🎧 New: AI-Generated Podcasts Turn your study notes into engaging audio conversations. Learn more

The Design & Analysis of Algorithms.pdf

Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...

Document Details

AdoringNovaculite510

Uploaded by AdoringNovaculite510

PES University

Tags

algorithm design computer science algorithm analysis informatics

Full Transcript

This page intentionally left blank Vice President and Editorial Director, ECS Marcia Horton Editor-in-Chief Michael Hirsch Acquisitions Editor Matt Goldstein Editorial Assistant Chelsea Bell...

This page intentionally left blank Vice President and Editorial Director, ECS Marcia Horton Editor-in-Chief Michael Hirsch Acquisitions Editor Matt Goldstein Editorial Assistant Chelsea Bell Vice President, Marketing Patrice Jones Marketing Manager Yezan Alayan Senior Marketing Coordinator Kathryn Ferranti Marketing Assistant Emma Snider Vice President, Production Vince O’Brien Managing Editor Jeff Holcomb Production Project Manager Kayla Smith-Tarbox Senior Operations Supervisor Alan Fischer Manufacturing Buyer Lisa McDowell Art Director Anthony Gemmellaro Text Designer Sandra Rigney Cover Designer Anthony Gemmellaro Cover Illustration Jennifer Kohnke Media Editor Daniel Sandin Full-Service Project Management Windfall Software Composition Windfall Software, using ZzTEX Printer/Binder Courier Westford Cover Printer Courier Westford Text Font Times Ten Copyright © 2012, 2007, 2003 Pearson Education, Inc., publishing as Addison-Wesley. All rights reserved. Printed in the United States of America. This publication is protected by Copyright, and permission should be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission(s) to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to 201-236-3290. This is the eBook of the printed book and may not include any media, Website access codes or print supplements that may come packaged with the bound book. Many of the designations by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed in initial caps or all caps. Library of Congress Cataloging-in-Publication Data Levitin, Anany. Introduction to the design & analysis of algorithms / Anany Levitin. — 3rd ed. p. cm. Includes bibliographical references and index. ISBN-13: 978-0-13-231681-1 ISBN-10: 0-13-231681-1 1. Computer algorithms. I. Title. II. Title: Introduction to the design and analysis of algorithms. QA76.9.A43L48 2012 005.1—dc23 2011027089 15 14 13 12 11—CRW—10 9 8 7 6 5 4 3 2 1 ISBN 10: 0-13-231681-1 ISBN 13: 978-0-13-231681-1 Boston Columbus Indianapolis New York San Francisco Upper Saddle River Amsterdam Cape Town Dubai London Madrid Milan Munich Paris Montreal Toronto Delhi Mexico City Sao Paulo Sydney Hong Kong Seoul Singapore Taipei Tokyo This page intentionally left blank Brief Contents New to the Third Edition xvii Preface xix 1 Introduction 1 2 Fundamentals of the Analysis of Algorithm Efficiency 41 3 Brute Force and Exhaustive Search 97 4 Decrease-and-Conquer 131 5 Divide-and-Conquer 169 6 Transform-and-Conquer 201 7 Space and Time Trade-Offs 253 8 Dynamic Programming 283 9 Greedy Technique 315 10 Iterative Improvement 345 11 Limitations of Algorithm Power 387 12 Coping with the Limitations of Algorithm Power 423 Epilogue 471 APPENDIX A Useful Formulas for the Analysis of Algorithms 475 APPENDIX B Short Tutorial on Recurrence Relations 479 References 493 Hints to Exercises 503 Index 547 v This page intentionally left blank Contents New to the Third Edition xvii Preface xix 1 Introduction 1 1.1 What Is an Algorithm? 3 Exercises 1.1 7 1.2 Fundamentals of Algorithmic Problem Solving 9 Understanding the Problem 9 Ascertaining the Capabilities of the Computational Device 9 Choosing between Exact and Approximate Problem Solving 11 Algorithm Design Techniques 11 Designing an Algorithm and Data Structures 12 Methods of Specifying an Algorithm 12 Proving an Algorithm’s Correctness 13 Analyzing an Algorithm 14 Coding an Algorithm 15 Exercises 1.2 17 1.3 Important Problem Types 18 Sorting 19 Searching 20 String Processing 20 Graph Problems 21 Combinatorial Problems 21 Geometric Problems 22 Numerical Problems 22 Exercises 1.3 23 vii viii Contents 1.4 Fundamental Data Structures 25 Linear Data Structures 25 Graphs 28 Trees 31 Sets and Dictionaries 35 Exercises 1.4 37 Summary 38 2 Fundamentals of the Analysis of Algorithm Efficiency 41 2.1 The Analysis Framework 42 Measuring an Input’s Size 43 Units for Measuring Running Time 44 Orders of Growth 45 Worst-Case, Best-Case, and Average-Case Efficiencies 47 Recapitulation