1. Algorithms
1.1 Algorithm Specification
Algorithm,
named for the 9th century Persian mathematician Al-Khowarizmi, is
simply finite set of instructions that,
if followed, accomplish a specified task. It should satisfy the following
criteria.
·
Input
: Zero of more quantities that
are externally applied
·
Output : At least one quantity is produced
·
Definiteness
: Each instruction should be clear and unambiguous
·
Finiteness
: Algorithm terminates after finite number of steps for all test cases.
·
Effectiveness
: Each instruction is basic enough for a person to carried out using a
pen and paper. That means ensure not
only definite but also check whether feasible or not.
Once we have an
algorithm, next is to check how effective the algorithm is. Performance
evaluation can be divided into two major phases.
1. Priori
estimate ( Performance analysis )
2. Posteriori
testing ( Performance measurement )
1.2 Algorithm Classification
There are various ways to classify algorithms. They
are as follows
1.2.1 Classification by implementation
Recursion or iteration: A recursive algorithm is one that
invokes (makes reference to) itself repeatedly until a certain condition
matches, which is a method common to functional programming. Iterative
algorithms use repetitive constructs like loops and sometimes additional data
structures like stacks to solve the given problems. Some problems are naturally
suited for one implementation or the other. For example, towers of hanoi is well understood
in recursive implementation. Every recursive version has an equivalent (but
possibly more or less complex) iterative version, and vice versa.
Logical:
An algorithm may be viewed as controlled logical deduction. This notion may be
expressed as:
Algorithm = logic +
control.
The logic component expresses the
axioms that may be used in the computation and the control component determines
the way in which deduction is applied to the axioms. This is the basis for the logic programming paradigm. In pure logic
programming languages the control component is fixed and algorithms are
specified by supplying only the logic component. The appeal of this approach is
the elegant semantics: a change in the axioms has a well defined change in the
algorithm.
Serial or parallel or distributed: Algorithms are
usually discussed with the assumption that computers execute one instruction of
an algorithm at a time. Those computers are sometimes called serial computers.
An algorithm designed for such an environment is called a serial algorithm, as
opposed to parallel algorithms or distributed algorithms. Parallel algorithms
take advantage of computer architectures where several processors can work on a
problem at the same time, whereas distributed algorithms utilise multiple
machines connected with a network. Parallel or distributed algorithms divide
the problem into more symmetrical or asymmetrical subproblems and collect the
results back together. The resource consumption in such algorithms is not only
processor cycles on each processor but also the communication overhead between
the processors. Sorting algorithms can be parallelized efficiently, but their
communication overhead is expensive. Iterative algorithms are generally
parallelizable. Some problems have no parallel algorithms, and are called
inherently serial problems.
Deterministic or non-deterministic: Deterministic
algorithms solve the problem with exact decision at every step of the algorithm
whereas non-deterministic algorithm solves problems via guessing although
typical guesses are made more accurate through the use of heuristics.
Exact or approximate:
While many algorithms reach an exact solution, approximation algorithms seek an
approximation that is close to the true solution. Approximation may use either
a deterministic or a random strategy. Such algorithms have practical value for
many hard problems.
1.2.2
Classification by Design
Paradigm
Divide and conquer. A divide and conquer algorithm repeatedly reduces
an instance of a problem to one or more smaller instances of the same problem
(usually recursively), until the instances are small enough to solve easily.
One such example of divide and conquer is merge sorting.
Sorting can be done on each segment of data after dividing data into segments
and sorting of entire data can be obtained in conquer phase by merging them. A
simpler variant of divide and conquer is called decrease and conquer algorithm, that solves an identical sub
problem and uses the solution of this sub problem to solve the bigger problem.
Divide and conquer divides the problem into multiple sub problems and so
conquer stage will be more complex than decrease and conquer algorithms. An
example of decrease and conquer algorithm is binary search algorithm.
Dynamic programming. When a problem shows optimal substructure,
meaning the optimal solution to a problem can be constructed from optimal
solutions to sub problems, and overlapping sub problems, meaning the same sub
problems are used to solve many different problem instances, a quicker approach
called dynamic programming avoids recomputing solutions that have
already been computed. For example, the shortest path to a goal from a vertex
in a weighted graph can be found by using the shortest path to the goal from
all adjacent vertices. Dynamic programming and memoization go together. The
main difference between dynamic programming and divide and conquer is that sub
problems are more or less independent in divide and conquer, whereas sub
problems overlap in dynamic programming. The difference between dynamic
programming and straightforward recursion is in caching or memoization of
recursive calls. When sub problems are independent and there is no repetition,
memoization does not help; hence dynamic programming is not a solution for all
complex problems. By using memoization or maintaining a table of sub problems
already solved, dynamic programming reduces the exponential nature of many
problems to polynomial complexity.
The greedy method. A greedy algorithm is similar to a dynamic
programming algorithm, but the difference is that solutions to the sub problems
do not have to be known at each stage; instead a "greedy" choice can
be made of what looks best for the moment. The greedy method extends the
solution with the best possible decision (not all feasible decisions) at an
algorithmic stage based on the current local optimum and the best decision (not
all possible decisions) made in previous stage. It is not exhaustive, and does
not give accurate answer to many problems. But when it works, it will be the
fastest method. The most popular greedy algorithm is finding the minimal
spanning tree as given by Kruskal.
Linear programming. When solving a problem using linear programming,
specific inequalities involving the inputs are found and then an attempt is
made to maximize (or minimize) some linear function of the inputs. Many
problems (such as the maximum flow for directed graphs) can be stated in a
linear programming way, and then be solved by a 'generic' algorithm such as the
simplex algorithm.
Reduction. This technique involves solving a difficult problem by
transforming it into a better known problem for which we have (hopefully)
asymptotically optimal algorithms. The goal is to find a reducing algorithm
whose complexity is not dominated by the resulting reduced algorithm's. For
example, one selection algorithm for finding the median in an unsorted list
involves first sorting the list (the expensive portion) and then pulling out
the middle element in the sorted list (the cheap portion). This technique is
also known as transform and conquer.
Search and enumeration. Many problems (such as playing chess) can
be modeled as problems on graphs. A graph exploration algorithm specifies rules
for moving around a graph and is useful for such problems. This category also
includes search algorithms, branch and bound enumeration and backtracking.
The probabilistic and heuristic paradigm. Algorithms belonging to
this class fit the definition of an algorithm more loosely.
Probabilistic
algorithms are those that make some choices randomly (or pseudo-randomly);
for some problems, it can in fact be proven that the fastest solutions must
involve some randomness.
Genetic algorithms
attempt to find solutions to problems by mimicking biological evolutionary
processes, with a cycle of random mutations yielding successive generations of
"solutions". Thus, they emulate reproduction and "survival of
the fittest". In genetic programming, this approach is extended to
algorithms, by regarding the algorithm itself as a "solution" to a
problem.
Heuristic algorithms, whose general purpose is not to find an
optimal solution, but an approximate solution where the time or resources are
limited. They are not practical to find perfect solutions. An example of this
would be local search, or simulated annealing.
1.3 Performance Analysis
Two important ways
to characterize the effectiveness of an algorithm are its space complexity and
time complexity.
1.3.1
Space Complexity
Space complexity of
an algorithm is the amount to memory needed by the program for its completion.
Space needed by a program has the following components:
1.
Instruction
Space
Space needed to store the compiled
version of program. It depends on
i.
Compiler used
ii.
Options specified at the time of compilation
e.g., whether optimization specified,
Is there any overlay option etc.
iii.
Target computer
e.g., For performing floating point
arithmetic, if hardware present or not.
2.
Data Space
Space needed to store constant and
variable values. It has two components:
i.
Space for constants:
e.g., value ‘3’ in program 1.1
Space for simple
variables:
e.g., variables a,b,c in program 1.1
Program 1.1
int add (int a, int
b, int c)
{
return (a+b+c)/3;
}
ii.
Space for component variables like arrays, structures,
dynamically allocated memory.
e.g., variables a in program 1.2
Program 1.2
int
Radd (int a[], int n)
1 {
2
If (n>0)
3 return Radd (a, n-1) + a[n-1];
4 else
5 return 0;
6 }
3.
Environment
stack space
Environment stack is used to store
information to resume execution of partially completed functions. When a
function is invoked, following data are stored in Environment stack.
i.
Return address.
ii.
Value of local and formal variables.
iii.
Binding of all reference and constant reference
parameters.
Space needed by the program can be
divided into two parts.
i. Fixed part independent of instance
characteristics. E.g., code space, simple variables, fixed size component
variables etc.
ii.
Variable part. Space for component variables with space
depends on particular instance. Value of
local and formal variables.
Hence we can write the space
complexity as
S(P) = c + Sp (instance
characteristics)
Example
1.1
Refer Program 1.1
One word for variables a,b,c. No
instance characteristics. Hence Sp(TC) = 0
Example
1.2
Program 1.3
int Aadd (int *a,
int n)
1 {
2
int s=0;
3
for (i=0; i
4 s+ = a[i];
5
return s;
6 }
One word for variables n and i. Space
for a[] is address of a[0]. Hence it requires one word.
No instance characteristics. Hence Sp(TC)
= 0
Example
1.3
Refer Program 1.2
Instance
characteristics depend on values of n. Recursive stack space includes space for
formal parameters, local variables and return address. So one word each for
a[],n, return address and return variables. Hence for each pass it needs 4
words. Total recursive stack space needed is 4(n).
Hence Sp(TC) = 4(n).
1.3.2
Time Complexity
Time complexity of
an algorithm is the amount of time needed by the program for its completion.
Time taken is the sum of the compile time and the execution time. Compile time
does not depend on instantaneous characteristics. Hence we can ignore it.
Program step: A program step is
syntactically or semantically meaningful segment of a program whose execution
time is independent of instantaneous characteristics. We can calculate
complexity in terms of
1. Comments:
No executables,
hence step count = 0
2. Declarative
Statements:
Define or characterize variables and
constants like (int , long, enum, …)
Statement enabling data types (class, struct, union, template)
Determine access statements ( public, private, protected, friend )
Character functions ( void, virtual )
All the above are non executables,
hence step count = 0
3. Expressions
and Assignment Statements:
Simple expressions : Step count = 1.
But if expressions contain function call, step count is the cost of the
invoking functions. This will be large if parameters are passed as call by
value, because value of the actual parameters must assigned to formal
parameters.
Assignment statements : General form
is = . Step
count = expr, unless size of is a function of instance
characteristics. eg., a = b, where a and
b are structures. In that case, Step count = size of + size of < expr >
4. Iterative
Statements:
While
do
Do
.. While <expr>
Step count = Number of step count
assignable to
For
(; ; )
Step count = 1, unless the
, , are function of instance
characteristics. If so, first execution of control part has step count as sum
of count of and . For remaining executions,
control part has step count as sum of count of and .
5. Switch
Statements:
Switch
() {
Case cond1 :
Case cond2 :
.
.
Default :
}
Switch
() has step count = cost of
Cost of Cond statements is its cost plus cost of all preceding statements.
6. If-else
Statements:
If
() ;
Else
;
Step count of If and Else is the cost
of .
7. Function
invocation:
All function invocation has Step
count = 1, unless it has parameters passed as called by value which depend s on
instance characteristics. If so, Step count is the sum of the size of these
values.
If function being invoked is
recursive, consider the local variables also.
8. Memory
management Statements:
new
object, delete object, sizeof(object), Step count =1.
9. Function
Statements:
Step count = 0, cost is already
assigned to invoking statements.
10. Jump
Statements:
continue,
break, goto has Step count =1
return
: Step count =1, if no expr
which is a function of instance characteristics. If there is, consider its cost
also.
Example
1.4
Refer Program 1.2
Introducing a counter for each
executable line we can rewrite the program as
int
Radd (int a[], int n)
{
count++ // if
If (n>0)
{
count++ // return
return Radd (a, n-1)
+ a[n-1];
}
else
{
count++
// return
return 0;
}
}
Case 1: n=0
tRadd
= 2
Case 2: n>0
2 + tRadd (n-1)
=
2 + 2 + tRadd (n-2)
=
2 * 2 + tRadd (n-2)
.
.
=
2n + tRadd (0)
=
2n + 2
Example
1.5
Program
1.4
int
Madd (int a[][], int b[][], int c[][], int n)
1 {
2
For (int i=0; i
3 For (int j=0; j
4 c[i][j]
= a[i][j] + b[i][j];
5 }
Introducing a counter for each
executable line we can rewrite the program as
int
Madd (int a[][], int b[][], int c[][], int n)
{
For (int i=0; i
{
count++ //for i
For (int j=0; j
{
count++ //for j
c[i][j]
= a[i][j] + b[i][j];
count++
//for assignment
}
count++
//for last j
}
count++ //for last i
}
Step
count is 2mn + 2m +1.
Step count does not reflect the
complexity of statement. It is reflected in step per execution (s/e).
Refer Program 1.2
Line
|
s/e
|
Frequency
|
Total Steps
|
||
n=0
|
n>0
|
n=0
|
n>0
|
||
1
|
0
|
1
|
1
|
0
|
0
|
2
|
1
|
1
|
1
|
1
|
1
|
3
|
1
+ tRadd (n-1)
|
0
|
1
|
0
|
1
+ tRadd (n-1)
|
4
|
0
|
1
|
0
|
0
|
0
|
5
|
1
|
1
|
0
|
1
|
0
|
Total no. of steps
|
2
|
2 + tRadd (n-1)
|
Refer Program 1.3
Line
|
s/e
|
Frequency
|
Total Steps
|
1
|
0
|
1
|
0
|
2
|
1
|
1
|
1
|
3
|
1
|
n+1
|
n+1
|
4
|
1
|
n
|
n
|
5
|
1
|
1
|
1
|
6
|
0
|
1
|
0
|
Total no. of steps
|
2n + 3
|
Refer Program 1.4
Line
|
s/e
|
Frequency
|
Total Steps
|
1
|
0
|
1
|
0
|
2
|
1
|
m+1
|
m+1
|
3
|
1
|
m(n+1)
|
m(n+1)
|
4
|
1
|
mn
|
mn
|
5
|
0
|
1
|
0
|
Total no. of steps
|
2mn + 2m + 1
|
1.3.3
Asymptotic
Notations
Step count is to
compare time complexity of two programs that compute same function and also to
predict the growth in run time as instance characteristics changes. Determining
exact step count is difficult and not necessary also. Because the values are
not exact quantities. We need only comparative statements like c1n2
≤ tp(n) ≤ c2n2.
