PSPACE-complete
   HOME
*





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 if every other problem that can be solved in polynomial space can be transformed to it in polynomial time. The problems that are PSPACE-complete can be thought of as the hardest problems in PSPACE, the class of decision problems solvable in polynomial space, because a solution to any one such problem could easily be used to solve any other problem in PSPACE. Problems known to be PSPACE-complete include determining properties of regular expressions and context-sensitive grammars, determining the truth of quantified Boolean formulas, step-by-step changes between solutions of combinatorial optimization problems, and many puzzles and games. Theory A problem is defined to be PSPACE-complete if it can be solved using a polynomial amount of memory (it belongs to PSPACE) and every problem in PSPACE can be tr ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Nondeterministic Constraint Logic
In theoretical computer science, nondeterministic constraint logic is a combinatorial system in which an orientation is given to the edges of a weighted undirected graph, subject to certain constraints. One can change this orientation by steps in which a single edge is reversed, subject to the same constraints. The constraint logic problem and its variants have been proven to be PSPACE-complete to determine whether there exists a sequence of moves that reverses a specified edge and are very useful to show various games and puzzles are PSPACE-hard or PSPACE-complete. This is a form of reversible logic in that each sequence of edge orientation changes can be undone. The hardness of this problem has been used to prove that many games and puzzles have high game complexity. Constraint graphs In the simplest version of nondeterministic constraint logic, each edge of an undirected graph has weight either one or two. (The weights may also be represented graphically by drawing edges of w ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