of the Analysis Framework 50 Exercises 2.1 50 2.2 Asymptotic Notations and Basic Efficiency Classes 52 Informal Introduction 52 O-notation 53 -notation 54 -notation 55 Useful Property Involving the Asymptotic Notations 55 Using Limits for Comparing Orders of Growth 56 Basic Efficiency Classes 58 Exercises 2.2 58 2.3 Mathematical Analysis of Nonrecursive Algorithms 61 Exercises 2.3 67 2.4 Mathematical Analysis of Recursive Algorithms 70 Exercises 2.4 76 2.5 Example: Computing the nth Fibonacci Number 80 Exercises 2.5 83 2.6 Empirical Analysis of Algorithms 84 Exercises 2.6 89 2.7 Algorithm Visualization 91 Summary 94 Contents ix 3 Brute Force and Exhaustive Search 97 3.1 Selection Sort and Bubble Sort 98 Selection Sort 98 Bubble Sort 100 Exercises 3.1 102 3.2 Sequential Search and Brute-Force String Matching 104 Sequential Search 104 Brute-Force String Matching 105 Exercises 3.2 106 3.3 Closest-Pair and Convex-Hull Problems by Brute Force 108 Closest-Pair Problem 108 Convex-Hull Problem 109 Exercises 3.3 113 3.4 Exhaustive Search 115 Traveling Salesman Problem 116 Knapsack Problem 116 Assignment Problem 119 Exercises 3.4 120 3.5 Depth-First Search and Breadth-First Search 122 Depth-First Search 122 Breadth-First Search 125 Exercises 3.5 128 Summary 130 4 Decrease-and-Conquer 131 4.1 Insertion Sort 134 Exercises 4.1 136 4.2 Topological Sorting 138 Exercises 4.2 142 4.3 Algorithms for Generating Combinatorial Objects 144 Generating Permutations 144 Generating Subsets 146 Exercises 4.3 148 x Contents 4.4 Decrease-by-a-Constant-Factor Algorithms 150 Binary Search 150 Fake-Coin Problem 152 Russian Peasant Multiplication 153 Josephus Problem 154 Exercises 4.4 156 4.5 Variable-Size-Decrease Algorithms 157 Computing a Median and the Selection Problem 158 Interpolation Search 161 Searching and Insertion in a Binary Search Tree 163 The Game of Nim 164 Exercises 4.5 166 Summary 167 5 Divide-and-Conquer 169 5.1 Mergesort 172 Exercises 5.1 174 5.2 Quicksort 176 Exercises 5.2 181 5.3 Binary Tree Traversals and Related Properties 182 Exercises 5.3 185 5.4 Multiplication of Large Integers and Strassen’s Matrix Multiplication 186 Multiplication of Large Integers 187 Strassen’s Matrix Multiplication 189 Exercises 5.4 191 5.5 The Closest-Pair and Convex-Hull Problems by Divide-and-Conquer 192 The Closest-Pair Problem 192 Convex-Hull Problem 195 Exercises 5.5 197 Summary 198 Contents xi 6 Transform-and-Conquer 201 6.1 Presorting 202 Exercises 6.1 205 6.2 Gaussian Elimination 208 LU Decomposition 212 Computing a Matrix Inverse 214 Computing a Determinant 215 Exercises 6.2 216 6.3 Balanced Search Trees 218 AVL Trees 218 2-3 Trees 223 Exercises 6.3 225 6.4 Heaps and Heapsort 226 Notion of the Heap 227 Heapsort 231 Exercises 6.4 233 6.5 Horner’s Rule and Binary Exponentiation 234 Horner’s Rule 234 Binary Exponentiation 236 Exercises 6.5 239 6.6 Problem Reduction 240 Computing the Least Common Multiple 241 Counting Paths in a Graph 242 Reduction of Optimization Problems 243 Linear Programming 244 Reduction to Graph Problems 246 Exercises 6.6 248 Summary 250 7 Space and Time Trade-Offs 253 7.1 Sorting by Counting 254 Exercises 7.1 257 7.2 Input Enhancement in String Matching 258 Horspool’s Algorithm 259 xii Contents Boyer-Moore Algorithm 263 Exercises 7.2 267 7.3 Hashing 269 Open Hashing (Separate Chaining) 270 Closed Hashing (Open Addressing) 272 Exercises 7.3 274 7.4 B-Trees 276 Exercises 7.4 279 Summary 280 8 Dynamic Programming 283 8.1 Three Basic Examples 285 Exercises 8.1 290 8.2 The Knapsack Problem and Memory Functions 292 Memory Functions 294 Exercises 8.2 296 8.3 Optimal Binary Search Trees 297 Exercises 8.3 303 8.4 Warshall’s and Floyd’s Algorithms 304 Warshall’s Algorithm 304 Floyd’s Algorithm for the All-Pairs Shortest-Paths Problem 308 Exercises 8.4 311 Summary 312 9 Greedy Technique 315 9.1 Prim’s Algorithm 318 Exercises 9.1 322 9.2 Kruskal’s Algorithm 325 Disjoint Subsets and Union-Find Algorithms 327 Exercises 9.2 331 9.3 Dijkstra’s Algorithm 333 Exercises 9.3 337 Contents xiii 9.4 Huffman Trees and Codes 338 Exercises 9.4 342 Summary 344 10 Iterative Improvement 345 10.1 The Simplex Method 346 Geometric Interpretation of Linear Programming 347 An Outline of the Simplex Method 351 Further Notes on the Simplex Method 357 Exercises 10.1 359 10.2 The Maximum-Flow Problem 361 Exercises 10.2 371 10.3 Maximum Matching in Bipartite Graphs 372 Exercises 10.3 378 10.4 The Stable Marriage Problem 380 Exercises 10.4 383 Summary 384 11 Limitations of Algorithm Power 387 11.1 Lower-Bound Arguments 388 Trivial Lower Bounds 389 Information-Theoretic Arguments 390 Adversary Arguments 390 Problem Reduction 391 Exercises 11.1 393 11.2 Decision Trees 394 Decision Trees for Sorting 395 Decision Trees for Searching a Sorted Array 397 Exercises 11.2 399 11.3 P , NP , and NP-Complete Problems 401 P and NP Problems 402 NP -Complete Problems 406 Exercises 11.3 409 xiv Contents 11.4 Challenges of Numerical Algorithms 412 Exercises 11.4 419 Summary 420 12 Coping with the Limitations of Algorithm Power 423 12.1 Backtracking 424 n-Queens Problem 425 Hamiltonian Circuit Problem 426 Subset-Sum Problem 427 General Remarks 428 Exercises 12.1 430 12.2 Branch-and-Bound 432 Assignment Problem 433 Knapsack Problem 436 Traveling Salesman Problem 438 Exercises 12.2 440 12.3 Approximation Algorithms for NP -Hard Problems 441 Approximation Algorithms for the Traveling Salesman Problem 443 Approximation Algorithms for the Knapsack Problem 453 Exercises 12.3 457 12.4 Algorithms for Solving Nonlinear Equations 459 Bisection Method 460 Method of False Position 464 Newton’s Method 464 Exercises 12.4 467 Summary 468 Epilogue 471 APPENDIX A Useful Formulas for the Analysis of Algorithms 475 Properties of Logarithms 475 Combinatorics 475 Important Summation Formulas 476 Sum Manipulation Rules 476 Contents xv Approximation of a Sum by a Definite Integral 477 Floor and Ceiling Formulas 477 Miscellaneous 477 APPENDIX B Short Tutorial on Recurrence Relations 479 Sequences and Recurrence Relations 479 Methods for Solving Recurrence Relations 480 Common Recurrence Types in Algorithm Analysis 485 References 493 Hints to Exercises 503 Index 547 This page intentionally left blank New to the Third Edition Reordering of chapters to introduce decrease-and-conquer before divide- and-conquer Restructuring of chapter 8 on dynamic programming, including all new intro- ductory material and new exercises focusing on well-known applications More coverage of the applications of the algorithms discussed Reordering of select sections throughout the book to achieve a better align- ment of specific algorithms and general algorithm design techniques Addition of the Lomuto partition and Gray code algorithms Seventy new problems added to the end-of-chapter exercises, including algo- rithmic puzzles and questions asked during job interviews xvii This page intentionally left blank Preface The most valuable acquisitions in a scientific or technical education are the general-purpose mental tools which remain serviceable for a life-time. —George Forsythe, “What to do till the computer scientist comes.” (1968) A lgorithms play the central role both in the science and practice of computing. Recognition of this fact has led to the appearance of a considerable number of textbooks on the subject. By and large, they follow one of two alternatives in presenting algorithms. One classifies algorithms according to a problem type. Such a book would have separate chapters on algorithms for sorting, searching, graphs, and so on. The advantage of this approach is that it allows an immediate comparison of, say, the efficiency of different algorithms for the same problem. The drawback of this approach is that it emphasizes problem types at the expense of algorithm design techniques. The second alternative organizes the presentation around algorithm design techniques. In this organization, algorithms from different areas of computing are grouped together if they have the same design approach. I share the belief of many (e.g., [BaY95]) that this organization is more appropriate for a basic course on the design and analysis of algorithms. There are three principal reasons for emphasis on algorithm design techniques. First, these techniques provide a student with tools for designing algorithms for new problems. This makes learning algorithm design techniques a very valuable endeavor from a practical standpoint. Second, they seek to classify multitudes of known algorithms according to an underlying design idea. Learning to see such commonality among algorithms from different application areas should be a major goal of computer science education. After all, every science considers classification of its principal subject as a major if not the central point of its discipline. Third, in my opinion, algorithm design techniques have utility as general problem solving strategies, applicable to problems beyond computing. xix xx Preface Unfortunately, the traditional classification of algorithm design techniques has several serious shortcomings, from both theoretical and educational points of view. The most significant of these shortcomings is the failure to classify many important algorithms. This limitation has forced the authors of other textbooks to depart from the design technique organization and to include chapters dealing with specific problem types. Such a switch leads to a loss of course coherence and almost unavoidably creates a confusion in students’ minds. New taxonomy of algorithm design techniques My frustration with the shortcomings of the traditional classification of algorithm design techniques has motivated me to develop a new taxonomy of them [Lev99], which is the basis of this book. Here are the principal advantages of the new taxonomy: The new taxonomy is more comprehensive than the traditional one. It includes several strategies—brute-force, decrease-and-conquer, transform-and-con- quer, space and time trade-offs, and iterative improvement—that are rarely if ever recognized as important design paradigms. The new taxonomy covers naturally many classic algorithms (Euclid’s algo- rithm, heapsort, search trees, hashing, topological sorting, Gaussian elimi- nation, Horner’s rule—to name a few) that the traditional taxonomy cannot classify. As a result, the new taxonomy makes it possible to present the stan- dard body of classic algorithms in a unified and coherent fashion. It naturally accommodates the existence of important varieties of several design techniques. For example, it recognizes three variations of decrease- and-conquer and three variations of transform-and-conquer. It is better aligned with analytical methods for the efficiency analysis (see Appendix B). Design techniques as general problem solving strategies Most applications of the design techniques in the book are to classic problems of computer science. (The only innovation here is an inclusion of some material on numerical algorithms, which are covered within the same general framework.) But these design techniques can be considered general problem solving tools, whose applications are not limited to traditional computing and mathematical problems. Two factors make this point particularly important. First, more and more computing applications go beyond the traditional domain, and there are reasons to believe that this trend will strengthen in the future. Second, developing students’ problem solving skills has come to be recognized as a major goal of college education. Among all the courses in a computer science curriculum, a course on the design and analysis of algorithms is uniquely suitable for this task because it can offer a student specific strategies for solving problems. I am not proposing that a course on the design and analysis of algorithms should become a course on general problem solving. But I do believe that the Preface xxi unique opportunity provided by studying the design and analysis of algorithms should not be missed. Toward this goal, the book includes applications to puzzles and puzzle-like games. Although using puzzles in teaching algorithms is certainly not a new idea, the book tries to do this systematically by going well beyond a few standard examples. Textbook pedagogy My goal was to write a text that would not trivialize the subject but would still be readable by most students on their own. Here are some of the things done toward this objective. Sharing the opinion of George Forsythe expressed in the epigraph, I have sought to stress major ideas underlying the design and analysis of algorithms. In choosing specific algorithms to illustrate these ideas, I limited the number of covered algorithms to those that demonstrate an underlying design technique or an analysis method most clearly. Fortunately, most classic algorithms satisfy this criterion. In Chapter 2, which is devoted to efficiency analysis, the methods used for analyzing nonrecursive algorithms are separated from those typically used for analyzing recursive algorithms. The chapter also includes sections devoted to empirical analysis and algorithm visualization. The narrative is systematically interrupted by questions to the reader. Some of them are asked rhetorically, in anticipation of a concern or doubt, and are answered immediately. The goal of the others is to prevent the reader from drifting through the text without a satisfactory level of comprehension. Each chapter ends with a summary recapping the most important concepts and results discussed in the chapter. The book contains over 600 exercises. Some of them are drills; others make important points about