Algorithm competition entry-classic-Training Guide
Basic Information
Author: Liu rujia Chen Feng [Translator's introduction]
Series name: algorithm art and informatics Competition
Press: Tsinghua University Press
ISBN: 9787302291077
Mounting time:
Published on: February 1, October 2012
Start: 16
Page number: 1
Version: 1-1
Category: Computer> Computer science theory and basic knowledge> computing theory> Algorithm
More about, algorithm competition getting started, classic-Training Guide
Introduction
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The algorithm competition entry-classic-Training Guide is an important supplement to the algorithm competition entry-classic. It aims to supplement the content not covered in the original book or not detailed enough, in this way, we can build a complete knowledge system and use a large number of targeted questions to make abstract and complex algorithms and mathematics specific and practical.
An algorithm competition entry-classic-training guide consists of six chapters: algorithm design basics, mathematical basics, practical data structures, geometric issues, Graph Theory Algorithms and models, and more algorithm topics, the book provides an in-depth introduction to the knowledge points in the above fields, classic ways of thinking, and common methods and techniques for program implementation through nearly 200 examples, at the end of this chapter and the appendix, we provide a wide range of classified exercises for readers to check for missing vacancies and enhance their learning performance.
The topic of the algorithm competition getting started classic-Training Guide is selected from the real questions of the ACM/ICPC regional competition and finals in recent years. The content is comprehensive and the amount of information is large, covering most of the subdivision knowledge points in common algorithm competitions. The book also provides complete procedures for all important classical algorithms and the core code of important examples. It is suitable for contestants to learn by themselves and for coaches to organize learning and training.
Directory
Algorithm competition entry-classic-Training Guide
Chapter 1 algorithm design foundation 1
1.1 thinking gymnastics 1
1.2 FAQ common strategies 15
1.3 examples of efficient algorithm design 39
1.4 dynamic planning topics 60
1.5 summary and exercise 77
Chapter 2 mathematical basics 2nd
2.1 Basic counting method 103
2.2 recursive relationship 109
2.3 Number Theory 119
2.3.1 concepts 119
2.3.2 model equation 126
2.4 combined games 132
2.5 probability and mathematical expectation 139
2.6 replacement and application 144
2.7 matrix and linear equations 151
2.8 introduction to Numerical Methods 163
2.9 summary and exercises 170
Chapter 2 practical data structure 3rd
3.1 basic data structure review 186
3.1.1 abstract data type (ADT) 186
3.1.2 priority queue 188
3.1.3 check set 191
3.2 maintenance and query of Interval Information 194
3.2.1 binary tree (tree array) 194
3.2.2 rmq question 197
3.2.3 line segment tree (1): Point modification 199
3.2.4 line segment tree (2): interval modification 202
3.3 string (1) 208
3.3.1 trie 208
3.3.2 KMP algorithm 211
3.3.3 Aho-corasick auto scaling 214
3.4 string (2) 219
3.4.1 suffix array 219
3.4.2 longest public prefix (LCP) 222
3.4.3 hash-based LCP algorithm 224
3.5 sorting Binary Tree 227
3.5.1 concepts 227
3.5.2 Use treap to implement ranking tree 230
3.5.3 use the extension tree to achieve a split and merge sequence of 239
3.6 summary and exercises 244
Chapter 2 geometric issues 4th
4.1 two-dimensional geometric Foundation 254
4.1.1 basic computation 255
4.1.2 points and straight lines 256
4.1.3 ry 258
4.1.4 example 259
4.1.5 2D geometric summary 263
4.2 Calculation Problems Related to circles and balls 264
4.2.1 Calculation of circle correlation 264
4.2.2 spherical problems 269
4.3 common two-dimensional geometric algorithms 270
4.3.1 point determination within polygon 270
4.3.2 convex bag 271
4.3.3 half plane intersection 276
4.3.4 plane area 282
4.4 3D geometric Foundation 286
4.4.1 3D dot product 287
4.4.2 3D Cross Product 288
4.4.3 three-dimensional convex hull 290
4.4.4 example 292
4.4.5 3D geometric summary 295
4.5 summary and exercises 296
Chapter 2 Graph Algorithm and model 5th
5.1 basic questions 307
5.2 depth-first traversal 310
5.2.1 cut the top and bridge of an undirected graph 312
5.2.2 undirected graph dual-Connected Component 314
5.2.3 directed graph strongly connected component 319
5.2.4 2-Sat 323
5.3 maximum short circuit problem 327
5.3.1 talk about Dijkstra algorithm 327
5.3.2 talk about the Bellman-Ford algorithm 332
5.3.3 example 335
5.4 Spanning Tree problems 343
5.5 Bipartite Graph Matching 347
5.5.1 bipartite graph matching up to 347
5.5.2 optimal 348 matching for Binary Images
5.5.3 stable marriage: 352
5.5.4 common models 355
5.6 Network Flow Problems 357
5.6.1 shortest augmented Path Algorithm 358
5.6.2 minimum cost max flow algorithm 363
5.6.3 modeling and model transformation 365
5.6.4 example 368
5.7 summary and exercises 372
Chapter 2 more algorithm topics 6th
6.1 contour line dynamic planning 383
6.2 nested and segmented Data Structure 389
6.3 Special Topics on Violence Law 395
6.3.1 path search problem 395
6.3.2 combat search 400
6.3.3 precise coverage problem and DLX algorithm 406
6.4 geometric topics 412
6.4.1 ry transformation and matrix 412
6.4.2 discretization and scanning 414
6.4.3 exercise planning 423
6.5 mathematical topics 425
6.5.1 small topic highlights 425
6.5.2 Fast Fourier Transform (FFT) 428
6.5.3 Linear Programming 430
6.6 introduction to code design and static error detection 431
6.6.1 simple bash 431
6.6.2 the final battle of "Legend of the legend" 440
6.7 summary and exercises 447
Appendix A Training Guide: Use the ultraviolet A/La Question Bank 481
A.1 481 recommended for online competition
A.2 Recommended for the set of La questions (ACM/ICPC): 482
A.3 single question recommendation for online competition of 483
Appendix B Java, C #, and Python 505
B .1 Java 505
B .2 C #507
B .3 Python 509
Source of this book: China Interactive publishing network