Orion's Arm

Orion's Arm

The Orion's Arm Universe Project (OA) is a multi-authored online hard science fiction world-building project, first established in 2000 by M. Alan Kazlev, Donna Malcolm Hirsekorn, Bernd Helfert and Anders Sandberg and further co-authored by many people since. Anyone can contribute articles, stories, artwork, or music to the website. The first published Orion's Arm book, a collection of five novellas set within the OA universe, called Against a Diamond Sky, was released in September 2009. == Canon == The fictional setting of Orion's Arm takes place about 10,000 years in the future, where an interstellar civilization spread across thousands of light-years, with inhabited planets and space habitats. Its inhabitants range from humans to extensively modified human beings, including superhumans with advanced augmentations and internal AI systems, while most people exist as softwares. Engineered wormholes are used for interstellar travel and transport, although not for time travel. The setting also includes several alien civilizations and evidence of more advanced alien societies in the past. At its highest levels, directed human evolution has produced vast godlike beings linked across interstellar distances, capable of understanding and creating technologies beyond ordinary minds. == Reception == Orion's Arm has been reviewed in the role-playing magazine Knights of the Dinner Table, as well as on Boing Boing by transhumanist science fiction author Cory Doctorow. References to the Encyclopaedia Galactica have been made in a book on overcoming Librarian stereotypes. The Orion's Arm website has also been recommended in a children's teaching guide.

Wargame (hacking)

In hacking, a wargame (or war game) is a cyber-security challenge and mind sport in which the competitors must exploit or defend a vulnerability in a system or application, and/or gain or prevent access to a computer system. A wargame usually involves a capture the flag logic, based on pentesting, semantic URL attacks, knowledge-based authentication, password cracking, reverse engineering of software (often JavaScript, C and assembly language), code injection, SQL injections, cross-site scripting, exploits, IP address spoofing, forensics, and other hacking techniques. == Wargames for preparedness == Wargames are also used as a method of cyberwarfare preparedness. The NATO Cooperative Cyber Defence Centre of Excellence (CCDCOE) organizes an annual event, Locked Shields, which is an international live-fire cyber exercise. The exercise challenges cyber security experts through real-time attacks in fictional scenarios and is used to develop skills in national IT defense strategies. == Additional applications == Wargames can be used to teach the basics of web attacks and web security, giving participants a better understanding of how attackers exploit security vulnerabilities. Wargames are also used as a way to "stress test" an organization's response plan and serve as a drill to identify gaps in cyber disaster preparedness.

Encyclopaedistics

Encyclopaedistics or encyclopaedics as a discipline, is the academic scholarship of encyclopedias as sources of encyclopedic knowledge and cultural objects as well; in this sense, this discipline is also known as "encyclopaedia studies" and can be termed as "theoretical encyclopaediography" by analogy with theoretical lexicography. Encyclopaedistics as a practical activity (profession or business) also called "encyclopaedic practice" or "encyclopedism" is the process of assembling encyclopaedias available to the public for sale or for free (encyclopaedia publishing or practical encyclopediography). In this sense, it is the art or craft of writing, compiling, and editing the paper or online encyclopedias. As a practical activity, encyclopaedistics originated in the Middle Ages in connection with the development of compendiums based on alphabetical structuring (e.g. first edition of Polyanthea by Dominicus Nanus Mirabellius). Encyclopaedistics is often defined as "the art and science of selecting and disseminating the information most significant to mankind". == Field of study == Encyclopaedistics is a specialized aspect of information science and communication science. At the same time, encyclopaedistics is also considered as one of scholarly disciplines which are seen as auxiliary for historical research (auxiliary sciences of history) . Third, encyclopaedics is a domain of philosophy (Romanticism). This term associated with German philosophers of the 18th century, such as Novalis, Friedrich Schlegel, who sought to create a "Scientific Bible" - both real and ideal book as the quintessence of human education (enlightenment). In any case, the most popular topics in encyclopaedia studies refferd the history of organization of encyclopaedic knowledge, encyclopaedic knowledge determination and selection, glossary composition, current state of development of encyclopaedic activity, features of making encyclopaedias and encyclopaedic articles, usage, role and significance of encyclopaedias, typology of encyclopaedic literature, encyclopaedists and encyclopaedic schools, opposition of classical encyclopaedias and Wikipedia as well as paper encyclopaedias and online encyclopaedias, case experience in building encyclopedias etc. In general, scholarly studies contribute to appearance of successful well-crafted encyclopaedias with high-quality articles. == Contemporary encyclopaedic practice == Today, academic institutions, universities, and publishing companies worldwide are engaged in encyclopaedic activity building national, multinational (universal), regional and subject-specific encyclopaedias, or doing studies related encyclopaedias. The development of national encyclopaedias is one of the prerogatives of the European Parliament in the policy of protection of accurate and verified information and in the fight against mis- and disinformation as well as in the policy of protecting, promoting and projecting Europe's values and interests in the world.