PSPACE
In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space. Formal definition If we denote by SPACE(''t''(''n'')), the set of all problems that can be solved by Turing machines using ''O''(''t''(''n'')) space for some function ''t'' of the input size ''n'', then we can define PSPACE formally asArora & Barak (2009) p.81 :\mathsf = \bigcup_ \mathsf(n^k). PSPACE is a strict superset of the set of context-sensitive languages. It turns out that allowing the Turing machine to be nondeterministic does not add any extra power. Because of Savitch's theorem,Arora & Barak (2009) p.85 NPSPACE is equivalent to PSPACE, essentially because a deterministic Turing machine can simulate a non-deterministic Turing machine without needing much more space (even though it may use much more time).Arora & Barak (2009) p.86 Also, the complements of all problems in PSPACE are also in PSPACE, meaning tha ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Quantified Boolean Formula Problem
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 ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Context-sensitive Grammar
A context-sensitive grammar (CSG) is a formal grammar in which the left-hand sides and right-hand sides of any production rules may be surrounded by a context of terminal and nonterminal symbols. Context-sensitive grammars are more general than context-free grammars, in the sense that there are languages that can be described by CSG but not by context-free grammars. Context-sensitive grammars are less general (in the same sense) than unrestricted grammars. Thus, CSG are positioned between context-free and unrestricted grammars in the Chomsky hierarchy. A formal language that can be described by a context-sensitive grammar, or, equivalently, by a noncontracting grammar or a linear bounded automaton, is called a context-sensitive language. Some textbooks actually define CSGs as non-contracting, although this is not how Noam Chomsky defined them in 1959. This choice of definition makes no difference in terms of the languages generated (i.e. the two definitions are weakly equivalent), ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Hex (board Game)
Hex is a two player abstract strategy board game in which players attempt to connect opposite sides of a rhombus-shaped board made of hexagonal cells. Hex was invented by mathematician and poet Piet Hein in 1942 and later rediscovered and popularized by John Nash. It is traditionally played on an 11×11 rhombus board, although 13×13 and 19×19 boards are also popular. The board is composed of hexagons called ''cells'' or ''hexes''. Each player is assigned a pair of opposite sides of the board, which they must try to connect by alternately placing a stone of their color onto any empty hex. Once placed, the stones are never moved or removed. A player wins when they successfully connect their sides together through a chain of adjacent stones. Draws are impossible in Hex due to the topology of the game board. Despite the simplicity of its rules, the game has deep strategy and sharp tactics. It also has profound mathematical underpinnings. The game was first published under the ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Reconfiguration
In discrete mathematics and theoretical computer science, reconfiguration problems are computational problems involving reachability or connectivity of state spaces. Types of problems Here, a state space is a discrete set of configurations of a system or solutions of a combinatorial problem, called states, together with a set of allowed moves linking one state to another. Reconfiguration problems may ask: *For a given class of problems, is the state space always connected? That is, can one transform every pair of states into each other with a sequence of moves? If not, what is the computational complexity of determining whether the state space for a particular problem is connected? *What is the diameter of the state space, the smallest number such that every two states can be transformed into each other with at most moves? *Given two states, what is the complexity of determining whether they can be transformed into each other, or of finding the shortest sequence of moves for tran ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Generalized Game
In computational complexity theory, a generalized game is a game or puzzle that has been generalized so that it can be played on a board or grid of any size. For example, generalized chess is the game of chess played on an n\times n board, with 2n pieces on each side. Generalized Sudoku includes Sudokus constructed on an n\times n grid. Complexity theory studies the asymptotic difficulty of problems, so generalizations of games are needed, as games on a fixed size of board are finite problems. For many generalized games which last for a number of moves polynomial in the size of the board, the problem of determining if there is a win for the first player in a given position is PSPACE-complete. Generalized hex and reversi are PSPACE-complete. For many generalized games which may last for a number of moves exponential in the size of the board, the problem of determining if there is a win for the first player in a given position is EXPTIME-complete. Generalized chess, go (with Japa ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Reversi
Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. It was invented in 1883. Othello, a variant with a fixed initial setup of the board, was patented in 1971. Basics There are sixty-four identical game pieces called ''disks'', which are light on one side and dark on the other. Players take turns placing disks on the board with their assigned color facing up. During a play, any disks of the opponent's color that are in a straight line and bounded by the disk just placed and another disk of the current player's color are turned over to the current player's color. The objective of the game is to have the majority of disks turned to display one's color when the last playable empty square is filled. History Original version Englishmen Lewis Waterman and John W. Mollett both claim to have invented the game of Reversi in 1883, each denouncing the other as a fraud. The game gained considerable popularity in England at the end of the 19th century ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Boolean Satisfiability Problem
In logic and computer science, the Boolean satisfiability problem (sometimes called propositional satisfiability problem and abbreviated SATISFIABILITY, SAT or B-SAT) is the problem of determining if there exists an interpretation that satisfies a given Boolean formula. In other words, it asks whether the variables of a given Boolean formula can be consistently replaced by the values TRUE or FALSE in such a way that the formula evaluates to TRUE. If this is the case, the formula is called ''satisfiable''. On the other hand, if no such assignment exists, the function expressed by the formula is FALSE for all possible variable assignments and the formula is ''unsatisfiable''. For example, the formula "''a'' AND NOT ''b''" is satisfiable because one can find the values ''a'' = TRUE and ''b'' = FALSE, which make (''a'' AND NOT ''b'') = TRUE. In contrast, "''a'' AND NOT ''a''" is unsatisfiable. SAT is the first problem that was proved to be NP-complete ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Space Hierarchy Theorem
In computational complexity theory, the space hierarchy theorems are separation results that show that both deterministic and nondeterministic machines can solve more problems in (asymptotically) more space, subject to certain conditions. For example, a deterministic Turing machine can solve more decision problems in space ''n'' log ''n'' than in space ''n''. The somewhat weaker analogous theorems for time are the time hierarchy theorems. The foundation for the hierarchy theorems lies in the intuition that with either more time or more space comes the ability to compute more functions (or decide more languages). The hierarchy theorems are used to demonstrate that the time and space complexity classes form a hierarchy where classes with tighter bounds contain fewer languages than those with more relaxed bounds. Here we define and prove the space hierarchy theorem. The space hierarchy theorems rely on the concept of space-constructible functions. The deterministic and nondeterminis ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Polynomial-time Reduction
In computational complexity theory, a polynomial-time reduction is a method for solving one problem using another. One shows that if a hypothetical subroutine solving the second problem exists, then the first problem can be solved by transforming or reducing it to inputs for the second problem and calling the subroutine one or more times. If both the time required to transform the first problem to the second, and the number of times the subroutine is called is polynomial, then the first problem is polynomial-time reducible to the second. A polynomial-time reduction proves that the first problem is no more difficult than the second one, because whenever an efficient algorithm exists for the second problem, one exists for the first problem as well. By contraposition, if no efficient algorithm exists for the first problem, none exists for the second either. Polynomial-time reductions are frequently used in complexity theory for defining both complexity classes and complete problems ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




State Space
A state space is the set of all possible configurations of a system. It is a useful abstraction for reasoning about the behavior of a given system and is widely used in the fields of artificial intelligence and game theory. For instance, the toy problem Vacuum World has a discrete finite state space in which there are a limited set of configurations that the vacuum and dirt can be in. A "counter" system, where states are the natural numbers starting at 1 and are incremented over time has an infinite discrete state space. The angular position of an undamped pendulum is a continuous (and therefore infinite) state space. Definition In the theory of dynamical systems, the state space of a discrete system defined by a function ''ƒ'' can be modeled as a directed graph where each possible state of the dynamical system is represented by a vertex with a directed edge from ''a'' to ''b'' if and only if ''ƒ''(''a'') = ''b''. This is known as a state diagram. For a cont ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]