and least value taken by the function. Known generically as extremum, they may be defined either within a given range (the ''local'' or ''relative'' extrema) or on the entire domain (the ''global'' or ''absolute'' extrema) of a function. Pierre de Fermat was one of the first mathematicians to propose a general technique, adequality, for finding the maxima and minima of functions. As defined in set theory, the maximum and minimum of a set are the greatest and least elements in the set, respectively. Unbounded infinite sets, such as the set of real numbers, have no minimum or maximum. In statistics, the corresponding concept is the sample maximum and minimum. Definition A real-valued function ''f'' defined on a domain ''X'' has a global (or absolute) maximum point at ''x''∗, if for all ''x'' in ''X''. Similarly, the function has a global (or absolute) minimum point at ''x''∗, if ...
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Clique Problem
In computer science, the clique problem is the computational problem of finding cliques (subsets of vertices, all adjacent to each other, also called complete subgraphs) in a graph. It has several different formulations depending on which cliques, and what information about the cliques, should be found. Common formulations of the clique problem include finding a maximum clique (a clique with the largest possible number of vertices), finding a maximum weight clique in a weighted graph, listing all maximal cliques (cliques that cannot be enlarged), and solving the decision problem of testing whether a graph contains a clique larger than a given size. The clique problem arises in the following real-world setting. Consider a social network, where the graph's vertices represent people, and the graph's edges represent mutual acquaintance. Then a clique represents a subset of people who all know each other, and algorithms for finding cliques can be used to discover these groups ...
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GNU General Public License
The GNU General Public Licenses (GNU GPL or simply GPL) are a series of widely used free software licenses, or ''copyleft'' licenses, that guarantee end users the freedom to run, study, share, or modify the software. The GPL was the first copyleft license available for general use. It was originally written by Richard Stallman, the founder of the Free Software Foundation (FSF), for the GNU Project. The license grants the recipients of a computer program the rights of the Free Software Definition. The licenses in the GPL series are all copyleft licenses, which means that any derivative work must be distributed under the same or equivalent license terms. The GPL is more restrictive than the GNU Lesser General Public License, and even more distinct from the more widely used permissive software licenses such as BSD, MIT, and Apache. Historically, the GPL license family has been one of the most popular software licenses in the free and open-source software (FOSS) domai ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use Conditional (computer programming), conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning). In contrast, a Heuristic (computer science), heuristic is an approach to solving problems without well-defined correct or optimal results.David A. Grossman, Ophir Frieder, ''Information Retrieval: Algorithms and Heuristics'', 2nd edition, 2004, For example, although social media recommender systems are commonly called "algorithms", they actually rely on heuristics as there is no truly "correct" recommendation. As an e ...
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Clique Problem
In computer science, the clique problem is the computational problem of finding cliques (subsets of vertices, all adjacent to each other, also called complete subgraphs) in a graph. It has several different formulations depending on which cliques, and what information about the cliques, should be found. Common formulations of the clique problem include finding a maximum clique (a clique with the largest possible number of vertices), finding a maximum weight clique in a weighted graph, listing all maximal cliques (cliques that cannot be enlarged), and solving the decision problem of testing whether a graph contains a clique larger than a given size. The clique problem arises in the following real-world setting. Consider a social network, where the graph's vertices represent people, and the graph's edges represent mutual acquaintance. Then a clique represents a subset of people who all know each other, and algorithms for finding cliques can be used to discover these groups ...
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Coloring Algorithm
In graph theory, graph coloring is a methodic assignment of labels traditionally called "colors" to elements of a graph. The assignment is subject to certain constraints, such as that no two adjacent elements have the same color. Graph coloring is a special case of graph labeling. In its simplest form, it is a way of coloring the vertices of a graph such that no two adjacent vertices are of the same color; this is called a vertex coloring. Similarly, an '' edge coloring'' assigns a color to each edges so that no two adjacent edges are of the same color, and a face coloring of a planar graph assigns a color to each face (or region) so that no two faces that share a boundary have the same color. Vertex coloring is often used to introduce graph coloring problems, since other coloring problems can be transformed into a vertex coloring instance. For example, an edge coloring of a graph is just a vertex coloring of its line graph, and a face coloring of a plane graph is just a vertex ...
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Janez Konc
Janez may refer to: People: * Janez (given name), a Slovene given name * Janež, a Slovene surname In music: * Janez Detd., a Belgian rock band May also refer to a semi-pejorative term used in the Croatian North and beyond for Slovenes The Slovenes, also known as Slovenians ( ), are a South Slavs, South Slavic ethnic group native to Slovenia and adjacent regions in Italy, Austria and Hungary. Slovenes share a common ancestry, Slovenian culture, culture, and History of Slove ...
. {{disambiguation ...
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Pseudocode
In computer science, pseudocode is a description of the steps in an algorithm using a mix of conventions of programming languages (like assignment operator, conditional operator, loop) with informal, usually self-explanatory, notation of actions and conditions. Although pseudocode shares features with regular programming languages, it is intended for human reading rather than machine control. Pseudocode typically omits details that are essential for machine implementation of the algorithm, meaning that pseudocode can only be verified by hand. The programming language is augmented with natural language description details, where convenient, or with compact mathematical notation. The reasons for using pseudocode are that it is easier for people to understand than conventional programming language code and that it is an efficient and environment-independent description of the key principles of an algorithm. It is commonly used in textbooks and scientific publications to document ...
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Example MaxCliqueDyn
Example may refer to: * ''exempli gratia'' (e.g.), usually read out in English as "for example" * .example, reserved as a domain name that may not be installed as a top-level domain of the Internet ** example.com, example.net, example.org, and example.edu: second-level domain names reserved for use in documentation as examples * HMS ''Example'' (P165), an Archer-class patrol and training vessel of the Royal Navy Arts * ''The Example'', a 1634 play by James Shirley * ''The Example'' (comics), a 2009 graphic novel by Tom Taylor and Colin Wilson * Example (musician), the British dance musician Elliot John Gleave (born 1982) * ''Example'' (album), a 1995 album by American rock band For Squirrels See also * Exemplar (other), a prototype or model which others can use to understand a topic better * Exemplum, medieval collections of short stories to be told in sermons * Eixample The Eixample (, ) is a district of Barcelona between the old city (Ciutat Vella) a ...
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Graph Algorithms
An algorithm is fundamentally a set of rules or defined procedures that is typically designed and used to solve a specific problem or a broad set of problems. Broadly, algorithms define process(es), sets of rules, or methodologies that are to be followed in calculations, data processing, data mining, pattern recognition, automated reasoning or other problem-solving operations. With the increasing automation of services, more and more decisions are being made by algorithms. Some general examples are; risk assessments, anticipatory policing, and pattern recognition technology. The following is a list of well-known algorithms. Automated planning Combinatorial algorithms General combinatorial algorithms * Brent's algorithm: finds a cycle in function value iterations using only two iterators * Floyd's cycle-finding algorithm: finds a cycle in function value iterations * Gale–Shapley algorithm: solves the stable matching problem * Pseudorandom number generators (uniformly dist ...
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