Toy problem

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In scientific disciplines, a toy problem[1][2] or a puzzlelike problem[3] is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the problem, or as a way to explain a particular, more general, problem solving technique.

For instance, while engineering a large system, the large problem is often broken down into many smaller toy problems which have been understood in good detail. Often these problems distill a few important aspects of complicated problems so that they can be studied in isolation. Toy problems are thus often very useful in providing intuition about specific phenomena in more complicated problems.

As an example, in the artificial intelligence, classical puzzles, games and problems are often used as toy problems. These include sliding-block puzzles, N-Queens problem, missionaries and cannibals problem, tick-tack-toe, chess,[1] Hanoi tower and others.[3][2]

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References[edit]

  1. ^ a b Stuart J. Russell, Peter Norvig (2010). Artificial Intelligence: A Modern Approach (3 ed.). pp. 70–73, 102–107, 109–110, 115, 162. ISBN 978-0-13-604259-4. 
  2. ^ a b Korf, Richard E (2012). "Research challenges in combinatorial search". 
  3. ^ a b Pearl, Judea (1984). Heuristics: intelligent search strategies for computer problem solving. p. 4. ISBN 0-201-05594-5. 

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