Constraint Satisfaction Problem
Constraint satisfaction problems (CSPs) are mathematical questions defined as a set of objects whose state must satisfy a number of constraints or limitations. CSPs represent the entities in a problem as a homogeneous collection of finite constraints over variables, which is solved by constraint satisfaction methods. CSPs are the subject of research in both artificial intelligence and operations research, since the regularity in their formulation provides a common basis to analyze and solve problems of many seemingly unrelated families. CSPs often exhibit high complexity, requiring a combination of heuristics and combinatorial search methods to be solved in a reasonable time. Constraint programming (CP) is the field of research that specifically focuses on tackling these kinds of problems. Additionally, the Boolean satisfiability problem (SAT), satisfiability modulo theories (SMT), mixed integer programming (MIP) and answer set programming (ASP) are all fields of research ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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State (computer Science)
In information technology and computer science, a system is described as stateful if it is designed to remember preceding events or user interactions; the remembered information is called the state of the system. The set of states a system can occupy is known as its state space. In a discrete system, the state space is countable and often finite. The system's internal behaviour or interaction with its environment consists of separately occurring individual actions or events, such as accepting input or producing output, that may or may not cause the system to change its state. Examples of such systems are digital logic circuits and components, automata and formal language, computer programs, and computers. The output of a digital circuit or deterministic computer program at any time is completely determined by its current inputs and its state. Digital logic circuit state Digital logic circuits can be divided into two types: combinational logic, whose output signals a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Graph Coloring
In graph theory, graph coloring is a methodic assignment of labels traditionally called "colors" to elements of a Graph (discrete mathematics), 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 Vertex (graph theory), 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 Edge (graph theory), 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 (graph theory), 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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Configure, Price And Quote
Configure, price, quote (CPQ) software helps sellers quote complex and configurable products. An example could be a maker of heavy trucks. If the customer chooses a certain chassis (the base frame of a motor vehicle), the choice of engines may be limited, because certain engines might not fit a certain chassis. Given a certain choice of engine, the choice of trailer may be limited (e.g. a heavy trailer requires a stronger engine), and so on. If the product is highly configurable, the user may face combinatorial explosion, which means the rapid growth of the complexity of a problem. Thus a configuration engine is employed to alleviate this problem. Configuration engines The "configure" in CPQ deals with the complex challenges of combining components and parts into a more viable product. There are a few main approaches used to alleviate the problem of combinatorial explosion: # Rule-based truth-maintenance systems: These systems were the first generation of configuration engines, laun ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Musicology
Musicology is the academic, research-based study of music, as opposed to musical composition or performance. Musicology research combines and intersects with many fields, including psychology, sociology, acoustics, neurology, natural sciences, formal sciences and computer science. Musicology is traditionally divided into three branches: music history, systematic musicology, and ethnomusicology. Historical musicologists study the history of musical traditions, the origins of works, and the biographies of composers. Ethnomusicologists draw from anthropology (particularly field research) to understand how and why people make music. Systematic musicology includes music theory, aesthetics, pedagogy, musical acoustics, the science and technology of musical instruments, and the musical implications of physiology, psychology, sociology, philosophy and computing. Cognitive musicology is the set of phenomena surrounding the cognitive modeling of music. When musicologists carry out ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Lexical Disambiguation
Lexical may refer to: Linguistics * Lexical corpus or lexis, a complete set of all words in a language * Lexical item, a basic unit of lexicographical classification * Lexicon, the vocabulary of a person, language, or branch of knowledge * Lexical (semiotics) or content word, words referring to ''things'', as opposed to having only grammatical meaning ** Lexical verb, a member of an open class of verbs that includes all verbs except auxiliary verbs * Lexical aspect, a characteristic of the meaning of verbs * Lexical form, the canonical form of a word, under which it appears in dictionaries * Lexical definition or dictionary definition, the meaning of a term in common usage * Lexical semantics, a subfield of linguistic semantics that studies how and what the words of a language denote Computing * Lexical analysis, the process of converting a sequence of characters into a sequence of tokens * Lexical Markup Framework, the ISO standard for natural language processing and machine-reada ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Automated Planning
