Maze Solving Algorithm
A maze-solving algorithm is an algorithm, automated method for solving a maze. The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the Cul-de-sac, dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once. Mazes containing no loops are known as "simply connected", or "perfect" mazes, and are equivalent to a Tree (graph theory), ''tree'' in graph theory. Maze-solving algorithms are closely related to graph theory. Intuitively, if one pulled and stretched out the paths in the maze in the proper way, the result could be made to resemble a tree. Random mouse algorithm This simple method can be implemented by a very unintelligent robot or perhaps a mouse, because it does not require any memory. The robot proceeds following the current passage until a junction is reached, and then makes a rand ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Cyclope Robot
''Tritia'' is a genus of sea snails, marine (ocean), marine gastropod mollusks in the family (biology), family Nassariidae, the Nassa mud snails or dog whelks.Bouchet, P.; Gofas, S. (2016). Tritia. In: MolluscaBase (2016). Accessed through: World Register of Marine Species at http://www.marinespecies.org/aphia.php?p=taxdetails&id=246140 on 2016-05-18 Description (Described as ''Neritula'') The shell is ovate, depressed, with the axis distorted. The Spire (mollusc), spire is flattened and oblique. The Whorl (mollusc), whorls are smooth. The Aperture (mollusc), aperture is depressed. The Columella (gastropod), columella is smooth. The inner Lip (gastropod), lip is callous and is spread over the body whorl. The outer lip is reflected, not denticulate or striated. The body whorl is depressed and extends over the penultimate whorl, nearly covering and concealing the spire, which, consequently, appears very obtuse. Species Species within the genus ''Tritia'' include: * † ''Trit ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Glossary Of Graph Theory
This is a glossary of graph theory. Graph theory is the study of graphs, systems of nodes or vertices connected in pairs by lines or edges. Symbols A B C D E F G H I J K L M ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Maze Generation Algorithm
Maze generation algorithms are algorithm, automated methods for the creation of mazes. Graph theory based methods A maze can be generated by starting with a predetermined arrangement of cells (most commonly a rectangular grid but other arrangements are possible) with wall sites between them. This predetermined arrangement can be considered as a connected graph with the edges representing possible wall sites and the nodes representing cells. The purpose of the maze generation algorithm can then be considered to be making a subgraph in which it is challenging to find a route between two particular nodes. If the subgraph is not connected graph, connected, then there are regions of the graph that are wasted because they do not contribute to the search space. If the graph contains loops, then there may be multiple paths between the chosen nodes. Because of this, maze generation is often approached as generating a random spanning tree (mathematics), spanning tree. Loops, which ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Maze
A maze is a path or collection of paths, typically from an entrance to a goal. The word is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. The term "labyrinth" is generally synonymous with "maze", but can also connote specifically a unicursal pattern. The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles. Construction Mazes have been built with a variety of materials. Some are relatively permanent, like Hedge maze, hedges, Turf maze, turf, walls, rooms, tiles, and paving stones or bricks. Others are deliberately transitory, like Corn maze, corn stalks, Straw maze, straw bales, books, snow, or in fields of crops such as cereal, corn or maize. Maize mazes can be very large; they are usually kept only for one g ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Distributed Computing
Distributed computing is a field of computer science that studies distributed systems, defined as computer systems whose inter-communicating components are located on different networked computers. The components of a distributed system communicate and coordinate their actions by passing messages to one another in order to achieve a common goal. Three significant challenges of distributed systems are: maintaining concurrency of components, overcoming the lack of a global clock, and managing the independent failure of components. When a component of one system fails, the entire system does not fail. Examples of distributed systems vary from SOA-based systems to microservices to massively multiplayer online games to peer-to-peer applications. Distributed systems cost significantly more than monolithic architectures, primarily due to increased needs for additional hardware, servers, gateways, firewalls, new subnets, proxies, and so on. Also, distributed systems are prone to ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Parallel Computing
