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Implicit graph : ウィキペディア英語版
Implicit graph
In the study of graph algorithms, an implicit graph representation (or more simply implicit graph) is a graph whose vertices or edges are not represented as explicit objects in a computer's memory, but rather are determined algorithmically from some more concise input.
==Neighborhood representations==
The notion of an implicit graph is common in various search algorithms which are described in terms of graphs. In this context, an implicit graph may be defined as a set of rules to define all neighbors for any specified vertex.〔.〕 This type of implicit graph representation is analogous to an adjacency list, in that it provides easy access to the neighbors of each vertex. For instance, in searching for a solution to a puzzle such as Rubik's Cube, one may define an implicit graph in which each vertex represents one of the possible states of the cube, and each edge represents a move from one state to another. It is straightforward to generate the neighbors of any vertex by trying all possible moves in the puzzle and determining the states reached by each of these moves; however, an implicit representation is necessary, as the state space of Rubik's Cube is too large to allow an algorithm to list all of its states.
In computational complexity theory, several complexity classes have been defined in connection with implicit graphs, defined as above by a rule or algorithm for listing the neighbors of a vertex. For instance, PPA is the class of problems in which one is given as input an undirected implicit graph (in which vertices are -bit binary strings, with a polynomial time algorithm for listing the neighbors of any vertex) and a vertex of odd degree in the graph, and must find a second vertex of odd degree. By the handshaking lemma, such a vertex exists; finding one is a problem in NP, but the problems that can be defined in this way may not necessarily be NP-complete, as it is unknown whether PPA = NP. PPAD is an analogous class defined on implicit directed graphs that has attracted attention in algorithmic game theory because it contains the problem of computing a Nash equilibrium. The problem of testing reachability of one vertex to another in an implicit graph may also be used to characterize space-bounded nondeterministic complexity classes including NL (the class of problems that may be characterized by reachability in implicit directed graphs whose vertices are -bit bitstrings), SL (the analogous class for undirected graphs), and PSPACE (the class of problems that may be characterized by reachability in implicit graphs with polynomial-length bitstrings). In this complexity-theoretic context, the vertices of an implicit graph may represent the states of a nondeterministic Turing machine, and the edges may represent possible state transitions, but implicit graphs may also be used to represent many other types of combinatorial structure.〔.〕 PLS, another complexity class, captures the complexity of finding local optima in an implicit graph.〔.〕
Implicit graph models have also been used as a form of relativization in order to prove separations between complexity classes that are stronger than the known separations for non-relativized models. For instance, Childs et al. used neighborhood representations of implicit graphs to define a graph traversal problem that can be solved in polynomial time on a quantum computer but that requires exponential time to solve on any classical computer.〔.〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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