Token-based replay

Token-based replay technique is a conformance checking algorithm that checks how well a process conforms with its model by replaying each trace on the model (in Petri net notation ). Using the four counters produced tokens, consumed tokens, missing tokens, and remaining tokens, it records the situations where a transition is forced to fire and the remaining tokens after the replay ends. Based on the count at each counter, we can compute the fitness value between the trace and the model. == The algorithm == Source: The token-replay technique uses four counters to keep track of a trace during the replaying: p: Produced tokens c: Consumed tokens m: Missing tokens (consumed while not there) r: Remaining tokens (produced but not consumed) Invariants: At any time: p + m ≥ c ≥ m {\displaystyle p+m\geq c\geq m} At the end: r = p + m − c {\displaystyle r=p+m-c} At the beginning, a token is produced for the source place (p = 1) and at the end, a token is consumed from the sink place (c' = c + 1). When the replay ends, the fitness value can be computed as follows: 1 2 ( 1 − m c ) + 1 2 ( 1 − r p ) {\displaystyle {\frac {1}{2}}(1-{\frac {m}{c}})+{\frac {1}{2}}(1-{\frac {r}{p}})} == Example == Suppose there is a process model in Petri net notation as follows: === Example 1: Replay the trace (a, b, c, d) on the model M === Step 1: A token is initiated. There is one produced token ( p = 1 {\displaystyle p=1} ). Step 2: The activity a {\displaystyle \mathbf {a} } consumes 1 token to be fired and produces 2 tokens ( p = 1 + 2 = 3 {\displaystyle p=1+2=3} and c = 1 {\displaystyle c=1} ). Step 3: The activity b {\displaystyle \mathbf {b} } consumes 1 token and produces 1 token ( p = 3 + 1 = 4 {\displaystyle p=3+1=4} and c = 1 + 1 = 2 {\displaystyle c=1+1=2} ). Step 4: The activity c {\displaystyle \mathbf {c} } consumes 1 token and produces 1 token ( p = 4 + 1 = 5 {\displaystyle p=4+1=5} and c = 2 + 1 = 3 {\displaystyle c=2+1=3} ). Step 5: The activity d {\displaystyle \mathbf {d} } consumes 2 tokens and produces 1 token ( p = 5 + 1 = 6 {\displaystyle p=5+1=6} , c = 3 + 2 = 5 {\displaystyle c=3+2=5} ). Step 6: The token at the end place is consumed ( c = 5 + 1 = 6 {\displaystyle c=5+1=6} ). The trace is complete. The fitness of the trace ( a , b , c , d {\displaystyle \mathbf {a,b,c,d} } ) on the model M {\displaystyle \mathbf {M} } is: 1 2 ( 1 − m c ) + 1 2 ( 1 − r p ) = 1 2 ( 1 − 0 6 ) + 1 2 ( 1 − 0 6 ) = 1 {\displaystyle {\frac {1}{2}}(1-{\frac {m}{c}})+{\frac {1}{2}}(1-{\frac {r}{p}})={\frac {1}{2}}(1-{\frac {0}{6}})+{\frac {1}{2}}(1-{\frac {0}{6}})=1} === Example 2: Replay the trace (a, b, d) on the model M === Step 1: A token is initiated. There is one produced token ( p = 1 {\displaystyle p=1} ). Step 2: The activity a {\displaystyle \mathbf {a} } consumes 1 token to be fired and produces 2 tokens ( p = 1 + 2 = 3 {\displaystyle p=1+2=3} and c = 1 {\displaystyle c=1} ). Step 3: The activity b {\displaystyle \mathbf {b} } consumes 1 token and produces 1 token ( p = 3 + 1 = 4 {\displaystyle p=3+1=4} and c = 1 + 1 = 2 {\displaystyle c=1+1=2} ). Step 4: The activity d {\displaystyle \mathbf {d} } needs to be fired but there are not enough tokens. One artificial token was produced and the missing token counter is increased by one ( m = 1 {\displaystyle m=1} ). The artificial token and the token at place [ b , d ] {\displaystyle [\mathbf {b,d} ]} are consumed ( c = 2 + 2 = 4 {\displaystyle c=2+2=4} ) and one token is produced at place end ( p = 4 + 1 = 5 {\displaystyle p=4+1=5} ). Step 5: The token in the end place is consumed ( c = 4 + 1 = 5 {\displaystyle c=4+1=5} ). The trace is complete. There is one remaining token at place [ a , c ] {\displaystyle [\mathbf {a,c} ]} ( r = 1 {\displaystyle r=1} ). The fitness of the trace ( a , b , d {\displaystyle \mathbf {a,b,d} } ) on the model M {\displaystyle \mathbf {M} } is: 1 2 ( 1 − m c ) + 1 2 ( 1 − r p ) = 1 2 ( 1 − 1 5 ) + 1 2 ( 1 − 1 5 ) = 0.8 {\displaystyle {\frac {1}{2}}(1-{\frac {m}{c}})+{\frac {1}{2}}(1-{\frac {r}{p}})={\frac {1}{2}}(1-{\frac {1}{5}})+{\frac {1}{2}}(1-{\frac {1}{5}})=0.8}

