deep learning
In 2006, after visiting the Computer History Museum's exhibit on Chess
[https://blog.codinghorror.com/chess-computer-v-human/], I opined:
> We may have reached an inflection point. The problem space of chess is so
astonishingly large that incremental increases in hardware speed and algorithms
are unlikely to result in
algorithms
I graduated with a Computer Science minor from the University of Virginia in
1992. The reason it's a minor and not a major is because to major in CS at UVa
you had to go through the Engineering School, and I was absolutely not cut out
for that
algorithms
One of my all time favorite blog entries is a truly epic tale of dating gone wrong that culminates in the strangest reference to P=NP you'll probably ever encounter.
Joey: So you really did graduate from computer engineering?
New Girl: Yes I did, from UBC!
Joey: And
computer science
Have you ever heard a software engineer refer to a problem as "NP-complete"? That's fancy computer science jargon shorthand for "incredibly hard":
The most notable characteristic of NP-complete problems is that no fast solution to them is known; that is, the time required to
algorithms
In my previous post on shuffling, I glossed over something very important. The very first thing that came to mind for a shuffle algorithm is this:
for (int i = 0; i < cards.Length; i++)
{
int n = rand.Next(cards.Length);
Swap(ref cards[i], ref cards[n]);
}
It'
arrays
Pop quiz, hotshot. How would you write code to shuffle a deck of cards?
I was thinking about this after reading Mike's card-shuffling algorithm woes:
Here's where the non-CS mind comes into play. My first thought was to generate an unshuffled deck as an array-like structure