WORST_CASE(?,O(n^1)) * Step 1: NaturalMI WORST_CASE(?,O(n^1)) + Considered Problem: - Strict TRS: @(Cons(x,xs),ys) -> Cons(x,@(xs,ys)) @(Nil(),ys) -> ys equal(Capture(),Capture()) -> True() equal(Capture(),Swap()) -> False() equal(Swap(),Capture()) -> False() equal(Swap(),Swap()) -> True() game(p1,p2,Cons(Swap(),xs)) -> game(p2,p1,xs) game(p1,p2,Nil()) -> @(p1,p2) game(p1,Cons(x',xs'),Cons(Capture(),xs)) -> game(Cons(x',p1),xs',xs) goal(p1,p2,moves) -> game(p1,p2,moves) - Signature: {@/2,equal/2,game/3,goal/3} / {Capture/0,Cons/2,False/0,Nil/0,Swap/0,True/0} - Obligation: innermost runtime complexity wrt. defined symbols {@,equal,game,goal} and constructors {Capture,Cons,False ,Nil,Swap,True} + Applied Processor: NaturalMI {miDimension = 1, miDegree = 1, miKind = Algebraic, uargs = UArgs, urules = URules, selector = Nothing} + Details: We apply a matrix interpretation of kind constructor based matrix interpretation: The following argument positions are considered usable: uargs(Cons) = {2} Following symbols are considered usable: {@,equal,game,goal} TcT has computed the following interpretation: p(@) = [8] x1 + [1] x2 + [1] p(Capture) = [2] p(Cons) = [1] x2 + [2] p(False) = [4] p(Nil) = [3] p(Swap) = [4] p(True) = [8] p(equal) = [1] x1 + [2] x2 + [4] p(game) = [8] x1 + [8] x2 + [4] x3 + [5] p(goal) = [8] x1 + [8] x2 + [4] x3 + [9] Following rules are strictly oriented: @(Cons(x,xs),ys) = [8] xs + [1] ys + [17] > [8] xs + [1] ys + [3] = Cons(x,@(xs,ys)) @(Nil(),ys) = [1] ys + [25] > [1] ys + [0] = ys equal(Capture(),Capture()) = [10] > [8] = True() equal(Capture(),Swap()) = [14] > [4] = False() equal(Swap(),Capture()) = [12] > [4] = False() equal(Swap(),Swap()) = [16] > [8] = True() game(p1,p2,Cons(Swap(),xs)) = [8] p1 + [8] p2 + [4] xs + [13] > [8] p1 + [8] p2 + [4] xs + [5] = game(p2,p1,xs) game(p1,p2,Nil()) = [8] p1 + [8] p2 + [17] > [8] p1 + [1] p2 + [1] = @(p1,p2) game(p1,Cons(x',xs'),Cons(Capture(),xs)) = [8] p1 + [4] xs + [8] xs' + [29] > [8] p1 + [4] xs + [8] xs' + [21] = game(Cons(x',p1),xs',xs) goal(p1,p2,moves) = [4] moves + [8] p1 + [8] p2 + [9] > [4] moves + [8] p1 + [8] p2 + [5] = game(p1,p2,moves) Following rules are (at-least) weakly oriented: WORST_CASE(?,O(n^1))