Parallel computing is a type of computing, computation in which many calculations or Process (computing), processes are carried out simultaneously. Large problems can often be divided into smaller ones, which can then be solved at the same time. There are several different forms of parallel computing: Bit-level parallelism, bit-level, Instruction-level parallelism, instruction-level, Data parallelism, data, and task parallelism. Parallelism has long been employed in high-performance computing, but has gained broader interest due to the physical constraints preventing frequency scaling.S.V. Adve ''et al.'' (November 2008)"Parallel Computing Research at Illinois: The UPCRC Agenda" (PDF). Parallel@Illinois, University of Illinois at Urbana-Champaign. "The main techniques for these performance benefits—increased clock frequency and smarter but increasingly complex architectures—are now hitting the so-called power wall. The computer industry has accepted that future performance inc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Queue (data Structure)
In computer science, a queue is a collection of entities that are maintained in a sequence and can be modified by the addition of entities at one end of the sequence and the removal of entities from the other end of the sequence. By convention, the end of the sequence at which elements are added is called the back, tail, or rear of the queue, and the end at which elements are removed is called the head or front of the queue, analogously to the words used when people line up to wait for goods or services. The operation of adding an element to the rear of the queue is known as ''enqueue'', and the operation of removing an element from the front is known as ''dequeue''. Other operations may also be allowed, often including a '' peek'' or ''front'' operation that returns the value of the next element to be dequeued without dequeuing it. The operations of a queue make it a first-in-first-out (FIFO) data structure. In a FIFO data structure, the first element added to the queue will ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Heuristic
A heuristic or heuristic technique (''problem solving'', '' mental shortcut'', ''rule of thumb'') is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless "good enough" as an approximation or attribute substitution. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision. Context Gigerenzer & Gaissmaier (2011) state that sub-sets of ''strategy'' include heuristics, regression analysis, and Bayesian inference. Heuristics are strategies based on rules to generate optimal decisions, like the anchoring effect and utility maximization problem. These strategies depend on using readily accessible, though loosely applicable, information to control problem solving in human beings, machines and abstract i ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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A* Algorithm
A* (pronounced "A-star") is a graph traversal and pathfinding algorithm that is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. Given a weighted graph, a source node and a goal node, the algorithm finds the shortest path (with respect to the given weights) from source to goal. One major practical drawback is its O(b^d) space complexity where is the depth of the shallowest solution (the length of the shortest path from the source node to any given goal node) and is the branching factor (the maximum number of successors for any given state), as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms that can pre-process the graph to attain better performance, as well as by memory-bounded approaches; however, A* is still the best solution in many cases. Peter Hart, Nils Nilsson and Bertram Raphael of Stanford Research Institute (now SRI International) f ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 (DFS), 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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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MAZE 40x20 DFS No Deadends
A maze is a path or collection of paths, typically from an entrance to a goal. The word is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. The term "labyrinth" is generally synonymous with "maze", but can also connote specifically a unicursal pattern. The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles. Construction Mazes have been built with a variety of materials. Some are relatively permanent, like hedges, turf, walls, rooms, tiles, and paving stones or bricks. Others are deliberately transitory, like corn stalks, straw bales, books, snow, or in fields of crops such as corn or maize. Maize mazes can be very large; they are usually kept only for one growing season, so they can be different each year, a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Manhattan Distance
Taxicab geometry or Manhattan geometry is geometry where the familiar Euclidean distance is ignored, and the distance between two point (geometry), points is instead defined to be the sum of the absolute differences of their respective Cartesian coordinates, a distance function (or Metric (mathematics), metric) called the ''taxicab distance'', ''Manhattan distance'', or ''city block distance''. The name refers to the island of Manhattan, or generically any planned city with a rectangular grid of streets, in which a taxicab can only travel along grid directions. In taxicab geometry, the distance between any two points equals the length of their shortest grid path. This different definition of distance also leads to a different definition of the length of a curve, for which a line segment between any two points has the same length as a grid path between those points rather than its Euclidean length. The taxicab distance is also sometimes known as ''rectilinear distance'' or distanc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |