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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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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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IP (complexity)
In computational complexity theory, the class IP (interactive polynomial time) is the class of problems solvable by an interactive proof system. It is equal to the class PSPACE. The result was established in a series of papers: the first by Lund, Karloff, Fortnow, and Nisan showed that co-NP had multiple prover interactive proofs; and the second, by Shamir, employed their technique to establish that IP=PSPACE. The result is a famous example where the proof does not relativize. The concept of an interactive proof system was first introduced by Shafi Goldwasser, Silvio Micali, and Charles Rackoff in 1985. An interactive proof system consists of two machines, a prover, ''P'', which presents a proof that a given string ''n'' is a member of some language, and a verifier, ''V'', that checks that the presented proof is correct. The prover is assumed to be infinite in computation and storage, while the verifier is a probabilistic polynomial-time machine with access to a random bit string w ...
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Reactive Synthesis
Reactive synthesis (or temporal synthesis) is the field of computer science that studies automatic generation of state machines (e.g. Moore machines) from high-level specifications (e.g. formulas in linear temporal logic). "Reactivity" highlights the fact that the synthesized machine interacts with the user, reading an input and producing an output, and never stops its operation. The synthesis problem was introduced by Alonzo Church in 1962, with specifications being formulas in monadic second-order logic and state machines in the form of digital circuits. See also * Program synthesis * Model checking In computer science, model checking or property checking is a method for checking whether a finite-state model of a system meets a given specification (also known as correctness). This is typically associated with hardware or software systems ... References {{reflist Computer science Logic ...
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Two-player Game
A two-player game is a multiplayer game that is played by precisely two players. This is distinct from a solitaire game, which is played by only one player. Examples The following are some examples of two-player games. This list is not intended to be exhaustive. * Board games: ** Chess ** Draughts ** Go ** Some wargames, such as '' Hammer of the Scots'' * Card games: ** Cribbage ** Whist ** Rummy ** 66 ** Pinochle ** ''Magic: The Gathering'', a collectible card game in which players duel * Sports: ** Cue sports, a family of games that use cue sticks and billiard balls ** Many athletic games, such as tennis (singles) * Video games: **''Pong'' ** A Way Out See also * List of types of games * Zero-sum game Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is e ... References {{Reflist ...
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Model Checking
In computer science, model checking or property checking is a method for checking whether a finite-state model of a system meets a given specification (also known as correctness). This is typically associated with hardware or software systems, where the specification contains liveness requirements (such as avoidance of livelock) as well as safety requirements (such as avoidance of states representing a system crash). In order to solve such a problem algorithmically, both the model of the system and its specification are formulated in some precise mathematical language. To this end, the problem is formulated as a task in logic, namely to check whether a structure satisfies a given logical formula. This general concept applies to many kinds of logic and many kinds of structures. A simple model-checking problem consists of verifying whether a formula in the propositional logic is satisfied by a given structure. Overview Property checking is used for verification when two desc ...
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Skolem Normal Form
In mathematical logic, a formula of first-order logic is in Skolem normal form if it is in prenex normal form with only universal first-order quantifiers. Every first-order formula may be converted into Skolem normal form while not changing its satisfiability via a process called Skolemization (sometimes spelled Skolemnization). The resulting formula is not necessarily equivalent to the original one, but is equisatisfiable with it: it is satisfiable if and only if the original one is satisfiable. Reduction to Skolem normal form is a method for removing existential quantifiers from formal logic statements, often performed as the first step in an automated theorem prover. Examples The simplest form of Skolemization is for existentially quantified variables that are not inside the scope of a universal quantifier. These may be replaced simply by creating new constants. For example, \exists x P(x) may be changed to P(c), where c is a new constant (does not occur anywhere else ...
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DPLL Algorithm
In logic and computer science, the Davis–Putnam–Logemann–Loveland (DPLL) algorithm is a complete, backtracking-based search algorithm for deciding the satisfiability of propositional logic formulae in conjunctive normal form, i.e. for solving the CNF-SAT problem. It was introduced in 1961 by Martin Davis, George Logemann and Donald W. Loveland and is a refinement of the earlier Davis–Putnam algorithm, which is a resolution-based procedure developed by Davis and Hilary Putnam in 1960. Especially in older publications, the Davis–Logemann–Loveland algorithm is often referred to as the "Davis–Putnam method" or the "DP algorithm". Other common names that maintain the distinction are DLL and DPLL. Implementations and applications The SAT problem is important both from theoretical and practical points of view. In complexity theory it was the first problem proved to be NP-complete, and can appear in a broad variety of applications such as ''model checking'', automate ...
