Toy Problem
In scientific disciplines, a toy problem or a puzzlelike problem is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the problem, or as a way to explain a particular, more general, problem solving technique. A toy problem is useful to test and demonstrate methodologies. Researchers can use toy problems to compare the performance of different algorithms. They are also good for game designing. For instance, while engineering a large system, the large problem is often broken down into many smaller toy problems which have been well understood in detail. Often these problems distill a few important aspects of complicated problems so that they can be studied in isolation. Toy problems are thus often very useful in providing intuition about specific phenomena in more complicated problems. As an example, in the field of artificial intelligence, classical puzzles, g ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Vacuum World
A vacuum (: vacuums or vacua) is space devoid of matter. The word is derived from the Latin adjective (neuter ) meaning "vacant" or "void". An approximation to such vacuum is a region with a gaseous pressure much less than atmospheric pressure. Physicists often discuss ideal test results that would occur in a ''perfect'' vacuum, which they sometimes simply call "vacuum" or free space, and use the term partial vacuum to refer to an actual imperfect vacuum as one might have in a laboratory or in space. In engineering and applied physics on the other hand, vacuum refers to any space in which the pressure is considerably lower than atmospheric pressure. The Latin term ''in vacuo'' is used to describe an object that is surrounded by a vacuum. The ''quality'' of a partial vacuum refers to how closely it approaches a perfect vacuum. Other things equal, lower gas pressure means higher-quality vacuum. For example, a typical vacuum cleaner produces enough suction to reduce air pressur ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Blocks World
The blocks world is a planning domain in artificial intelligence. It consists of a set of wooden blocks of various shapes and colors sitting on a table. The goal is to build one or more vertical stacks of blocks. Only one block may be moved at a time: it may either be placed on the table or placed atop another block. Because of this, any blocks that are, at a given time, under another block cannot be moved. Moreover, some kinds of blocks cannot have other blocks stacked on top of them. The simplicity of this toy world lends itself readily to classical symbolic artificial intelligence approaches, in which the world is modeled as a set of abstract symbols which may be reasoned about. Motivation Artificial Intelligence can be researched in theory and with practical applications. The problem with most practical application is, that the engineers don't know how to program an AI system. Instead of rejecting the challenge at all the idea is to invent an easy to solve domain which is c ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Data Science
Data science is an interdisciplinary academic field that uses statistics, scientific computing, scientific methods, processing, scientific visualization, algorithms and systems to extract or extrapolate knowledge from potentially noisy, structured, or unstructured data. Data science also integrates domain knowledge from the underlying application domain (e.g., natural sciences, information technology, and medicine). Data science is multifaceted and can be described as a science, a research paradigm, a research method, a discipline, a workflow, and a profession. Data science is "a concept to unify statistics, data analysis, informatics, and their related methods" to "understand and analyze actual phenomena" with data. It uses techniques and theories drawn from many fields within the context of mathematics, statistics, computer science, information science, and domain knowledge. However, data science is different from computer science and information science. Turing Awar ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Recreational Mathematics
Recreational mathematics is mathematics carried out for recreation (entertainment) rather than as a strictly research-and-application-based professional activity or as a part of a student's formal education. Although it is not necessarily limited to being an endeavor for amateurs, many topics in this field require no knowledge of advanced mathematics. Recreational mathematics involves mathematical puzzles and games, often appealing to children and untrained adults and inspiring their further study of the subject. The Mathematical Association of America (MAA) includes recreational mathematics as one of its seventeen Special Interest Groups, commenting: Mathematical competitions (such as those sponsored by mathematical associations) are also categorized under recreational mathematics. Topics Some of the more well-known topics in recreational mathematics are Rubik's Cubes, magic squares, fractals, logic puzzles and mathematical chess problems, but this area of mathemati ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Mathematics Education
In contemporary education, mathematics education—known in Europe as the didactics or pedagogy of mathematics—is the practice of teaching, learning, and carrying out Scholarly method, scholarly research into the transfer of mathematical knowledge. Although research into mathematics education is primarily concerned with the tools, methods, and approaches that facilitate practice or the study of practice, it also covers an extensive field of study encompassing a variety of different concepts, theories and methods. List of mathematical societies, National and international organisations regularly hold conferences and List of mathematics education journals, publish literature in order to improve mathematics education. History Ancient Elementary mathematics were a core part of education in many ancient civilisations, including ancient Egypt, Babylonia, ancient Babylonia, ancient Greece, ancient Rome, and Vedic civilization, Vedic Ancient India, India. In most cases, formal edu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Secretary Problem