Information seeking

Information seeking is the process or activity of attempting to obtain information in both human and technological contexts. Information seeking is related to, but different from, information retrieval (IR). == Compared to information retrieval == Traditionally, IR tools have been designed for IR professionals to enable them to effectively and efficiently retrieve information from a source. It is assumed that the information exists in the source and that a well-formed query will retrieve it (and nothing else). It has been argued that laypersons' information seeking on the internet is very different from information retrieval as performed within the IR discourse. Yet, internet search engines are built on IR principles. Since the late 1990s a body of research on how casual users interact with internet search engines has been forming, but the topic is far from fully understood. IR can be said to be technology-oriented, focusing on algorithms and issues such as precision and recall. Information seeking may be understood as a more human-oriented and open-ended process than information retrieval. In information seeking, one does not know whether there exists an answer to one's query, so the process of seeking may provide the learning required to satisfy one's information need. == In different contexts == Much library and information science (LIS) research has focused on the information-seeking practices of practitioners within various fields of professional work. Studies have been carried out into the information-seeking behaviors of librarians, academics, medical professionals, engineers, lawyers and mini-publics(among others). Much of this research has drawn on the work done by Leckie, Pettigrew (now Fisher) and Sylvain, who in 1996 conducted an extensive review of the LIS literature (as well as the literature of other academic fields) on professionals' information seeking. The authors proposed an analytic model of professionals' information seeking behaviour, intended to be generalizable across the professions, thus providing a platform for future research in the area. The model was intended to "prompt new insights... and give rise to more refined and applicable theories of information seeking" (1996, p. 188). The model has been adapted by Wilkinson (2001) who proposes a model of the information seeking of lawyers. Recent studies in this topic address the concept of information-gathering that "provides a broader perspective that adheres better to professionals' work-related reality and desired skills." (Solomon & Bronstein, 2021). == Theories of information-seeking behavior == A variety of theories of information behavior – e.g. Zipf's Principle of Least Effort, Brenda Dervin's Sense Making, Elfreda Chatman's Life in the Round – seek to understand the processes that surround information seeking. In addition, many theories from other disciplines have been applied in investigating an aspect or whole process of information seeking behavior. A review of the literature on information seeking behavior shows that information seeking has generally been accepted as dynamic and non-linear (Foster, 2005; Kuhlthau 2006). People experience the information search process as an interplay of thoughts, feelings and actions (Kuhlthau, 2006). Donald O. Case (2007) also wrote a good book that is a review of the literature. Information seeking has been found to be linked to a variety of interpersonal communication behaviors beyond question-asking, to include strategies such as candidate answers. Robinson's (2010) research suggests that when seeking information at work, people rely on both other people and information repositories (e.g., documents and databases), and spend similar amounts of time consulting each (7.8% and 6.4% of work time, respectively; 14.2% in total). However, the distribution of time among the constituent information seeking stages differs depending on the source. When consulting other people, people spend less time locating the information source and information within that source, similar time understanding the information, and more time problem solving and decision making, than when consulting information repositories. Furthermore, the research found that people spend substantially more time receiving information passively (i.e., information that they have not requested) than actively (i.e., information that they have requested), and this pattern is also reflected when they provide others with information. == Wilson's nested model of conceptual areas == The concepts of information seeking, information retrieval, and information behaviour are objects of investigation of information science. Within this scientific discipline a variety of studies has been undertaken analyzing the interaction of an individual with information sources in case of a specific information need, task, and context. The research models developed in these studies vary in their level of scope. Wilson (1999) therefore developed a nested model of conceptual areas, which visualizes the interrelation of the here mentioned central concepts. Wilson defines models of information behavior to be "statements, often in the form of diagrams, that attempt to describe an information-seeking activity, the causes and consequences of that activity, or the relationships among stages in information-seeking behaviour" (1999: 250).

Behavior informatics

Behavior informatics (BI) is the informatics of behaviors so as to obtain behavior intelligence and behavior insights. BI is a research method combining science and technology, specifically in the area of engineering. The purpose of BI includes analysis of current behaviors as well as the inference of future possible behaviors. This occurs through pattern recognition. Different from applied behavior analysis from the psychological perspective, BI builds computational theories, systems and tools to qualitatively and quantitatively model, represent, analyze, and manage behaviors of individuals, groups and/or organizations. BI is built on classic study of behavioral science, including behavior modeling, applied behavior analysis, behavior analysis, behavioral economics, and organizational behavior. Typical BI tasks consist of individual and group behavior formation, representation, computational modeling, analysis, learning, simulation, and understanding of behavior impact, utility, non-occurring behaviors, etc. for behavior intervention and management. The Behavior Informatics approach to data utilizes cognitive as well as behavioral data. By combining the data, BI has the potential to effectively illustrate the big picture when it comes to behavioral decisions and patterns. One of the goals of BI is also to be able to study human behavior while eliminating issues like self-report bias. This creates more reliable and valid information for research studies. == Behavior == From an Informatics perspective, a behavior consists of three key elements: actors (behavioral subjects and objects), operations (actions, activities) and interactions (relationships), and their properties. A behavior can be represented as a behavior vector, all behaviors of an actor or an actor group can be represented as behavior sequences and multi-dimensional behavior matrix. The following table explains some of the elements of behavior. Behavior Informatics takes into account behavior when analyzing business patterns and intelligence. The inclusion of behavior in these analyses provides prominent information on social and driving factors of patterns. == Applications == Behavior Informatics is being used in a variety of settings, including but not limited to health care management, telecommunications, marketing, and security. Behavior Informatics provides a manner in which to analyze and organize the many aspects that go into a person's health care needs and decisions. When it comes to business models, behavior informatics may be utilized for a similar role. Organizations implement behavior informatics to enhance business structure and regime, where it helps moderate ideal business decisions and situations.

Tuple

In mathematics, a tuple is a finite sequence (or ordered list) of numbers. More generally, it is a sequence of mathematical objects, called the elements of the tuple. An n-tuple is a tuple of n elements, where n is a non-negative integer. There is only one 0-tuple, called the empty tuple. A 1-tuple and a 2-tuple are commonly called a singleton and an ordered pair, respectively. The term "infinite tuple" is occasionally used for "infinite sequences". Tuples are usually written by listing the elements within parentheses "( )" and separated by commas; for example, (2, 7, 4, 1, 7) denotes a 5-tuple. Other types of brackets are sometimes used, although they may have a different meaning. An n-tuple can be formally defined as the image of a function that has the set of the first n natural numbers as its domain (1, 2, ..., n). Tuples may be also defined from ordered pairs by a recurrence starting from an ordered pair; indeed, an n-tuple can be identified with the ordered pair of its (n − 1) first elements and its nth element, for example, ( ( ( 1 , 2 ) , 3 ) , 4 ) = ( 1 , 2 , 3 , 4 ) {\displaystyle \left(\left(\left(1,2\right),3\right),4\right)=\left(1,2,3,4\right)} . In computer science, tuples come in many forms. Most typed functional programming languages implement tuples directly as product types, tightly associated with algebraic data types, pattern matching, and destructuring assignment. Many programming languages offer an alternative to tuples, known as record types, featuring unordered elements accessed by label. A few programming languages combine ordered tuple product types and unordered record types into a single construct, as in C structs and Haskell records. Relational databases may formally identify their rows (records) as tuples. Tuples also occur in relational algebra; when programming the semantic web with the Resource Description Framework (RDF); in linguistics; and in philosophy. == Etymology == The term originated as an abstraction of the sequence: single, couple/double, triple, quadruple, quintuple, sextuple, septuple, octuple, ..., n‑tuple, ..., where the prefixes are taken from the Latin names of the numerals. The unique 0-tuple is called the null tuple or empty tuple. A 1‑tuple is called a single (or singleton), a 2‑tuple is called an ordered pair or couple, and a 3‑tuple is called a triple (or triplet). The number n can be any nonnegative integer. For example, a complex number can be represented as a 2‑tuple of reals, a quaternion can be represented as a 4‑tuple, an octonion can be represented as an 8‑tuple, and a sedenion can be represented as a 16‑tuple. Although these uses treat ‑tuple as the suffix, the original suffix was ‑ple as in "triple" (three-fold) or "decuple" (ten‑fold). This originates from medieval Latin plus (meaning "more") related to Greek ‑πλοῦς, which replaced the classical and late antique ‑plex (meaning "folded"), as in "duplex". == Properties == The general rule for the identity of two n-tuples is ( a 1 , a 2 , … , a n ) = ( b 1 , b 2 , … , b n ) {\displaystyle (a_{1},a_{2},\ldots ,a_{n})=(b_{1},b_{2},\ldots ,b_{n})} if and only if a 1 = b 1 , a 2 = b 2 , … , a n = b n {\displaystyle a_{1}=b_{1},{\text{ }}a_{2}=b_{2},{\text{ }}\ldots ,{\text{ }}a_{n}=b_{n}} . Thus a tuple has properties that distinguish it from a set: A tuple may contain multiple instances of the same element, so tuple ( 1 , 2 , 2 , 3 ) ≠ ( 1 , 2 , 3 ) {\displaystyle (1,2,2,3)\neq (1,2,3)} ; but set { 1 , 2 , 2 , 3 } = { 1 , 2 , 3 } {\displaystyle \{1,2,2,3\}=\{1,2,3\}} . Tuple elements are ordered: tuple ( 1 , 2 , 3 ) ≠ ( 3 , 2 , 1 ) {\displaystyle (1,2,3)\neq (3,2,1)} , but set { 1 , 2 , 3 } = { 3 , 2 , 1 } {\displaystyle \{1,2,3\}=\{3,2,1\}} . A tuple has a finite number of elements, while a set or a multiset may have an infinite number of elements. == Definitions == There are several definitions of tuples that give them the properties described in the previous section. === Tuples as functions === The 0 {\displaystyle 0} -tuple may be identified as the empty function. For n ≥ 1 , {\displaystyle n\geq 1,} the n {\displaystyle n} -tuple ( a 1 , … , a n ) {\displaystyle \left(a_{1},\ldots ,a_{n}\right)} may be identified with the surjective function F : { 1 , … , n } → { a 1 , … , a n } {\displaystyle F~:~\left\{1,\ldots ,n\right\}~\to ~\left\{a_{1},\ldots ,a_{n}\right\}} with domain domain ⁡ F = { 1 , … , n } = { i ∈ N : 1 ≤ i ≤ n } {\displaystyle \operatorname {domain} F=\left\{1,\ldots ,n\right\}=\left\{i\in \mathbb {N} :1\leq i\leq n\right\}} and with codomain codomain ⁡ F = { a 1 , … , a n } , {\displaystyle \operatorname {codomain} F=\left\{a_{1},\ldots ,a_{n}\right\},} that is defined at i ∈ domain ⁡ F = { 1 , … , n } {\displaystyle i\in \operatorname {domain} F=\left\{1,\ldots ,n\right\}} by F ( i ) := a i . {\displaystyle F(i):=a_{i}.} That is, F {\displaystyle F} is the function defined by 1 ↦ a 1 ⋮ n ↦ a n {\displaystyle {\begin{alignedat}{3}1\;&\mapsto &&\;a_{1}\\\;&\;\;\vdots &&\;\\n\;&\mapsto &&\;a_{n}\\\end{alignedat}}} in which case the equality ( a 1 , a 2 , … , a n ) = ( F ( 1 ) , F ( 2 ) , … , F ( n ) ) {\displaystyle \left(a_{1},a_{2},\dots ,a_{n}\right)=\left(F(1),F(2),\dots ,F(n)\right)} necessarily holds. Tuples as sets of ordered pairs Functions are commonly identified with their graphs, which is a certain set of ordered pairs. Indeed, many authors use graphs as the definition of a function. Using this definition of "function", the above function F {\displaystyle F} can be defined as: F := { ( 1 , a 1 ) , … , ( n , a n ) } . {\displaystyle F~:=~\left\{\left(1,a_{1}\right),\ldots ,\left(n,a_{n}\right)\right\}.