MAYBE Time: 0.003860 TRS: {a(a(y, 0()), 0()) -> y, c a(c c y, x) -> a(c c c a(x, 0()), y), c c y -> y} DP: DP: {c# a(c c y, x) -> a#(x, 0()), c# a(c c y, x) -> a#(c c c a(x, 0()), y), c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> c# c c a(x, 0())} TRS: {a(a(y, 0()), 0()) -> y, c a(c c y, x) -> a(c c c a(x, 0()), y), c c y -> y} EDG: {(c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> c# c c a(x, 0())) (c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> c# c a(x, 0())) (c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> c# a(x, 0())) (c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> a#(c c c a(x, 0()), y)) (c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> a#(x, 0())) (c# a(c c y, x) -> c# c c a(x, 0()), c# a(c c y, x) -> c# c c a(x, 0())) (c# a(c c y, x) -> c# c c a(x, 0()), c# a(c c y, x) -> c# c a(x, 0())) (c# a(c c y, x) -> c# c c a(x, 0()), c# a(c c y, x) -> c# a(x, 0())) (c# a(c c y, x) -> c# c c a(x, 0()), c# a(c c y, x) -> a#(c c c a(x, 0()), y)) (c# a(c c y, x) -> c# c c a(x, 0()), c# a(c c y, x) -> a#(x, 0())) (c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> a#(x, 0())) (c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> a#(c c c a(x, 0()), y)) (c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> c# a(x, 0())) (c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> c# c a(x, 0())) (c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> c# c c a(x, 0()))} STATUS: arrows: 0.400000 SCCS (1): Scc: {c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> c# c c a(x, 0())} SCC (3): Strict: {c# a(c c y, x) -> c# a(x, 0()), c# a(c c y, x) -> c# c a(x, 0()), c# a(c c y, x) -> c# c c a(x, 0())} Weak: {a(a(y, 0()), 0()) -> y, c a(c c y, x) -> a(c c c a(x, 0()), y), c c y -> y} Open