deterministic program - определение. Что такое deterministic program
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Что (кто) такое deterministic program - определение

PROGRAMMING PARADIGM
Nondeterministic language; Nondeterministic Programming; Non-deterministic programming; Nondeterministic program; Non-deterministic program

Deterministic system         
MATHEMATICAL OR PHYSICAL SYSTEM WHOSE FUTURE STATES ARE NOT AFFECTED BY RANDOM CHANCE
Deterministic system (mathematics); Deterministic model
In mathematics, computer science and physics, a deterministic system is a system in which no randomness is involved in the development of future states of the system.deterministic system - definition at The Internet Encyclopedia of Science A deterministic model will thus always produce the same output from a given starting condition or initial state.
Deterministic finite automaton         
  • The [[state diagram]] for ''M''
  • The upper left automaton recognizes the language of all binary strings containing at least one occurrence of "00". The lower right automaton recognizes all binary strings with an even number of "1". The lower left automaton is obtained as product of the former two, it recognizes the intersection of both languages.
FINITE-STATE MACHINE THAT ACCEPTS AND REJECTS STRINGS OF SYMBOLS AND ONLY PRODUCES A UNIQUE COMPUTATION (OR RUN) OF THE AUTOMATON FOR EACH INPUT STRING
Deterministic finite automata; Deterministic Finite Automaton; Deterministic finite autonoma; Deterministic finite state automaton; Read-only right-moving Turing machines; Deterministic finite state machine; DFSA; Read only right moving Turing Machines; Finite deterministic automaton; Read-only right moving Turing Machines; Deterministic finite-state machine; Local automaton; Myhill graph; Local automata; DFA (computer science); Read-only right moving Turing machines
In the theory of computation, a branch of theoretical computer science, a deterministic finite automaton (DFA)—also known as deterministic finite acceptor (DFA), deterministic finite-state machine (DFSM), or deterministic finite-state automaton (DFSA)—is a finite-state machine that accepts or rejects a given string of symbols, by running through a state sequence uniquely determined by the string.Hopcroft 2001: Deterministic refers to the uniqueness of the computation run.
DFSA         
  • The [[state diagram]] for ''M''
  • The upper left automaton recognizes the language of all binary strings containing at least one occurrence of "00". The lower right automaton recognizes all binary strings with an even number of "1". The lower left automaton is obtained as product of the former two, it recognizes the intersection of both languages.
FINITE-STATE MACHINE THAT ACCEPTS AND REJECTS STRINGS OF SYMBOLS AND ONLY PRODUCES A UNIQUE COMPUTATION (OR RUN) OF THE AUTOMATON FOR EACH INPUT STRING
Deterministic finite automata; Deterministic Finite Automaton; Deterministic finite autonoma; Deterministic finite state automaton; Read-only right-moving Turing machines; Deterministic finite state machine; DFSA; Read only right moving Turing Machines; Finite deterministic automaton; Read-only right moving Turing Machines; Deterministic finite-state machine; Local automaton; Myhill graph; Local automata; DFA (computer science); Read-only right moving Turing machines
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Википедия

Nondeterministic programming

A nondeterministic programming language is a language which can specify, at certain points in the program (called "choice points"), various alternatives for program flow. Unlike an if-then statement, the method of choice between these alternatives is not directly specified by the programmer; the program must decide at run time between the alternatives, via some general method applied to all choice points. A programmer specifies a limited number of alternatives, but the program must later choose between them. ("Choose" is, in fact, a typical name for the nondeterministic operator.) A hierarchy of choice points may be formed, with higher-level choices leading to branches that contain lower-level choices within them.

One method of choice is embodied in backtracking systems (such as Amb, or unification in Prolog), in which some alternatives may "fail," causing the program to backtrack and try other alternatives. If all alternatives fail at a particular choice point, then an entire branch fails, and the program will backtrack further, to an older choice point. One complication is that, because any choice is tentative and may be remade, the system must be able to restore old program states by undoing side-effects caused by partially executing a branch that eventually failed.

Another method of choice is reinforcement learning, embodied in systems such as Alisp. In such systems, rather than backtracking, the system keeps track of some measure of success and learns which choices often lead to success, and in which situations (both internal program state and environmental input may affect the choice). These systems are suitable for applications to robotics and other domains in which backtracking would involve attempting to undo actions performed in a dynamic environment, which may be difficult or impractical.