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  2. Optimal solutions for the Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Optimal_solutions_for_the...

    Optimal solutions for the Rubik's Cube. Optimal solutions for the Rubik's Cube are solutions that are the shortest in some sense. There are two common ways to measure the length of a solution. The first is to count the number of quarter turns. The second is to count the number of outer-layer twists, called "face turns".

  3. Speedcubing - Wikipedia

    en.wikipedia.org/wiki/Speedcubing

    Speedcubing, also referred to as speedsolving, is a competitive sport centered around the rapid solving of various combination puzzles. The most prominent puzzle in this category is the 3x3x3 puzzle, commonly known as the Rubik's Cube. Participants in this sport are known as "speedcubers," who focus specifically on solving these puzzles at high ...

  4. Strassen algorithm - Wikipedia

    en.wikipedia.org/wiki/Strassen_algorithm

    Strassen algorithm. In linear algebra, the Strassen algorithm, named after Volker Strassen, is an algorithm for matrix multiplication. It is faster than the standard matrix multiplication algorithm for large matrices, with a better asymptotic complexity, although the naive algorithm is often better for smaller matrices.

  5. Cholesky decomposition - Wikipedia

    en.wikipedia.org/wiki/Cholesky_decomposition

    In linear algebra, the Cholesky decomposition or Cholesky factorization (pronounced / ʃəˈlɛski / shə-LES-kee) is a decomposition of a Hermitian, positive-definite matrix into the product of a lower triangular matrix and its conjugate transpose, which is useful for efficient numerical solutions, e.g., Monte Carlo simulations.

  6. Matrix multiplication algorithm - Wikipedia

    en.wikipedia.org/wiki/Matrix_multiplication...

    The definition of matrix multiplication is that if C = AB for an n × m matrix A and an m × p matrix B, then C is an n × p matrix with entries. From this, a simple algorithm can be constructed which loops over the indices i from 1 through n and j from 1 through p, computing the above using a nested loop: Input: matrices A and B.

  7. Tic-tac-toe - Wikipedia

    en.wikipedia.org/wiki/Tic-tac-toe

    Numerical tic-tac-toe is a variation invented by the mathematician Ronald Graham. The numbers 1 to 9 are used in this game. The first player plays with the odd numbers, and the second player plays with the even numbers. All numbers can be used only once.

  8. Bicubic interpolation - Wikipedia

    en.wikipedia.org/wiki/Bicubic_interpolation

    Their heights above the ground correspond to their values. In mathematics, bicubic interpolation is an extension of cubic spline interpolation (a method of applying cubic interpolation to a data set) for interpolating data points on a two-dimensional regular grid. The interpolated surface (meaning the kernel shape, not the image) is smoother ...

  9. Newton's method in optimization - Wikipedia

    en.wikipedia.org/wiki/Newton's_method_in...

    Newton's method uses curvature information (i.e. the second derivative) to take a more direct route. In calculus, Newton's method (also called Newton–Raphson) is an iterative method for finding the roots of a differentiable function F, which are solutions to the equation F (x) = 0. As such, Newton's method can be applied to the derivative f ...