MatroidIn combinatorics, a branch of mathematics, a matroid ˈmeɪtrɔɪd is a structure that abstracts and generalizes the notion of linear independence in vector spaces. There are many equivalent ways to define a matroid axiomatically, the most significant being in terms of: independent sets; bases or circuits; rank functions; closure operators; and closed sets or flats. In the language of partially ordered sets, a finite simple matroid is equivalent to a geometric lattice.
Oriented matroidAn oriented matroid is a mathematical structure that abstracts the properties of directed graphs, vector arrangements over ordered fields, and hyperplane arrangements over ordered fields. In comparison, an ordinary (i.e., non-oriented) matroid abstracts the dependence properties that are common both to graphs, which are not necessarily directed, and to arrangements of vectors over fields, which are not necessarily ordered. All oriented matroids have an underlying matroid.
Graphic matroidIn the mathematical theory of matroids, a graphic matroid (also called a cycle matroid or polygon matroid) is a matroid whose independent sets are the forests in a given finite undirected graph. The dual matroids of graphic matroids are called co-graphic matroids or bond matroids. A matroid that is both graphic and co-graphic is sometimes called a planar matroid (but this should not be confused with matroids of rank 3, which generalize planar point configurations); these are exactly the graphic matroids formed from planar graphs.
Matroid oracleIn mathematics and computer science, a matroid oracle is a subroutine through which an algorithm may access a matroid, an abstract combinatorial structure that can be used to describe the linear dependencies between vectors in a vector space or the spanning trees of a graph, among other applications. The most commonly used oracle of this type is an independence oracle, a subroutine for testing whether a set of matroid elements is independent.
Vertex (graph theory)In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph consists of a set of vertices and a set of arcs (ordered pairs of vertices). In a diagram of a graph, a vertex is usually represented by a circle with a label, and an edge is represented by a line or arrow extending from one vertex to another.
AlgorithmIn mathematics and computer science, an algorithm (ˈælɡərɪðəm) is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning), achieving automation eventually.
Vámos matroidIn mathematics, the Vámos matroid or Vámos cube is a matroid over a set of eight elements that cannot be represented as a matrix over any field. It is named after English mathematician Peter Vámos, who first described it in an unpublished manuscript in 1968. The Vámos matroid has eight elements, which may be thought of as the eight vertices of a cube or cuboid. The matroid has rank 4: all sets of three or fewer elements are independent, and 65 of the 70 possible sets of four elements are also independent.
ZonohedronIn geometry, a zonohedron is a convex polyhedron that is centrally symmetric, every face of which is a polygon that is centrally symmetric (a zonogon). Any zonohedron may equivalently be described as the Minkowski sum of a set of line segments in three-dimensional space, or as a three-dimensional projection of a hypercube. Zonohedra were originally defined and studied by E. S. Fedorov, a Russian crystallographer. More generally, in any dimension, the Minkowski sum of line segments forms a polytope known as a zonotope.
N-skeletonIn mathematics, particularly in algebraic topology, the n-skeleton of a topological space X presented as a simplicial complex (resp. CW complex) refers to the subspace X_n that is the union of the simplices of X (resp. cells of X) of dimensions m ≤ n. In other words, given an inductive definition of a complex, the n-skeleton is obtained by stopping at the n-th step. These subspaces increase with n. The 0-skeleton is a discrete space, and the 1-skeleton a topological graph.
Polynomial-time reductionIn computational complexity theory, a polynomial-time reduction is a method for solving one problem using another. One shows that if a hypothetical subroutine solving the second problem exists, then the first problem can be solved by transforming or reducing it to inputs for the second problem and calling the subroutine one or more times. If both the time required to transform the first problem to the second, and the number of times the subroutine is called is polynomial, then the first problem is polynomial-time reducible to the second.
Vertex coverIn graph theory, a vertex cover (sometimes node cover) of a graph is a set of vertices that includes at least one endpoint of every edge of the graph. In computer science, the problem of finding a minimum vertex cover is a classical optimization problem. It is NP-hard, so it cannot be solved by a polynomial-time algorithm if P ≠ NP. Moreover, it is hard to approximate – it cannot be approximated up to a factor smaller than 2 if the unique games conjecture is true. On the other hand, it has several simple 2-factor approximations.
Polynomial hierarchyIn computational complexity theory, the polynomial hierarchy (sometimes called the polynomial-time hierarchy) is a hierarchy of complexity classes that generalize the classes NP and co-NP. Each class in the hierarchy is contained within PSPACE. The hierarchy can be defined using oracle machines or alternating Turing machines. It is a resource-bounded counterpart to the arithmetical hierarchy and analytical hierarchy from mathematical logic. The union of the classes in the hierarchy is denoted PH.
Graph isomorphismIn graph theory, an isomorphism of graphs G and H is a bijection between the vertex sets of G and H such that any two vertices u and v of G are adjacent in G if and only if and are adjacent in H. This kind of bijection is commonly described as "edge-preserving bijection", in accordance with the general notion of isomorphism being a structure-preserving bijection. If an isomorphism exists between two graphs, then the graphs are called isomorphic and denoted as . In the case when the bijection is a mapping of a graph onto itself, i.
Time complexityIn computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor.
PseudoforestIn graph theory, a pseudoforest is an undirected graph in which every connected component has at most one cycle. That is, it is a system of vertices and edges connecting pairs of vertices, such that no two cycles of consecutive edges share any vertex with each other, nor can any two cycles be connected to each other by a path of consecutive edges. A pseudotree is a connected pseudoforest. The names are justified by analogy to the more commonly studied trees and forests.
Vertex (geometry)In geometry, a vertex (: vertices or vertexes) is a point where two or more curves, lines, or edges meet. As a consequence of this definition, the point where two lines meet to form an angle and the corners of polygons and polyhedra are vertices. The vertex of an angle is the point where two rays begin or meet, where two line segments join or meet, where two lines intersect (cross), or any appropriate combination of rays, segments, and lines that result in two straight "sides" meeting at one place.
Search algorithmIn computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm to use often depends on the data structure being searched, and may also include prior knowledge about the data.
IsomorphismIn mathematics, an isomorphism is a structure-preserving mapping between two structures of the same type that can be reversed by an inverse mapping. Two mathematical structures are isomorphic if an isomorphism exists between them. The word isomorphism is derived from the Ancient Greek: ἴσος isos "equal", and μορφή morphe "form" or "shape". The interest in isomorphisms lies in the fact that two isomorphic objects have the same properties (excluding further information such as additional structure or names of objects).
Discrete geometryDiscrete geometry and combinatorial geometry are branches of geometry that study combinatorial properties and constructive methods of discrete geometric objects. Most questions in discrete geometry involve finite or discrete sets of basic geometric objects, such as points, lines, planes, circles, spheres, polygons, and so forth. The subject focuses on the combinatorial properties of these objects, such as how they intersect one another, or how they may be arranged to cover a larger object.
Dual graphIn the mathematical discipline of graph theory, the dual graph of a planar graph G is a graph that has a vertex for each face of G. The dual graph has an edge for each pair of faces in G that are separated from each other by an edge, and a self-loop when the same face appears on both sides of an edge. Thus, each edge e of G has a corresponding dual edge, whose endpoints are the dual vertices corresponding to the faces on either side of e.