MAYBE Time: 0.001107 TRS: { c y -> y, c c c y -> c c a(y, 0()), c a(a(0(), x), y) -> a(c c c 0(), y)} DP: DP: { c# c c y -> c# c a(y, 0()), c# c c y -> c# a(y, 0()), c# a(a(0(), x), y) -> c# c c 0(), c# a(a(0(), x), y) -> c# c 0(), c# a(a(0(), x), y) -> c# 0()} TRS: { c y -> y, c c c y -> c c a(y, 0()), c a(a(0(), x), y) -> a(c c c 0(), y)} EDG: {(c# c c y -> c# a(y, 0()), c# a(a(0(), x), y) -> c# 0()) (c# c c y -> c# a(y, 0()), c# a(a(0(), x), y) -> c# c 0()) (c# c c y -> c# a(y, 0()), c# a(a(0(), x), y) -> c# c c 0()) (c# c c y -> c# c a(y, 0()), c# a(a(0(), x), y) -> c# 0()) (c# c c y -> c# c a(y, 0()), c# a(a(0(), x), y) -> c# c 0()) (c# c c y -> c# c a(y, 0()), c# a(a(0(), x), y) -> c# c c 0()) (c# c c y -> c# c a(y, 0()), c# c c y -> c# a(y, 0())) (c# c c y -> c# c a(y, 0()), c# c c y -> c# c a(y, 0())) (c# a(a(0(), x), y) -> c# c 0(), c# c c y -> c# c a(y, 0())) (c# a(a(0(), x), y) -> c# c 0(), c# c c y -> c# a(y, 0())) (c# a(a(0(), x), y) -> c# c 0(), c# a(a(0(), x), y) -> c# c c 0()) (c# a(a(0(), x), y) -> c# c 0(), c# a(a(0(), x), y) -> c# c 0()) (c# a(a(0(), x), y) -> c# c 0(), c# a(a(0(), x), y) -> c# 0()) (c# a(a(0(), x), y) -> c# c c 0(), c# c c y -> c# c a(y, 0())) (c# a(a(0(), x), y) -> c# c c 0(), c# c c y -> c# a(y, 0())) (c# a(a(0(), x), y) -> c# c c 0(), c# a(a(0(), x), y) -> c# c c 0()) (c# a(a(0(), x), y) -> c# c c 0(), c# a(a(0(), x), y) -> c# c 0()) (c# a(a(0(), x), y) -> c# c c 0(), c# a(a(0(), x), y) -> c# 0())} STATUS: arrows: 0.280000 SCCS (1): Scc: { c# c c y -> c# c a(y, 0()), c# c c y -> c# a(y, 0()), c# a(a(0(), x), y) -> c# c c 0(), c# a(a(0(), x), y) -> c# c 0()} SCC (4): Strict: { c# c c y -> c# c a(y, 0()), c# c c y -> c# a(y, 0()), c# a(a(0(), x), y) -> c# c c 0(), c# a(a(0(), x), y) -> c# c 0()} Weak: { c y -> y, c c c y -> c c a(y, 0()), c a(a(0(), x), y) -> a(c c c 0(), y)} Open