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Dijkstra's algorithm, as another example of a uniform-cost search algorithm, can be viewed as a special case of A* where = for all x. [ 12 ] [ 13 ] General depth-first search can be implemented using A* by considering that there is a global counter C initialized with a very large value.
For example, the problem of deciding whether a graph G contains H as a minor, where H is fixed, can be solved in a running time of O(n 2), [25] where n is the number of vertices in G. However, the big O notation hides a constant that depends superexponentially on H .
An algorithm is fundamentally a set of rules or defined procedures that is typically designed and used to solve a specific problem or a broad set of problems.. Broadly, algorithms define process(es), sets of rules, or methodologies that are to be followed in calculations, data processing, data mining, pattern recognition, automated reasoning or other problem-solving operations.
Simon's problem considers access to a function : {,} {,}, as implemented by a black box or an oracle. This function is promised to be either a one-to-one function, or a two-to-one function; if is two-to-one, it is furthermore promised that two inputs and ′ evaluate to the same value if and only if and ′ differ in a fixed set of bits. I.e.,
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 ...
The exponential time hypothesis asserts that no algorithm can solve 3-SAT (or indeed k-SAT for any k > 2) in exp(o(n)) time (that is, fundamentally faster than exponential in n). Selman, Mitchell, and Levesque (1996) give empirical data on the difficulty of randomly generated 3-SAT formulas, depending on their size parameters.
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.
An example of a decision problem is deciding with the help of an algorithm whether a given natural number is prime. Another example is the problem, "given two numbers x and y, does x evenly divide y?" A method for solving a decision problem, given in the form of an algorithm, is called a decision procedure for that problem.