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Depth-first Search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible along each branch before backtracking. Extra memory, usually a stack, is needed to keep track of the nodes discovered so far along a specified branch which helps in backtracking of the graph. A version of depth-first search was investigated in the 19th century by French mathematician Charles Pierre Trémaux as a strategy for solving mazes. Properties The time and space analysis of DFS differs according to its application area. In theoretical computer science, DFS is typically used to traverse an entire graph, and takes time where , V, is the number of vertices and , E, the number of edges. This is linear in the size of the graph. In these applications it also uses space O(, V, ) in the worst case to store the stack of vertices on t ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. algorithms are Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key in a linear fashion. Binary, or half-interval, searches repeatedl ...
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Halting Problem
In computability theory, the halting problem is the problem of determining, from a description of an arbitrary computer program and an input, whether the program will finish running, or continue to run forever. Alan Turing proved in 1936 that a general algorithm to solve the halting problem for all possible program–input pairs cannot exist. For any program that might determine whether programs halt, a "pathological" program , called with some input, can pass its own source and its input to ''f'' and then specifically do the opposite of what ''f'' predicts ''g'' will do. No ''f'' can exist that handles this case. A key part of the proof is a mathematical definition of a computer and program, which is known as a Turing machine; the halting problem is '' undecidable'' over Turing machines. It is one of the first cases of decision problems proven to be unsolvable. This proof is significant to practical computing efforts, defining a class of applications which no programming invent ...
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Iterative Deepening Depth-first Search
In computer science, iterative deepening search or more specifically iterative deepening depth-first search (IDS or IDDFS) is a state space/graph search strategy in which a depth-limited version of depth-first search is run repeatedly with increasing depth limits until the goal is found. IDDFS is optimal like breadth-first search, but uses much less memory; at each iteration, it visits the nodes in the search tree in the same order as depth-first search, but the cumulative order in which nodes are first visited is effectively breadth-first. Algorithm for directed graphs The following pseudocode shows IDDFS implemented in terms of a recursive depth-limited DFS (called DLS) for directed graphs. This implementation of IDDFS does not account for already-visited nodes and therefore does not work for undirected graphs. function IDDFS(root) is for depth from 0 to ∞ do found, remaining ← DLS(root, depth) if found ≠ null then return found ...
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Graph Theory
In mathematics, graph theory is the study of ''graphs'', which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of '' vertices'' (also called ''nodes'' or ''points'') which are connected by '' edges'' (also called ''links'' or ''lines''). A distinction is made between undirected graphs, where edges link two vertices symmetrically, and directed graphs, where edges link two vertices asymmetrically. Graphs are one of the principal objects of study in discrete mathematics. Definitions Definitions in graph theory vary. The following are some of the more basic ways of defining graphs and related mathematical structures. Graph In one restricted but very common sense of the term, a graph is an ordered pair G=(V,E) comprising: * V, a set of vertices (also called nodes or points); * E \subseteq \, a set of edges (also called links or lines), which are unordered pairs of vertices (that is, an edge is associated wi ...
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Trémaux Tree
In graph theory, a Trémaux tree of an undirected graph G is a type of spanning tree, generalizing depth-first search trees. They are defined by the property that every edge of G connects an ancestor–descendant pair in the tree. Trémaux trees are named after Charles Pierre Trémaux, a 19th-century French author who used a form of depth-first search as a strategy for solving mazes. They have also been called normal spanning trees, especially in the context of infinite graphs. All depth-first search trees and all Hamiltonian paths are Trémaux trees. In finite graphs, every Trémaux tree is a depth-first search tree, but although depth-first search itself is inherently sequential, Trémaux trees can be constructed by a randomized parallel algorithm in the complexity class RNC. They can be used to define the tree-depth of a graph, and as part of the left-right planarity test for testing whether a graph is a planar graph. A characterization of Trémaux trees in the monadic secon ...
