Download Free First Course In Algorithms Through Puzzles Book in PDF and EPUB Free Download. You can read online First Course In Algorithms Through Puzzles and write the review.

This textbook introduces basic algorithms and explains their analytical methods. All algorithms and methods introduced in this book are well known and frequently used in real programs. Intended to be self-contained, the contents start with the basic models, and no prerequisite knowledge is required. This book is appropriate for undergraduate students in computer science, mathematics, and engineering as a textbook, and is also appropriate for self-study by beginners who are interested in the fascinating field of algorithms. More than 40 exercises are distributed throughout the text, and their difficulty levels are indicated. Solutions and comments for all the exercises are provided in the last chapter. These detailed solutions will enable readers to follow the author’s steps to solve problems and to gain a better understanding of the contents. Although details of the proofs and the analyses of algorithms are also provided, the mathematical descriptions in this book are not beyond the range of high school mathematics. Some famous real puzzles are also used to describe the algorithms. These puzzles are quite suitable for explaining the basic techniques of algorithms, which show how to solve these puzzles.
Algorithmic puzzles are puzzles involving well-defined procedures for solving problems. This book will provide an enjoyable and accessible introduction to algorithmic puzzles that will develop the reader's algorithmic thinking. The first part of this book is a tutorial on algorithm design strategies and analysis techniques. Algorithm design strategies — exhaustive search, backtracking, divide-and-conquer and a few others — are general approaches to designing step-by-step instructions for solving problems. Analysis techniques are methods for investigating such procedures to answer questions about the ultimate result of the procedure or how many steps are executed before the procedure stops. The discussion is an elementary level, with puzzle examples, and requires neither programming nor mathematics beyond a secondary school level. Thus, the tutorial provides a gentle and entertaining introduction to main ideas in high-level algorithmic problem solving. The second and main part of the book contains 150 puzzles, from centuries-old classics to newcomers often asked during job interviews at computing, engineering, and financial companies. The puzzles are divided into three groups by their difficulty levels. The first fifty puzzles in the Easier Puzzles section require only middle school mathematics. The sixty puzzle of average difficulty and forty harder puzzles require just high school mathematics plus a few topics such as binary numbers and simple recurrences, which are reviewed in the tutorial. All the puzzles are provided with hints, detailed solutions, and brief comments. The comments deal with the puzzle origins and design or analysis techniques used in the solution. The book should be of interest to puzzle lovers, students and teachers of algorithm courses, and persons expecting to be given puzzles during job interviews.
Learning Algorithms Through Programming and Puzzle Solving is one of the first textbooks to emerge from the recent Massive Open Online Course (MOOC) revolution and a com- panion to the authors' online specialization on Coursera and MicroMasters Program on edX. The book introduces a programming-centric approach to learning algorithms and strikes a unique balance between algorithmic ideas, programming challenges, and puz- zle solving. Since the launch of this project on Coursera and edX, hundreds of thousands students tried to solve programming challenges and algorithmic puzzles covered in this book.The book is also a step towards developing an Intelligent Tutoring System for learning algo- rithms. In a classroom, once a student takes a wrong turn, there are limited opportunities to ask a question, resulting in a learning breakdown, or the inability to progress further without individual guidance. When a student suffers a learning breakdown, that student needs immediate help in order to proceed. Traditional textbooks do not provide such help, but the automated grading system described in this MOOC book does!The book is accompanied by additional educational materials that include the book website, video lectures, slides, FAQs, and other resources available at Coursera and EdX.
Learning programming with one of “the coolest applications around”: algorithmic puzzles ranging from scheduling selfie time to verifying the six degrees of separation hypothesis. This book builds a bridge between the recreational world of algorithmic puzzles (puzzles that can be solved by algorithms) and the pragmatic world of computer programming, teaching readers to program while solving puzzles. Few introductory students want to program for programming's sake. Puzzles are real-world applications that are attention grabbing, intriguing, and easy to describe. Each lesson starts with the description of a puzzle. After a failed attempt or two at solving the puzzle, the reader arrives at an Aha! moment—a search strategy, data structure, or mathematical fact—and the solution presents itself. The solution to the puzzle becomes the specification of the code to be written. Readers will thus know what the code is supposed to do before seeing the code itself. This represents a pedagogical philosophy that decouples understanding the functionality of the code from understanding programming language syntax and semantics. Python syntax and semantics required to understand the code are explained as needed for each puzzle. Readers need only the rudimentary grasp of programming concepts that can be obtained from introductory or AP computer science classes in high school. The book includes more than twenty puzzles and more than seventy programming exercises that vary in difficulty. Many of the puzzles are well known and have appeared in publications and on websites in many variations. They range from scheduling selfie time with celebrities to solving Sudoku problems in seconds to verifying the six degrees of separation hypothesis. The code for selected puzzle solutions is downloadable from the book's website; the code for all puzzle solutions is available to instructors.
Algorithms are the lifeblood of computer science. They are the machines that proofs build and the music that programs play. Their history is as old as mathematics itself. This textbook is a wide-ranging, idiosyncratic treatise on the design and analysis of algorithms, covering several fundamental techniques, with an emphasis on intuition and the problem-solving process. The book includes important classical examples, hundreds of battle-tested exercises, far too many historical digressions, and exaclty four typos. Jeff Erickson is a computer science professor at the University of Illinois, Urbana-Champaign; this book is based on algorithms classes he has taught there since 1998.
The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation-quite different from the usual models of automata and circuits-offering a new way of thinking about computation. The appen
'More than just a memoir. A manifesto for a whole way of thinking' Daily Mail 'An idiosyncratic and gripping memoir about his life and the indomitable career of the Cube' Observer 'The rise and enduring power of the world's most popular puzzle toy . . . Cubed is less a memoir than a chronicle of Rubik's evolving relationship with his creation' Financial Times *** As a child, Erno Rubik became obsessed with puzzles of all kinds. To him, they weren't just games - they were challenges that captured his imagination, creativity and perseverance. Rubik's own puzzle went on to be solved by millions worldwide, becoming one of the bestselling toys of all time. In Cubed, he tells us the story of the unexpected and unprecedented rise of the Cube for the very first time - and makes a case for why rediscovering our playfulness and inner curiosity holds the key to creative thinking.
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.