solving algorithm - significado y definición. Qué es solving algorithm
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Qué (quién) es solving algorithm - definición

THEORY BEHIND INNOVATIVE PROBLEM SOLVING TOWARDS TASKS
Theory of Inventive Problem Solving; Algorithm of Inventive Problems Solving; ARIZ; Ideal final result; Theory of inventive problems solving; Theory of solving inventive problems; Algorithm of inventive problems solving; Algorithm of inventive problem solving; European TRIZ Association; Structure and function of TRIZ; European triz association; Trizics; User:Trizyin/Trizics; Ideal Final Result; European TRIZ association
  • Contradictions Matrix
  • Prism of TRIZ

Maze-solving algorithm         
  • Robot in a wooden maze
  • A maze with many solutions and no dead-ends, where it may be useful to find the shortest path
  •  Left: Left-turn solver trapped <br /> Right: Pledge algorithm solution
  • Trémaux's algorithm. The large green dot shows the current position, the small blue dots show single marks on entrances, and the red crosses show double marks. Once the exit is found, the route is traced through the singly-marked entrances. <br/><br/> Note that two marks are placed simultaneously each time the green dot arrives at a junction. This is a quirk of the illustration; each mark should in actuality be placed whenever the green dot passes through the location of the mark.
AUTOMATED METHOD FOR SOLVING MAZES
Tremaux's algorithm; Maze solving; Labyrinth problem; Labyrinth Problem; Wall follower; Maze solving algorithm; Maze solver; Recursive maze-solving algorithms; Pledge algorithm; Dead-end filling; Maze-routing algorithm; Random mouse algorithm
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 can see the whole maze at once.
Sudoku solving algorithms         
  • A typical Sudoku puzzle
  • A Sudoku designed to work against the brute force algorithm.<ref name="difficult 17 clue">[https://www.flickr.com/photos/npcomplete/2361922699 "Star Burst - Polar Graph"] A polar chart showing a solution path for a Sudoku (Star Burst) using an exhaustive search routine and comment about 17-clue Sudoku.</ref>
  • A Sudoku (top) being solved by '''backtracking'''. Each cell is tested for a valid number, moving "back" when there is a violation, and moving forward again until the puzzle is solved.
ALGORITHM USED TO COMPLETE A SUDOKU
Algorithmics of Sudoku; Algorithmics of sudoku; Sudoku algorithms
A standard Sudoku contains 81 cells, in a 9×9 grid, and has 9 boxes, each box being the intersection of the first, middle, or last 3 rows, and the first, middle, or last 3 columns. Each cell may contain a number from one to nine, and each number can only occur once in each row, column, and box.
problem         
USING GENERIC OR AD HOC METHODS IN AN ORDERLY MANNER TO FIND SOLUTIONS TO PROBLEMS
Problem-solving; Problem; Problem solving (psychology); Solves problem; Problem Solving; Problem analysis; Common barriers to problem solving; User:Brittanystaci/sandbox; Common Barriers to Problems Solving; Productive thinking; Collaborative problem-solving; Wikipedia talk:Articles for creation/Collaborative Problem-Solving Groups; Collaborative Problem-Solving Groups; Collective problem solving; Problem solver; Problem-solving strategies; Problem solving methods; Collaborative problem-solving group; List of problem-solving methods; List of methods for solving problems; Prolbem; Complex problem; Psychology of problem solving; Automated problem solving; Problem solving in artificial intelligence; Problem solving in computer science; Military problem solving; Pain point
¦ noun
1. an unwelcome or harmful matter needing to be dealt with and overcome.
a thing that is difficult to achieve.
2. Physics & Mathematics an inquiry starting from given conditions to investigate or demonstrate something.
3. (in chess) an arrangement of pieces in which the solver has to achieve a specified result.
Origin
ME: from OFr. probleme, via L. from Gk problema, from proballein 'put forth', from pro 'before' + ballein 'to throw'.

Wikipedia

TRIZ

TRIZ (; Russian: теория решения изобретательских задач, teoriya resheniya izobretatelskikh zadach, lit. "theory of inventive problem solving") is “the next evolutionary step in creating an organized and systematic approach to problem solving. The development and improvement of products and technologies according to TRIZ are guided by the objective Laws of Engineering System Evolution. TRIZ Problem Solving Tools and Methods are based on them.” In another description, TRIZ is "a problem-solving, analysis and forecasting tool derived from the study of patterns of invention in the global patent literature". It was developed by the Soviet inventor and science-fiction author Genrich Altshuller (1926-1998) and his colleagues, beginning in 1946. In English the name is typically rendered as the theory of inventive problem solving, and occasionally goes by the English acronym TIPS.

Following Altshuller's insight, the theory developed on a foundation of extensive research covering hundreds of thousands of inventions across many different fields to produce a theory which defines generalizable patterns in the nature of inventive solutions and the distinguishing characteristics of the problems that these inventions have overcome.

An important part of the theory has been devoted to revealing patterns of evolution and one of the objectives which have been pursued by leading practitioners of TRIZ has been the development of an algorithmic approach to the invention of new systems, and to the refinement of existing ones.

TRIZ includes a practical methodology, tool sets, a knowledge base, and model-based technology for generating innovative solutions for problem solving. It is useful for problem formulation, system analysis, failure analysis, and patterns of system evolution. There is a general similarity of purposes and methods with the field of pattern language, a cross discipline practice for explicitly describing and sharing holistic patterns of design.

The research has produced three primary findings:

  1. Problems and solutions are repeated across industries and sciences
  2. Patterns of technical evolution are also repeated across industries and sciences
  3. The innovations used scientific effects outside the field in which they were developed

TRIZ practitioners apply all these findings in order to create and to improve products, services, and systems.