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The general problem of solving Sudoku puzzles on n 2 ×n 2 grids of n×n blocks is known to be NP-complete. [8] A puzzle can be expressed as a graph coloring problem. [9] The aim is to construct a 9-coloring of a particular graph, given a partial 9-coloring. The Sudoku graph has 81 vertices, one vertex for each cell.
In mathematics, the moving sofa problem or sofa problem is a two-dimensional idealization of real-life furniture-moving problems and asks for the rigid two-dimensional shape of the largest area that can be maneuvered through an L-shaped planar region with legs of unit width. [1] The area thus obtained is referred to as the sofa constant.
The game will frequently break away from the action-oriented gameplay to present the player with math problems to solve. In problem-solving mode, the game employs a distinctly different interface, presenting text on one side of the screen and an illustration on the other. The math challenge takes the form of a word problem, and it is up to the ...
Although this problem seems easier, Valiant and Vazirani have shown [24] that if there is a practical (i.e. randomized polynomial-time) algorithm to solve it, then all problems in NP can be solved just as easily. MAX-SAT, the maximum satisfiability problem, is an FNP generalization of SAT. It asks for the maximum number of clauses which can be ...
Friden made a calculator that also provided square roots, basically by doing division, but with added mechanism that automatically incremented the number in the keyboard in a systematic fashion. The last of the mechanical calculators were likely to have short-cut multiplication, and some ten-key, serial-entry types had decimal-point keys.
In computer science and mathematics, the Josephus problem (or Josephus permutation) is a theoretical problem related to a certain counting-out game. Such games are used to pick out a person from a group, e.g. eeny, meeny, miny, moe. A drawing for the Josephus problem sequence for 500 people and skipping value of 6.
Math For The Real World is a 1997 educational video game published by Davidson and Associates and was intended to be the first in a "Real World" game series. [2] On June 30, 1998, Davidson merged with the large educational software company Knowledge Adventure, with the new business becoming the publisher of the game in association with Kaplan Inc.
Pascal's calculator (also known as the arithmetic machine or Pascaline) is a mechanical calculator invented by Blaise Pascal in 1642. Pascal was led to develop a calculator by the laborious arithmetical calculations required by his father's work as the supervisor of taxes in Rouen . [ 2 ]