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(where <math> \wedge</math> is the bitwise and, <math>\vee</math> is the bitwise or, <math>\urcorner </math> is the bitwise not.) <br>
This function is not evasive, because there is a decision tree that solves it by checking exactly 2 variables: <br>
The algorithm first
<math> ( \urcorner x = false => (\urcorner x \wedge z) = false )</math> <br>
If x is false, the algorithm checks the value of z
=== A simple example for an evasive boolean function ===
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For the case of binary [[Zero-sum]] games, every [[evaluation function]] is evasive. <br>
Note that in every zero-sum game, the value of the game is
In the Binary case, the max function equals the bitwise or, and the min function equals the bitwise and. <br>
A decision tree for this game will be of the form: <br>
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<br>
For every such tree with <math>n</math> leaves, the running time in the worst case is <math>n</math> (meaning that the algorithm must check all the leaves): <br>
We'll show an [[Adversary (online algorithm)|adversary]] that
This input (0 for all Or nodes' children, and 1 for all And nodes' children) forces the algorithm to check all nodes: <br>
like in the second example
* in order to calculate the Or result, if all children are 0 we must check them all.
* In order to calculate the and result, if all children are 1 we must check them all.
==See also==
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* [[Boolean function]]
* [[Boolean algebra (logic)]]
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* [[Decision tree model]]
* [[Adversary (online algorithm)]]
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[[Category:Boolean algebra]]
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