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An anatree [1] is a data structure designed to solve anagrams. Solving an anagram is the problem of finding a word from a given list of letters. These problems are commonly encountered in word games like Scrabble or in newspaper crossword puzzles. The problem for the wordwheel also has the condition that the central letter appear in all the ...
Anacrostic may be the most accurate term used, and hence most common, as it is a portmanteau of anagram and acrostic, referencing the fact that the solution is an anagram of the clue answers, and the author of the quote is hidden in the clue answers acrostically.
A Sudoku starts with some cells containing numbers (clues), and the goal is to solve the remaining cells. Proper Sudokus have one solution. [1] Players and investigators use a wide range of computer algorithms to solve Sudokus, study their properties, and make new puzzles, including Sudokus with interesting symmetries and other properties.
This article is a list of notable unsolved problems in computer science. A problem in computer science is considered unsolved when no solution is known or when experts in the field disagree about proposed solutions.
Animation for the anagram "Listen = Silent" An anagram is a word or phrase formed by rearranging the letters of a different word or phrase, typically using all the original letters exactly once. [1] For example, the word anagram itself can be rearranged into the phrase "nag a ram". The original word or phrase is known as the subject of the ...
Many mathematical problems have been stated but not yet solved. These problems come from many areas of mathematics, such as theoretical physics, computer science, algebra, analysis, combinatorics, algebraic, differential, discrete and Euclidean geometries, graph theory, group theory, model theory, number theory, set theory, Ramsey theory, dynamical systems, and partial differential equations.
An independent psychologist reviewed Bananagrams and expressed her recommendation of Bananagrams as a positive example of creativity stimulation because, perhaps unlike Scrabble, the goal is to play all of one's tiles, which generates a need to configure and reconfigure one's word grid to accept all of the letters. [11]
The Stanford Research Institute Problem Solver, known by its acronym STRIPS, is an automated planner developed by Richard Fikes and Nils Nilsson in 1971 at SRI International. [1] The same name was later used to refer to the formal language of the inputs to this planner.