The secretary problem demonstrates a scenario involving optimal stopping theory For French translation, secover storyin the July issue of ''Pour la Science'' (2009). that is studied extensively in the fields of applied probability, statistics, and decision theory. It is also known as the marriage problem, the sultan's dowry problem, the fussy suitor problem, the googol game, and the best choice problem. Its solution is also known as the 37% rule. The basic form of the problem is the following: imagine an administrator who wants to hire the best secretary out of n rankable applicants for a position. The applicants are interviewed one by one in random order. A decision about each particular applicant is to be made immediately after the interview. Once rejected, an applicant cannot be recalled. During the interview, the administrator gains information sufficient to rank the applicant among all applicants interviewed so far, but is unaware of the quality of yet unseen applicants. The ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Monkey And Banana Problem
The monkey and banana problem is a famous toy problem in artificial intelligence, particularly in logic programming and planning. Formulation of the problem A monkey is in a room. Suspended from the ceiling is a bunch of bananas, beyond the monkey's reach. However, in the room there are also a chair and a stick. The ceiling is just the right height so that a monkey standing on a chair could knock the bananas down with the stick. The monkey knows how to move around, carry other things around, reach for the bananas, and wave a stick in the air. What is the best sequence of actions for the monkey? Purpose of the problem The problem seeks to answer the question of whether monkeys are intelligent. Both humans and monkeys have the ability to use mental maps to remember things like where to go to find shelter, or how to avoid danger. They can also remember where to go to gather food and water, as well as how to communicate with each other. Monkeys have the ability not only to remember h ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Firing Squad Synchronization Problem
The firing squad synchronization problem is a problem in computer science and cellular automaton, cellular automata in which the goal is to design a cellular automaton that, starting with a single active cell, eventually reaches a state in which all cells are simultaneously active. It was first proposed by John Myhill in 1957 and published (with a solution by John McCarthy (computer scientist), John McCarthy and Marvin Minsky) in 1962 by Edward F. Moore. Problem statement The name of the problem comes from an analogy with real-world firing squads: the goal is to design a system of rules according to which an officer can command an execution detail to fire so that its members fire their rifles simultaneously. More formally, the problem concerns cellular automata, arrays of finite-state machines called ''cells'' arranged in a line, such that at each time step each machine transitions to a new state as a function of its previous state and the states of its two neighbors in the line ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use Conditional (computer programming), conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning). In contrast, a Heuristic (computer science), heuristic is an approach to solving problems without well-defined correct or optimal results.David A. Grossman, Ophir Frieder, ''Information Retrieval: Algorithms and Heuristics'', 2nd edition, 2004, For example, although social media recommender systems are commonly called "algorithms", they actually rely on heuristics as there is no truly "correct" recommendation. As an e ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arranged in an 8×8 grid. The players, referred to as White and Black in chess, "White" and "Black", each control sixteen Chess piece, pieces: one king (chess), king, one queen (chess), queen, two rook (chess), rooks, two bishop (chess), bishops, two knight (chess), knights, and eight pawn (chess), pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw (chess), draw. The recorded history of chess goes back to at least the emergence of chaturanga—also thought to be an ancesto ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (English in the Commonwealth of Nations, Commonwealth English), or Xs and Os (Canadian English, Canadian or Hiberno-English, Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid, one with Xs and the other with Os. A player wins when they mark all three spaces of a row, column, or diagonal of the grid, whereupon they traditionally draw a line through those three marks to indicate the win. It is a solved game, with a forced draw assuming Best response, best play from both players. Names In American English, the game is known as "tic-tac-toe". It may also be spelled "tick-tack-toe", "tick-tat-toe", or "tit-tat-toe". In Commonwealth English (particularly British English, British, South African English, South African, Indian English, Indian, Australian English, Australian, and New Zealand English), the game is known as "noughts and crosses", alternatively spelled ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |