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[1] [2] [3] It is a divide-and-conquer algorithm that reduces the multiplication of two n-digit numbers to three multiplications of n/2-digit numbers and, by repeating this reduction, to at most single-digit multiplications.
If the answer is greater than a single digit, simply carry over the extra digit (which will be a 1 or 2) to the next operation. The remaining digit is one digit of the final result. Example: Determine neighbors in the multiplicand 0316: digit 6 has no right neighbor; digit 1 has neighbor 6; digit 3 has neighbor 1
Though the multiply instruction became common with the 16-bit generation, [4] at least two 8-bit processors have a multiply instruction: the Motorola 6809, introduced in 1978, [5] and Intel MCS-51 family, developed in 1980, and later the modern Atmel AVR 8-bit microprocessors present in the ATMega, ATTiny and ATXMega microcontrollers.
More formally, multiplying two n-digit numbers using long multiplication requires Θ(n 2) single-digit operations (additions and multiplications). When implemented in software, long multiplication algorithms must deal with overflow during additions, which can be expensive.
The simplest sort of multiplication, a number with multiple digits by a number with a single digit, is done by placing rods representing the multi-digit number in the frame against the left edge. The answer is read off the row corresponding to the single-digit number which is marked on the left of the frame, with a small amount of addition ...
The earliest known version of this technique was in an algorithm named "fictitious play" which was proposed in game theory in the early 1950s. Grigoriadis and Khachiyan [3] applied a randomized variant of "fictitious play" to solve two-player zero-sum games efficiently using the multiplicative weights algorithm. In this case, player allocates ...