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With High Probability
In mathematics, an event that occurs with high probability (often shortened to w.h.p. or WHP) is one whose probability depends on a certain number ''n'' and goes to 1 as ''n'' goes to infinity, i.e. the probability of the event occurring can be made as close to 1 as desired by making ''n'' big enough. Applications The term WHP is especially used in computer science, in the analysis of probabilistic algorithms. For example, consider a certain probabilistic algorithm on a graph with ''n'' nodes. If the probability that the algorithm returns the correct answer is 1-1/n, then when the number of nodes is very large, the algorithm is correct with a probability that is very near 1. This fact is expressed shortly by saying that the algorithm is correct WHP. Some examples where this term is used are: * Miller–Rabin primality test: a probabilistic algorithm for testing whether a given number ''n'' is prime or composite. If ''n'' is composite, the test will detect ''n'' as composite WHP. ...
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Mathematics
Mathematics is a field of study that discovers and organizes methods, Mathematical theory, theories and theorems that are developed and Mathematical proof, proved for the needs of empirical sciences and mathematics itself. There are many areas of mathematics, which include number theory (the study of numbers), algebra (the study of formulas and related structures), geometry (the study of shapes and spaces that contain them), Mathematical analysis, analysis (the study of continuous changes), and set theory (presently used as a foundation for all mathematics). Mathematics involves the description and manipulation of mathematical object, abstract objects that consist of either abstraction (mathematics), abstractions from nature orin modern mathematicspurely abstract entities that are stipulated to have certain properties, called axioms. Mathematics uses pure reason to proof (mathematics), prove properties of objects, a ''proof'' consisting of a succession of applications of in ...
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Online Codes
In computer science, online codes are an example of rateless erasure codes. These codes can encode a message into a number of symbols such that knowledge of any fraction of them allows one to recover the original message (with high probability). ''Rateless'' codes produce an arbitrarily large number of symbols which can be broadcast until the receivers have enough symbols. The online encoding algorithm consists of several phases. First the message is split into ''n'' fixed size message blocks. Then the ''outer encoding'' is an erasure code which produces auxiliary blocks that are appended to the message blocks to form a composite message. From this the inner encoding generates check blocks. Upon receiving a certain number of check blocks some fraction of the composite message can be recovered. Once enough has been recovered the outer decoding can be used to recover the original message. Detailed discussion Online codes are parameterised by the block size and two scalars, ''q'' ...
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Almost Surely
In probability theory, an event is said to happen almost surely (sometimes abbreviated as a.s.) if it happens with probability 1 (with respect to the probability measure). In other words, the set of outcomes on which the event does not occur has probability 0, even though the set might not be empty. The concept is analogous to the concept of "almost everywhere" in measure theory. In probability experiments on a finite sample space with a non-zero probability for each outcome, there is no difference between ''almost surely'' and ''surely'' (since having a probability of 1 entails including all the sample points); however, this distinction becomes important when the sample space is an infinite set, because an infinite set can have non-empty subsets of probability 0. Some examples of the use of this concept include the strong and uniform versions of the law of large numbers, the continuity of the paths of Brownian motion, and the infinite monkey theorem. The terms almost certai ...
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Randomized Algorithm
A randomized algorithm is an algorithm that employs a degree of randomness as part of its logic or procedure. The algorithm typically uses uniformly random bits as an auxiliary input to guide its behavior, in the hope of achieving good performance in the "average case" over all possible choices of random determined by the random bits; thus either the running time, or the output (or both) are random variables. There is a distinction between algorithms that use the random input so that they always terminate with the correct answer, but where the expected running time is finite (Las Vegas algorithms, for example Quicksort), and algorithms which have a chance of producing an incorrect result ( Monte Carlo algorithms, for example the Monte Carlo algorithm for the MFAS problem) or fail to produce a result either by signaling a failure or failing to terminate. In some cases, probabilistic algorithms are the only practical means of solving a problem. In common practice, randomized alg ...
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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 ...
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Communication Protocol
A communication protocol is a system of rules that allows two or more entities of a communications system to transmit information via any variation of a physical quantity. The protocol defines the rules, syntax, semantics (computer science), semantics, and synchronization of communication and possible Error detection and correction, error recovery methods. Protocols may be implemented by Computer hardware, hardware, software, or a combination of both. Communicating systems use well-defined formats for exchanging various messages. Each message has an exact meaning intended to elicit a response from a range of possible responses predetermined for that particular situation. The specified behavior is typically independent of how it is to be Implementation, implemented. Communication protocols have to be agreed upon by the parties involved. To reach an agreement, a protocol may be developed into a technical standard. A programming language describes the same for computations, so there ...