Automated planning and scheduling, sometimes denoted as simply AI planning, is a branch of artificial intelligence that concerns the realization of strategy, strategies or action sequences, typically for execution by intelligent agents, autonomous robots and unmanned vehicles. Unlike classical control system, control and Statistical classification, classification problems, the solutions are complex and must be discovered and optimized in multidimensional space. Planning is also related to decision theory. In known environments with available models, planning can be done offline. Solutions can be found and evaluated prior to execution. In dynamically unknown environments, the strategy often needs to be revised online. Models and policies must be adapted. Solutions usually resort to iterative trial and error processes commonly seen in artificial intelligence. These include dynamic programming, reinforcement learning and combinatorial optimization. Languages used to describe planning ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Logic Puzzle
A logic puzzle is a puzzle deriving from the mathematics, mathematical field of deductive reasoning, deduction. History The logic puzzle was first produced by Charles Lutwidge Dodgson, who is better known under his pen name Lewis Carroll, the author of ''Alice's Adventures in Wonderland''. In his book ''The Game of Logic'' he introduced a game to solve problems such as confirming the conclusion "Some greyhounds are not fat" from the statements "No fat creatures run well" and "Some greyhounds run well". Puzzles like this, where we are given a list of premises and asked what can be deduced from them, are known as syllogisms. Dodgson goes on to construct much more complex puzzles consisting of up to 8 premises. In the second half of the 20th century mathematician Raymond Smullyan, Raymond M. Smullyan continued and expanded the branch of logic puzzles with books such as ''The Lady or the Tiger?'', ''To Mock a Mockingbird'' and ''Alice in Puzzle-Land''. He popularized the "knights a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Zebra Puzzle
The Zebra Puzzle is a well-known logic puzzle. Many versions of the puzzle exist, including a version published in '' Life International'' magazine on December 17, 1962. The March 25, 1963, issue of ''Life'' contained the solution and the names of several hundred successful solvers from around the world. The puzzle is often called Einstein's Puzzle or Einstein's Riddle because it is said to have been invented by Albert Einstein as a boy; it is also sometimes attributed to Lewis Carroll. However, there is no evidence for either person's authorship, and the ''Life International'' version of the puzzle mentions brands of cigarettes that did not exist during Carroll's lifetime or Einstein's boyhood. The Zebra puzzle has been used as a benchmark in the evaluation of computer algorithms for solving constraint satisfaction problems. Description The following version of the puzzle appeared in ''Life International'' in 1962: Solution Assuming that one person drinks water and one owns ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Hidato
Hidato (, originating from the Hebrew word ''Hida'' = Riddle), also known as "Hidoku", is a logic puzzle game invented by Dr. Gyora M. Benedek, an Israeli mathematician. The goal of Hidato is to fill the grid with consecutive numbers that connect horizontally, vertically, or diagonally. The name Hidato is a registered trademark. Some publishers use different names for this puzzle such as Number Snake, Snakepit (both of which play on the game's similarity in concept to the video game ''Snake''), Jadium or Numbrix. About the puzzle In Hidato, a grid of cells is given. It is usually square-shaped, like Sudoku or Kakuro, but it can also include hexagons or any shape that forms a tessellation. It can have inner holes (like a disc), but it has to be made of only one piece. The goal is to fill the grid with a series of consecutive numbers adjacent to each other vertically, horizontally, or diagonally. In every Hidato puzzle the smallest and the highest numbers are given on the grid. ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Kakuro
Kakuro or Kakkuro or Kakoro () is a kind of logic puzzle that is often referred to as a mathematical transliteration of the crossword. Kakuro puzzles are regular features in many math-and-logic puzzle publications across the world. In 1966, Canadian Jacob E. Funk, an employee of Dell Magazines, came up with the original English name ''Cross Sums'' and other names such as ''Cross Addition'' have also been used, but the Japanese name ''Kakuro,'' abbreviation of Japanese ''kasan kurosu'' (加算クロス, "addition cross"), seems to have gained general acceptance and the puzzles appear to be titled this way now in most publications. The popularity of Kakuro in Japan is immense, second only to Sudoku among Nikoli's famed logic-puzzle offerings. The canonical Kakuro puzzle is played in a grid of filled and barred cells, "black" and "white" respectively. Puzzles are usually 16×16 in size, although these dimensions can vary widely. Apart from the top row and leftmost column which ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Futoshiki
, or More or Less, is a logic puzzle game from Japan. Its name means "inequality (mathematics), inequality". It is also spelled hutosiki (using Kunrei-shiki romanization). Futoshiki was developed by Tamaki Seto in 2001. The puzzle is played on a square grid. The objective is to place the numbers such that each row and column contains only one of each digit. Some digits may be given at the start. Inequality constraints are initially specified between some of the squares, such that one must be higher or lower than its neighbor. These constraints must be honored in order to complete the puzzle. Strategy Solving the puzzle requires a combination of logical techniques. Numbers in each row and column restrict the number of possible values for each position, as do the inequalities. Once the table of possibilities has been determined, a crucial tactic to solve the puzzle involves "AB elimination", in which subsets are identified within a row whose range of values can be determined. ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |