About: Toy problem

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In scientific disciplines, a toy problem or a puzzlelike problem is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the problem, or as a way to explain a particular, more general, problem solving technique. A toy problem is useful to test and demonstrate methodologies. Researchers can use toy problems to compare the performance of different algorithms. They are also good for game designing.

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  • En matematiko kaj informadiko, luda problemo estas problemo kiu estas ne de senpera scienca intereso, sed estas uzata por ilustri trajtojn kiuj povas esti komunigitaj per aliaj, pli komplikaj, aperoj de la problemo, aŭ kiel maniero por ekspliki manieron de solvado de pli komplikaj problemoj. Ekzemploj: * * . * (eo)
  • In scientific disciplines, a toy problem or a puzzlelike problem is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the problem, or as a way to explain a particular, more general, problem solving technique. A toy problem is useful to test and demonstrate methodologies. Researchers can use toy problems to compare the performance of different algorithms. They are also good for game designing. For instance, while engineering a large system, the large problem is often broken down into many smaller toy problems which have been well understood in detail. Often these problems distill a few important aspects of complicated problems so that they can be studied in isolation. Toy problems are thus often very useful in providing intuition about specific phenomena in more complicated problems. As an example, in the field of artificial intelligence, classical puzzles, games and problems are often used as toy problems. These include sliding-block puzzles, N-Queens problem, missionaries and cannibals problem, tic-tac-toe, chess, Tower of Hanoi and others. (en)
  • Em disciplinas científicas, um problema amostra ou problema toy é um problema que não é de interesse imediato científico, contudo é usado como um dispositivo expositivo para ilustrar uma característica que pode ser compartilhada por outras, mais complicadas, instâncias do problema, ou como uma forma de explicar uma técnica particular para a solução de um, problema mais generalizado. Por exemplo, enquanto a engenharia de um grande sistema, o grande problema é muitas vezes dividido em muitos pequenos problemas amostra que foram compreendidos em grande detalhes. Muitas vezes, estes problemas separam alguns aspectos importantes de problemas complicados de modo que eles podem ser estudados em isolamento. Problemas amostra são, portanto, muitas vezes muito útil no fornecimento de intuição sobre fenômenos específicos em problemas mais complicados. (pt)
  • 玩具問題(toy problem)或類謎題問題(puzzlelike problem)是科學領域上的一些問題,沒有科學上立即的重要性,不過可以做為工具,和其他人說明一些更複雜問題中的一些特徵,或是用來解釋一些問題求解上的技巧。玩具問題常用來展示及測試不同的方法,研究者也常用玩具問題來比較不同演算法的性能。玩具問題也常用在遊戲設計上。 例如在開發大型的系統時,會將大的系統分解為許多較小的,已經相當瞭解的玩具問題。這些問題中會有一些複雜系統中的重要概念,因此需要先個別研究。在針對複雜問題的特殊現象研究時,玩具問題有助於提供一些直覺性的資訊。 例如,在人工智能的領域中,傳統的謎題、遊戲及益智問題常用來作為玩具問題,例如滑塊類遊戲、八皇后问题、传教士和吃人恶魔问题、井字棋、國際象棋、汉诺塔等遊戲。 (zh)
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  • En matematiko kaj informadiko, luda problemo estas problemo kiu estas ne de senpera scienca intereso, sed estas uzata por ilustri trajtojn kiuj povas esti komunigitaj per aliaj, pli komplikaj, aperoj de la problemo, aŭ kiel maniero por ekspliki manieron de solvado de pli komplikaj problemoj. Ekzemploj: * * . * (eo)
  • 玩具問題(toy problem)或類謎題問題(puzzlelike problem)是科學領域上的一些問題,沒有科學上立即的重要性,不過可以做為工具,和其他人說明一些更複雜問題中的一些特徵,或是用來解釋一些問題求解上的技巧。玩具問題常用來展示及測試不同的方法,研究者也常用玩具問題來比較不同演算法的性能。玩具問題也常用在遊戲設計上。 例如在開發大型的系統時,會將大的系統分解為許多較小的,已經相當瞭解的玩具問題。這些問題中會有一些複雜系統中的重要概念,因此需要先個別研究。在針對複雜問題的特殊現象研究時,玩具問題有助於提供一些直覺性的資訊。 例如,在人工智能的領域中,傳統的謎題、遊戲及益智問題常用來作為玩具問題,例如滑塊類遊戲、八皇后问题、传教士和吃人恶魔问题、井字棋、國際象棋、汉诺塔等遊戲。 (zh)
  • In scientific disciplines, a toy problem or a puzzlelike problem is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the problem, or as a way to explain a particular, more general, problem solving technique. A toy problem is useful to test and demonstrate methodologies. Researchers can use toy problems to compare the performance of different algorithms. They are also good for game designing. (en)
  • Em disciplinas científicas, um problema amostra ou problema toy é um problema que não é de interesse imediato científico, contudo é usado como um dispositivo expositivo para ilustrar uma característica que pode ser compartilhada por outras, mais complicadas, instâncias do problema, ou como uma forma de explicar uma técnica particular para a solução de um, problema mais generalizado. (pt)
rdfs:label
  • Luda problemo (eo)
  • Problema amostra (pt)
  • Toy problem (en)
  • 玩具問題 (zh)
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