For example,
consider two programs with complexities c1n2 + c2n
and c3n respectively. For small values of n, complexity depend upon
values of c1, c2
and c3. But there will also be an n beyond which complexity of c3n is better than that of c1n2 +
c2n.This value of n is called break-even point. If this point is
zero, c3n is always faster (or at least as fast). Common asymptotic
functions are given below.
Function
|
Name
|
1
|
Constant
|
log n
|
Logarithmic
|
n
|
Linear
|
n log n
|
n log n
|
n2
|
Quadratic
|
n3
|
Cubic
|
2n
|
Exponential
|
n!
|
Factorial
|
1.3.4.1
Big ‘Oh’
Notation (O)
O(g(n)) = { f(n) : there exist
positive constants c and n0 such that 0 ≤ f(n) ≤ cg(n) for all n ≥ n0
}
It is the upper bound of any
function. Hence it denotes the worse case complexity of any algorithm. We can
represent it graphically as
Find the Big ‘Oh’ for the following
functions:
Linear
Functions
Example
1.6
f(n) = 3n + 2
General form is f(n) ≤ cg(n)
When n ≥ 2, 3n + 2 ≤ 3n + n = 4n
Hence f(n) = O(n), here c = 4 and n0
= 2
When n ≥ 1, 3n + 2 ≤ 3n + 2n = 5n
Hence f(n) = O(n), here c = 5 and n0
= 1
Hence we can have different c,n0
pairs satisfying for a given function.
Example
1.7
f(n) = 3n + 3
When n ≥ 3, 3n + 3 ≤ 3n + n = 4n
Hence f(n) = O(n), here c = 4 and n0
= 3
Example
1.8
f(n) = 100n + 6
When n ≥ 6, 100n + 6 ≤ 100n + n = 101n
Hence f(n) = O(n), here c = 101 and n0
= 6
Quadratic
Functions
Example
1.9
f(n) = 10n2 + 4n + 2
When n ≥ 2, 10n2 + 4n + 2 ≤ 10n2
+ 5n
When n ≥ 5, 5n ≤ n2, 10n2 + 4n + 2 ≤ 10n2 +
n2 = 11n2
Hence f(n) = O(n2), here c
= 11 and n0 = 5
Example
1.10
f(n) = 1000n2 + 100n - 6
f(n) ≤ 1000n2 + 100n for
all values of n.
When n ≥ 100, 5n ≤ n2, f(n) ≤ 1000n2 + n2 = 1001n2
Hence f(n) = O(n2), here c
= 1001 and n0 = 100
Exponential
Functions
Example
1.11
f(n) = 6*2n + n2
When n ≥ 4, n2 ≤ 2n
So f(n) ≤ 6*2n + 2n = 7*2n
Hence f(n) = O(2n), here c
= 7 and n0 = 4
Constant
Functions
Example
1.12
f(n) = 10
f(n) = O(1), because f(n) ≤ 10*1
1.3.4.2
Omega
Notation (Ω)
Ω (g(n)) = { f(n) : there exist
positive constants c and n0 such that 0 ≤ cg(n) ≤ f(n) for all n ≥ n0
}
It is the lower bound of any
function. Hence it denotes the best case complexity of any algorithm. We can
represent it graphically as
Fig 1.2
Example
1.13
f(n) = 3n + 2
3n + 2 > 3n for all n.
Hence f(n) = Ω(n)
Similarly we can solve all the
examples specified under Big ‘Oh’.
1.3.4.3
Theta
Notation (Θ)
Θ(g(n)) = {f(n) : there exist
positive constants c1,c2 and n0 such that c1g(n)
≤f(n) ≤c2g(n) for all n ≥ n0 }
If f(n) = Θ(g(n)), all values of n
right to n0 f(n) lies on or above c1g(n) and on or below
c2g(n). Hence it is
asymptotic tight bound for f(n).
Example
1.14
f(n) = 3n + 2
f(n) = Θ(n) because f(n) = O(n) , n ≥ 2.
Similarly we can solve all examples
specified under Big’Oh’.
The time complexity of a program
can be represented as some instance characteristics. This can be used to
compare two programs performing same task. But this is actually meant for
greater values of n.
Fig 1.4 shows how the various
functions grow with n
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