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Gossip Protocol
A gossip protocol or epidemic protocol is a procedure or process of computer peer-to-peer communication that is based on the way epidemics spread. Some distributed systems use peer-to-peer gossip to ensure that data is disseminated to all members of a group. Some ad-hoc networks have no central registry and the only way to spread common data is to rely on each member to pass it along to their neighbors. Communication The concept of ''gossip communication'' can be illustrated by the analogy of office workers spreading rumors. Let's say each hour the office workers congregate around the water cooler. Each employee pairs off with another, chosen at random, and shares the latest gossip. At the start of the day, Dave starts a new rumor: he comments to Bob that he believes that Charlie dyes his mustache. At the next meeting, Bob tells Alice, while Dave repeats the idea to Eve. After each water cooler rendezvous, the number of individuals who have heard the rumor roughly doubles (thou ...
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Probably Approximately Correct Learning
In computational learning theory, probably approximately correct (PAC) learning is a framework for mathematical analysis of machine learning. It was proposed in 1984 by Leslie Valiant.L. Valiant. A theory of the learnable.' Communications of the ACM, 27, 1984. In this framework, the learner receives samples and must select a generalization function (called the ''hypothesis'') from a certain class of possible functions. The goal is that, with high probability (the "probably" part), the selected function will have low generalization error (the "approximately correct" part). The learner must be able to learn the concept given any arbitrary approximation ratio, probability of success, or distribution of the samples. The model was later extended to treat noise (misclassified samples). An important innovation of the PAC framework is the introduction of computational complexity theory concepts to machine learning. In particular, the learner is expected to find efficient functions (t ...
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Fusion Tree
In computer science, a fusion tree is a type of tree data structure that implements an associative array on -bit integers on a finite universe, where each of the input integers has size less than 2w and is non-negative. When operating on a collection of Attribute–value pair, key–value pairs, it uses space and performs searches in time, which is asymptotically faster than a traditional self-balancing binary search tree, and also better than the van Emde Boas tree for large values of . It achieves this speed by using certain constant-time operations that can be done on a machine word. Fusion trees were invented in 1990 by Michael Fredman and Dan Willard. Several advances have been made since Fredman and Willard's original 1990 paper. In 1999. it was shown how to implement fusion trees under a model of computation in which all of the underlying operations of the algorithm belong to AC0, AC0, a model of circuit complexity that allows addition and bitwise Boolean operations ...
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Probability
Probability is a branch of mathematics and statistics concerning events and numerical descriptions of how likely they are to occur. The probability of an event is a number between 0 and 1; the larger the probability, the more likely an event is to occur."Kendall's Advanced Theory of Statistics, Volume 1: Distribution Theory", Alan Stuart and Keith Ord, 6th ed., (2009), .William Feller, ''An Introduction to Probability Theory and Its Applications'', vol. 1, 3rd ed., (1968), Wiley, . This number is often expressed as a percentage (%), ranging from 0% to 100%. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written as 0.5 or 50%). These concepts have been given an axiomatic mathematical formaliza ...
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Treap
In computer science, the treap and the randomized binary search tree are two closely related forms of binary search tree data structures that maintain a dynamic set of ordered keys and allow binary searches among the keys. After any sequence of insertions and deletions of keys, the shape of the tree is a random variable with the same probability distribution as a random binary tree; in particular, with high probability its height is proportional to the logarithm of the number of keys, so that each search, insertion, or deletion operation takes logarithmic time to perform. Description The treap was first described by Raimund Seidel and Cecilia R. Aragon in 1989; its name is a portmanteau word, portmanteau of Tree data structure, tree and heap (data structure), heap. It is a Cartesian tree in which each key is given a (randomly chosen) numeric priority. As with any binary search tree, the inorder traversal order of the nodes is the same as the sorted order of the keys. The stru ...
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Freivalds' Algorithm
Freivalds' algorithm (named after Rūsiņš Mārtiņš Freivalds) is a probabilistic randomized algorithm used to verify matrix multiplication. Given three ''n'' × ''n'' matrices A, B, and C, a general problem is to verify whether A \times B = C. A naïve algorithm would compute the product A \times B explicitly and compare term by term whether this product equals C. However, the best known matrix multiplication algorithm runs in O(n^) time. Freivalds' algorithm utilizes randomization in order to reduce this time bound to O(n^2) with high probability. In O(kn^2) time the algorithm can verify a matrix product with probability of failure less than 2^. The algorithm Input Three ''n'' × ''n'' matrices A, B, and C. Output Yes, if A \times B = C; No, otherwise. Procedure # Generate an ''n'' × 1 random 0/1 vector \vec. # Compute \vec = A \times (B \vec) - C\vec. # Output "Yes" if \vec = (0,0,\ldots,0)^T; "No," otherwise. Error If A \tim ...
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