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A linear-time algorithm for finding a longest path in a tree was proposed by Edsger Dijkstra around 1960, while a formal proof of this algorithm was published in 2002. [15] Furthermore, a longest path can be computed in polynomial time on weighted trees, on block graphs, on cacti, [16] on bipartite permutation graphs, [17] and on Ptolemaic ...
The maximum length for the snake-in-the-box problem is known for dimensions one through eight; it is 1, 2, 4, 7, 13, 26, 50, 98 (sequence A099155 in the OEIS). Beyond that length, the exact length of the longest snake is not known; the best lengths found so far for dimensions nine through thirteen are 190, 370, 712, 1373, 2687.
Conversely, if H has an induced path or cycle of length k, any maximal set of nonadjacent vertices in G from this path or cycle forms an independent set in G of size at least k/3. Thus, the size of the maximum independent set in G is within a constant factor of the size of the longest induced path and the longest induced cycle in H.
Two primary problems of pathfinding are (1) to find a path between two nodes in a graph; and (2) the shortest path problem—to find the optimal shortest path. Basic algorithms such as breadth-first and depth-first search address the first problem by exhausting all possibilities; starting from the given node, they iterate over all potential ...
In fact in order to answer a level ancestor query, the algorithm needs to jump from a path to another until it reaches the root and there could be Θ(√ n) of such paths on a leaf-to-root path. This leads us to an algorithm that can pre-process the tree in O( n ) time and answers queries in O( √ n ).
In computer programming and computer science, "maximal munch" or "longest match" is the principle that when creating some construct, as much of the available input as possible should be consumed. The earliest known use of this term is by R.G.G. Cattell in his PhD thesis [ 1 ] on automatic derivation of code generators for compilers .
Isomap is used for computing a quasi-isometric, low-dimensional embedding of a set of high-dimensional data points. The algorithm provides a simple method for estimating the intrinsic geometry of a data manifold based on a rough estimate of each data point’s neighbors on the manifold. Isomap is highly efficient and generally applicable to a ...
The Z-ordering can be used to efficiently build a quadtree (2D) or octree (3D) for a set of points. [5] [6] The basic idea is to sort the input set according to Z-order.Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, [7] or they can be used to build a pointer based quadtree.