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NP-completeness
In computational complexity theory, a problem is NP-complete when: # it is a problem for which the correctness of each solution can be verified quickly (namely, in polynomial time) and a brute-force search algorithm can find a solution by trying all possible solutions. # the problem can be used to simulate every other problem for which we can verify quickly that a solution is correct. In this sense, NP-complete problems are the hardest of the problems to which solutions can be verified quickly. If we could find solutions of some NP-complete problem quickly, we could quickly find the solutions of every other problem to which a given solution can be easily verified. The name "NP-complete" is short for "nondeterministic polynomial-time complete". In this name, "nondeterministic" refers to nondeterministic Turing machines, a way of mathematically formalizing the idea of a brute-force search algorithm. Polynomial time refers to an amount of time that is considered "quick" for a deter ...
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Complexity Class
In computational complexity theory, a complexity class is a set of computational problems of related resource-based complexity. The two most commonly analyzed resources are time and memory. In general, a complexity class is defined in terms of a type of computational problem, a model of computation, and a bounded resource like time or memory. In particular, most complexity classes consist of decision problems that are solvable with a Turing machine, and are differentiated by their time or space (memory) requirements. For instance, the class P is the set of decision problems solvable by a deterministic Turing machine in polynomial time. There are, however, many complexity classes defined in terms of other types of problems (e.g. counting problems and function problems) and using other models of computation (e.g. probabilistic Turing machines, interactive proof systems, Boolean circuits, and quantum computers). The study of the relationships between complexity classes is a ma ...
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Big O Notation
Big ''O'' notation is a mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity. Big O is a member of a family of notations invented by Paul Bachmann, Edmund Landau, and others, collectively called Bachmann–Landau notation or asymptotic notation. The letter O was chosen by Bachmann to stand for ''Ordnung'', meaning the order of approximation. In computer science, big O notation is used to classify algorithms according to how their run time or space requirements grow as the input size grows. In analytic number theory, big O notation is often used to express a bound on the difference between an arithmetical function and a better understood approximation; a famous example of such a difference is the remainder term in the prime number theorem. Big O notation is also used in many other fields to provide similar estimates. Big O notation characterizes functions according to their growth rates: d ...
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Truth Value
In logic and mathematics, a truth value, sometimes called a logical value, is a value indicating the relation of a proposition to truth, which in classical logic has only two possible values (''true'' or '' false''). Computing In some programming languages, any expression can be evaluated in a context that expects a Boolean data type. Typically (though this varies by programming language) expressions like the number zero, the empty string, empty lists, and null evaluate to false, and strings with content (like "abc"), other numbers, and objects evaluate to true. Sometimes these classes of expressions are called "truthy" and "falsy" / "false". Classical logic In classical logic, with its intended semantics, the truth values are ''true'' (denoted by ''1'' or the verum ⊤), and '' untrue'' or '' false'' (denoted by ''0'' or the falsum ⊥); that is, classical logic is a two-valued logic. This set of two values is also called the Boolean domain. Corresponding semantics of l ...
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Free Variables And Bound Variables
In mathematics, and in other disciplines involving formal languages, including mathematical logic and computer science, a free variable is a notation (symbol) that specifies places in an expression where substitution may take place and is not a parameter of this or any container expression. Some older books use the terms real variable and apparent variable for free variable and bound variable, respectively. The idea is related to a placeholder (a symbol that will later be replaced by some value), or a wildcard character that stands for an unspecified symbol. In computer programming, the term free variable refers to variables used in a function that are neither local variables nor parameters of that function. The term non-local variable is often a synonym in this context. A bound variable, in contrast, is a variable that has been ''bound'' to a specific value or range of values in the domain of discourse or universe. This may be achieved through the use of logical quantifi ...
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