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Graph
Graph may refer to: Mathematics *Graph (discrete mathematics), a structure made of vertices and edges **Graph theory, the study of such graphs and their properties *Graph (topology), a topological space resembling a graph in the sense of discrete mathematics *Graph of a function *Graph of a relation *Graph paper *Chart, a means of representing data (also called a graph) Computing *Graph (abstract data type), an abstract data type representing relations or connections *graph (Unix), Unix command-line utility *Conceptual graph, a model for knowledge representation and reasoning Other uses * HMS ''Graph'', a submarine of the UK Royal Navy See also *Complex network *Graf *Graff (other) *Graph database *Grapheme, in linguistics *Graphemics *Graphic (other) *-graphy (suffix from the Greek for "describe," "write" or "draw") *List of information graphics software *Statistical graphics Statistical graphics, also known as statistical graphical techniques, are graphi ...
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Degree (graph Theory)
In graph theory, the degree (or valency) of a vertex of a graph is the number of edges that are incident to the vertex; in a multigraph, a loop contributes 2 to a vertex's degree, for the two ends of the edge. The degree of a vertex v is denoted \deg(v) or \deg v. The maximum degree of a graph G, denoted by \Delta(G), and the minimum degree of a graph, denoted by \delta(G), are the maximum and minimum of its vertices' degrees. In the multigraph shown on the right, the maximum degree is 5 and the minimum degree is 0. In a regular graph, every vertex has the same degree, and so we can speak of ''the'' degree of the graph. A complete graph (denoted K_n, where n is the number of vertices in the graph) is a special kind of regular graph where all vertices have the maximum possible degree, n-1. In a signed graph, the number of positive edges connected to the vertex v is called positive deg(v) and the number of connected negative edges is entitled negative deg(v). Handshaking lem ...
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Bias
Bias is a disproportionate weight ''in favor of'' or ''against'' an idea or thing, usually in a way that is closed-minded, prejudicial, or unfair. Biases can be innate or learned. People may develop biases for or against an individual, a group, or a belief. In science and engineering, a bias is a systematic error. Statistical bias results from an unfair sampling of a population, or from an estimation process that does not give accurate results on average. Etymology The word appears to derive from Old Provençal into Old French ''biais'', "sideways, askance, against the grain". Whence comes French ''biais'', "a slant, a slope, an oblique". It seems to have entered English via the game of bowls, where it referred to balls made with a greater weight on one side. Which expanded to the figurative use, "a one-sided tendency of the mind", and, at first especially in law, "undue propensity or prejudice". Types of bias Cognitive biases A cognitive bias is a repeating or basic mi ...
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Breadth-first Search
Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored. For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoid ...
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Sample (statistics)
In statistics, quality assurance, and survey methodology, sampling is the selection of a subset (a statistical sample) of individuals from within a statistical population to estimate characteristics of the whole population. Statisticians attempt to collect samples that are representative of the population in question. Sampling has lower costs and faster data collection than measuring the entire population and can provide insights in cases where it is infeasible to measure an entire population. Each observation measures one or more properties (such as weight, location, colour or mass) of independent objects or individuals. In survey sampling, weights can be applied to the data to adjust for the sample design, particularly in stratified sampling. Results from probability theory and statistical theory are employed to guide the practice. In business and medical research, sampling is widely used for gathering information about a population. Acceptance sampling is used to determ ...
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Branching Factor
In computing, tree data structures, and game theory, the branching factor is the number of children at each node, the outdegree. If this value is not uniform, an ''average branching factor'' can be calculated. For example, in chess, if a "node" is considered to be a legal position, the average branching factor has been said to be about 35, and a statistical analysis of over 2.5 million games revealed an average of 31. This means that, on average, a player has about 31 to 35 legal moves at their disposal at each turn. By comparison, the average branching factor for the game Go is 250. Higher branching factors make algorithms that follow every branch at every node, such as exhaustive brute force searches, computationally more expensive due to the exponentially increasing number of nodes, leading to combinatorial explosion. For example, if the branching factor is 10, then there will be 10 nodes one level down from the current position, 102 (or 100) nodes two levels down, 103 ...
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