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Parsimonious Reduction
In computational complexity theory and game complexity, a parsimonious reduction is a transformation from one problem to another (a reduction) that preserves the number of solutions. Informally, it is a bijection between the respective sets of solutions of two problems. A general reduction from problem A to problem B is a transformation that guarantees that whenever A has a solution B also has ''at least one'' solution and vice versa. A parsimonious reduction guarantees that for every solution of A, there exists ''a unique solution'' of B and vice versa. Parsimonious reductions are commonly used in computational complexity for proving the hardness of counting problems, for counting complexity classes such as #P. Additionally, they are used in game complexity, as a way to design hard puzzles that have a unique solution, as many types of puzzles require. Formal definition Let x be an instance of problem X. A ''Parsimonious reduction'' R from problem X to problem Y is a reductio ...
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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-complete
The #P-complete problems (pronounced "sharp P complete" or "number P complete") form a complexity class in computational complexity theory. The problems in this complexity class are defined by having the following two properties: *The problem is in #P, the class of problems that can be defined as counting the number of accepting paths of a polynomial-time non-deterministic Turing machine. *The problem is #P-hard, meaning that every other problem in #P has a Turing reduction or polynomial-time counting reduction to it. A counting reduction is a pair of polynomial-time transformations from inputs of the other problem to inputs of the given problem and from outputs of the given problem to outputs of the other problem, allowing the other problem to be solved using any subroutine for the given problem. A Turing reduction is an algorithm for the other problem that makes a polynomial number of calls to a subroutine for the given problem and, outside of those calls, uses polynomial tim ...
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Directed Graph
In mathematics, and more specifically in graph theory, a directed graph (or digraph) is a graph that is made up of a set of vertices connected by directed edges, often called arcs. Definition In formal terms, a directed graph is an ordered pair where * ''V'' is a set whose elements are called '' vertices'', ''nodes'', or ''points''; * ''A'' is a set of ordered pairs of vertices, called ''arcs'', ''directed edges'' (sometimes simply ''edges'' with the corresponding set named ''E'' instead of ''A''), ''arrows'', or ''directed lines''. It differs from an ordinary or undirected graph, in that the latter is defined in terms of unordered pairs of vertices, which are usually called ''edges'', ''links'' or ''lines''. The aforementioned definition does not allow a directed graph to have multiple arrows with the same source and target nodes, but some authors consider a broader definition that allows directed graphs to have such multiple arcs (namely, they allow the arc set to be a m ...
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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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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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3SAT
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 ...
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Polynomial-time Counting Reduction
In the computational complexity theory of counting problem (complexity), counting problems, a polynomial-time counting reduction is a type of Reduction (complexity), reduction (a transformation from one problem to another) used to define the notion of Complete (complexity), completeness for the complexity class ♯P. These reductions may also be called polynomial many-one counting reductions or weakly parsimonious reductions; they are analogous to many-one reductions for decision problems and they generalize the parsimonious reductions. Definition A polynomial-time counting reduction is usually used to transform instances of a known-hard problem X into instances of another problem Y that is to be proven hard. It consists of two functions f and g, both of which must be computable in polynomial time. The function f transforms inputs for X into inputs for Y, and the function g transforms outputs for Y into outputs for X. These two functions must preserve the correctness of the output. ...
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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 â‰  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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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 â‰  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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Polynomial Time
In computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor. Since an algorithm's running time may vary among different inputs of the same size, one commonly considers the worst-case time complexity, which is the maximum amount of time required for inputs of a given size. Less common, and usually specified explicitly, is the average-case complexity, which is the average of the time taken on inputs of a given size (this makes sense because there are only a finite number of possible inputs of a given size). In both cases, the time complexity is generally expresse ...
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Game Complexity
Combinatorial game theory has several ways of measuring game complexity. This article describes five of them: state-space complexity, game tree size, decision complexity, game-tree complexity, and computational complexity. Measures of game complexity State-space complexity The state-space complexity of a game is the number of legal game positions reachable from the initial position of the game. When this is too hard to calculate, an upper bound can often be computed by also counting (some) illegal positions, meaning positions that can never arise in the course of a game. Game tree size The game tree size is the total number of possible games that can be played: the number of leaf nodes in the game tree rooted at the game's initial position. The game tree is typically vastly larger than the state space because the same positions can occur in many games by making moves in a different order (for example, in a tic-tac-toe game with two X and one O on the board, this position co ...
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Sudoku
Sudoku (; ja, 数独, sÅ«doku, digit-single; originally called Number Place) is a logic-based, combinatorial number-placement puzzle. In classic Sudoku, the objective is to fill a 9 Ã— 9 grid with digits so that each column, each row, and each of the nine 3 Ã— 3 subgrids that compose the grid (also called "boxes", "blocks", or "regions") contain all of the digits from 1 to 9. The puzzle setter provides a partially completed grid, which for a well-posed puzzle has a single solution. French newspapers featured variations of the Sudoku puzzles in the 19th century, and the puzzle has appeared since 1979 in puzzle books under the name Number Place. However, the modern Sudoku only began to gain widespread popularity in 1986 when it was published by the Japanese puzzle company Nikoli under the name Sudoku, meaning "single number". It first appeared in a U.S. newspaper, and then ''The Times'' (London), in 2004, thanks to the efforts of Wayne Gould, who devised a ...
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