} === Tuples as nested ordered pairs === Another way of modeling tuples in set theory is as nested ordered pairs. This approach assumes that the notion of ordered pair has already been defined. The 0-tuple (i.e. the empty tuple) is represented by the empty set ∅ {\displaystyle \emptyset } . An n-tuple, with n > 0, can be defined as an ordered pair of its first entry and an (n − 1)-tuple (which contains the remaining entries when n > 1): ( a 1 , a 2 , a 3 , … , a n ) = ( a 1 , ( a 2 , a 3 , … , a n ) ) {\displaystyle (a_{1},a_{2},a_{3},\ldots ,a_{n})=(a_{1},(a_{2},a_{3},\ldots ,a_{n}))} This definition can be applied recursively to the (n − 1)-tuple: ( a 1 , a 2 , a 3 , … , a n ) = ( a 1 , ( a 2 , ( a 3 , ( … , ( a n , ∅ ) … ) ) ) ) {\displaystyle (a_{1},a_{2},a_{3},\ldots ,a_{n})=(a_{1},(a_{2},(a_{3},(\ldots ,(a_{n},\emptyset )\ldots ))))} Thus, for example: ( 1 , 2 , 3 ) = ( 1 , ( 2 , ( 3 , ∅ ) ) ) ( 1 , 2 , 3 , 4 ) = ( 1 , ( 2 , ( 3 , ( 4 , ∅ ) ) ) ) {\displaystyle {\begin{aligned}(1,2,3)&=(1,(2,(3,\emptyset )))\\(1,2,3,4)&=(1,(2,(3,(4,\emptyset ))))\\\end{aligned}}} A variant of this definition starts "peeling off" elements from the other end: The 0-tuple is the empty set ∅ {\displaystyle \emptyset } . For n > 0: ( a 1 , a 2 , a 3 , … , a n ) = ( ( a 1 , a 2 , a 3 , … , a n − 1 ) , a n ) {\displaystyle (a_{1},a_{2},a_{3},\ldots ,a_{n})=((a_{1},a_{2},a_{3},\ldots ,a_{n-1}),a_{n})} This definition can be applied recursively: ( a 1 , a 2 , a 3 , … , a n ) = ( ( … ( ( ( ∅ , a 1 ) , a 2 ) , a 3 ) , … ) , a n ) {\displaystyle (a_{1},a_{2},a_{3},\ldots ,a_{n})=((\ldots (((\emptyset ,a_{1}),a_{2}),a_{3}),\ldots ),a_{n})} Thus, for example: ( 1 , 2 , 3 ) = ( ( ( ∅ , 1 ) , 2 ) , 3 ) ( 1 , 2 , 3 , 4 ) = ( ( ( ( ∅ , 1 ) , 2 ) , 3 ) , 4 ) {\displaystyle {\begin{aligned}(1,2,3)&=(((\emptyset ,1),2),3)\\(1,2,3,4)&=((((\emptyset ,1),2),3),4)\\\end{aligned}}} === Tuples as nested sets === Using Kuratowski's representation for an ordered pair, the second definition above can be reformulated in terms of pure set theory: The 0-tuple (i.e. the empty tuple) is represented by the empty set ∅ {\displaystyle \emptyset } ; Let x {\displaystyle x} be an n-tuple ( a 1 , a 2 , … , a n ) {\displaystyle (a_{1},a_{2},\ldots ,a_{n})} , and let x → b ≡ ( a 1 , a 2 , … , a n , b ) {\displaystyle x\rightarrow b\equiv (a_{1},a_{2},\ldots ,a_{n},b)} . Then, x → b ≡ { { x } , { x , b } } {\displaystyle x\rightarrow b\equiv \{\{x\},\{x,b\}\}} . (The right arrow, → {\displaystyle \rightarrow } , could be read as "adjoined with".) In this formulation: ( ) = ∅ ( 1 ) = ( ) → 1 = { { ( ) } , { ( ) , 1 } } = { { ∅ } , { ∅ , 1 } } ( 1 , 2 ) = ( 1 ) → 2 = { { ( 1 ) } , { ( 1 ) , 2 } } = { { { { ∅ } , { ∅ , 1 } } } , { { { ∅ } , { ∅ , 1 } } , 2 } } ( 1 , 2 , 3 ) = ( 1 , 2 ) → 3 = { { ( 1 , 2 ) } , { ( 1 , 2 ) , 3 } } = { { { { { { ∅ } , { ∅ , 1 } } } , { { { ∅ } , { ∅ , 1 } } , 2 } } } , { { { { { ∅ } , { ∅ , 1 } } } , { { { ∅ } , { ∅ , 1 } } , 2 } } , 3 } } {\displaystyle {\begin{array}{lclcl}()&&&=&\emptyset \\&&&&\\(1)&=&()\rightarrow 1&=&\{\{()\},\{(),1\}\}\\&&&=&\{\{\emptyset \},\{\emptyset ,1\}\}\\&&&&\\(1,2)&=&(1)\rightarrow 2&=&\{\{(1)\},\{(1),2\}\}\\&&&=&\{\{\{\{\emptyset \},\{\emptyset ,1\}\}\},\\&&&&\{\{\{\emptyset \},\{\emptyset ,1\}\},2\}\}\\&&&&\\(1,2,3)&=&(1,2)\rightarrow 3&=&\{\{(1,2)\},\{(1,2),3\}\}\\&&&=&\{\{\{\{\{\{\empty