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If q = 2, then (a-b) 2 = 2 and there is no integral solution a, b. When q > 2, the equation x 2 + y 2 − qxy − q = 0 defines a hyperbola H and (a,b) represents an integral lattice point on H. If (x,x) is an integral lattice point on H with x > 0, then (since q is integral) one can see that x = 1. This proposition's statement is then true for ...
An elementary example of a random walk is the random walk on the integer number line which starts at 0, and at each step moves +1 or −1 with equal probability. Other examples include the path traced by a molecule as it travels in a liquid or a gas (see Brownian motion ), the search path of a foraging animal, or the price of a fluctuating ...
The problem was first posed by Henry Dudeney in 1900, as a puzzle in recreational mathematics, phrased in terms of placing the 16 pawns of a chessboard onto the board so that no three are in a line. [2] This is exactly the no-three-in-line problem, for the case =. [3] In a later version of the puzzle, Dudeney modified the problem, making its ...
Solution of a travelling salesman problem: the black line shows the shortest possible loop that connects every red dot. In the theory of computational complexity, the travelling salesman problem (TSP) asks the following question: "Given a list of cities and the distances between each pair of cities, what is the shortest possible route that visits each city exactly once and returns to the ...
The game host then opens one of the other doors, say 3, to reveal a goat and offers to let the player switch from door 1 to door 2. The Monty Hall problem is a brain teaser, in the form of a probability puzzle, based nominally on the American television game show Let's Make a Deal and named after its original host, Monty Hall.
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.
Robot in a wooden maze. A maze-solving algorithm is an 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 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.
The jump can be iterated into transfinite ordinals: there are jump operators for sets of natural numbers when is an ordinal that has a code in Kleene's (regardless of code, the resulting jumps are the same by a theorem of Spector), [2] in particular the sets 0 (α) for α < ω 1 CK, where ω 1 CK is the Church–Kleene ordinal, are closely ...