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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, Boolean satisfiability problem (SAT), the satisfiability modulo theories (SMT), mixed integer programming (MIP) and answer set programming (ASP) are all fields of research focus ...
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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 are ...
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Graph Coloring
In graph theory, graph coloring is a special case of graph labeling; it is an assignment of labels traditionally called "colors" to elements of a graph subject to certain constraints. 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 edge 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 coloring of its dual. However, non-vertex coloring problems are often stated and studied as-is. This ...
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Journal Of Intelligent Manufacturing
A journal, from the Old French ''journal'' (meaning "daily"), may refer to: *Bullet journal, a method of personal organization *Diary, a record of what happened over the course of a day or other period *Daybook, also known as a general journal, a daily record of financial transactions * Logbook, a record of events important to the operation of a vehicle, facility, or otherwise *Record (other) *Transaction log, a chronological record of data processing *Travel journal In publishing, ''journal'' can refer to various periodicals or serials: *Academic journal, an academic or scholarly periodical ** Scientific journal, an academic journal focusing on science ** Medical journal, an academic journal focusing on medicine **Law review, a professional journal focusing on legal interpretation * Magazine, non-academic or scholarly periodicals in general **Trade magazine, a magazine of interest to those of a particular profession or trade ** Literary magazine, a magazine devoted to li ...
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Configure, Price And Quote
Configure, price, quote (CPQ) software is a term used in business to describe software systems that help 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 three main approaches used to alleviate the problem of combinatorial explosion: # Rule-based truth-maintenance systems: These sys ...
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Musicology
Musicology (from Greek μουσική ''mousikē'' 'music' and -λογια ''-logia'', 'domain of study') is the scholarly analysis and research-based study of music. Musicology departments traditionally belong to the humanities, although some music research is scientific in focus (psychological, sociological, acoustical, neurological, computational). Some geographers and anthropologists have an interest in musicology so the social sciences also have an academic interest. A scholar who participates in musical research is a musicologist. Musicology traditionally is divided in three main branches: historical musicology, systematic musicology and ethnomusicology. Historical musicologists mostly study the history of the western classical music tradition, though the study of music history need not be limited to that. Ethnomusicologists draw from anthropology (particularly field research) to understand how and why people make music. Systematic musicology includes music theory, aes ...
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Lexical Disambiguation
Word-sense disambiguation (WSD) is the process of identifying which sense of a word is meant in a sentence or other segment of context. In human language processing and cognition, it is usually subconscious/automatic but can often come to conscious attention when ambiguity impairs clarity of communication, given the pervasive polysemy in natural language. In computational linguistics, it is an open problem that affects other computer-related writing, such as discourse, improving relevance of search engines, anaphora resolution, coherence, and inference. Given that natural language requires reflection of neurological reality, as shaped by the abilities provided by the brain's neural networks, computer science has had a long-term challenge in developing the ability in computers to do natural language processing and machine learning. Many techniques have been researched, including dictionary-based methods that use the knowledge encoded in lexical resources, supervised ...
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Automated Planning
Automation describes a wide range of technologies that reduce human intervention in processes, namely by predetermining decision criteria, subprocess relationships, and related actions, as well as embodying those predeterminations in machines. Automation has been achieved by various means including mechanical, hydraulic, pneumatic, electrical, electronic devices, and computers, usually in combination. Complicated systems, such as modern factories, airplanes, and ships typically use combinations of all of these techniques. The benefit of automation includes labor savings, reducing waste, savings in electricity costs, savings in material costs, and improvements to quality, accuracy, and precision. Automation includes the use of various equipment and control systems such as machinery, processes in factories, boilers, and heat-treating ovens, switching on telephone networks, steering, and stabilization of ships, aircraft, and other applications and vehicles with reduced human inte ...
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Logic Puzzle
A logic puzzle is a puzzle deriving from the mathematical field of 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 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 and knaves" puzzles, which involve knights, who al ...
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Hidato
Hidato ( he, חידאתו, 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 of Doo-Bee Toys and Games LTD, a company co-founded by Benedek himself. 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 diagona ...
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Kakuro
Kakuro or Kakkuro or Kakoro ( ja, カックロ) 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 leftmo ...
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Futoshiki
, or More or Less, is a logic puzzle game from Japan. Its name means "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. Another important techni ...
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