the material covered in the body of the text or intro- duce algorithms not covered there at all. A few exercises take advantage of Internet resources. More difficult problems—there are not many of them— are marked by special symbols in the Instructor’s Manual. (Because marking problems as difficult may discourage some students from trying to tackle them, problems are not marked in the book itself.) Puzzles, games, and puzzle-like questions are marked in the exercises with a special icon. The book provides hints to all the exercises. Detailed solutions, except for programming projects, are provided in the Instructor’s Manual, available to qualified adopters through Pearson’s Instructor Resource Center. (Please contact your local Pearson sales representative or go to www.pearsonhighered.com/irc to access this material.) Slides in PowerPoint are available to all readers of this book via anonymous ftp at the CS Support site: http://cssupport.pearsoncmg.com/. xxii Preface Changes for the third edition There are a few changes in the third edition. The most important is the new order of the chapters on decrease-and-conquer and divide-and-conquer. There are several advantages in introducing decrease-and-conquer before divide-and-conquer: Decrease-and-conquer is a simpler strategy than divide-and-conquer. Decrease-and-conquer is applicable to more problems than divide-and-con- quer. The new order makes it possible to discuss insertion sort before mergesort and quicksort. The idea of array partitioning is now introduced in conjunction with the selection problem. I took advantage of an opportunity to do this via the one- directional scan employed by Lomuto’s algorithm, leaving the two-directional scan used by Hoare’s partitioning to a later discussion in conjunction with quicksort. Binary search is now considered in the section devoted to decrease-by-a- constant-factor algorithms, where it belongs. The second important change is restructuring of Chapter 8 on dynamic pro- gramming. Specifically: The introductory section is completely new. It contains three basic examples that provide a much better introduction to this important technique than computing a binomial coefficient, the example used in the first two editions. All the exercises for Section 8.1 are new as well; they include well-known applications not available in the previous editions. I also changed the order of the other sections in this chapter to get a smoother progression from the simpler applications to the more advanced ones. The other changes include the following. More applications of the algorithms discussed are included. The section on the graph-traversal algorithms is moved from the decrease-and-conquer chapter to the brute-force and exhaustive-search chapter, where it fits better, in my opinion. The Gray code algorithm is added to the section dealing with algorithms for generating combinatorial objects. The divide- and-conquer algorithm for the closest-pair problem is discussed in more detail. Updates include the section on algorithm visualization, approximation algorithms for the traveling salesman problem, and, of course, the bibliography. I also added about 70 new problems to the exercises. Some of them are algo- rithmic puzzles and questions asked during job interviews. Prerequisites The book assumes that a reader has gone through an introductory programming course and a standard course on discrete structures. With such a background, he or she should be able to handle the book’s material without undue difficulty. Preface xxiii Still, fundamental data structures, necessary summation formulas, and recurrence relations are reviewed in Section 1.4, Appendix A, and Appendix B, respectively. Calculus is used in only three sections (Section 2.2, 11.4, and 12.4), and to a very limited degree; if students lack calculus as an assured part of their background, the relevant portions of these three sections can be omitted without hindering their understanding of the rest of the material. Use in the curriculum The book can serve as a textbook for a basic course on design and analysis of algorithms organized around algorithm design techniques. It might contain slightly more material than can be covered in a typical one-semester course. By and large, portions of Chapters 3 through 12 can be skipped without the danger of making later parts of the book incomprehensible to the reader. Any portion of the book can be assigned for self-study. In particular, Sections 2.6 and 2.7 on empirical analysis and algorithm visualization, respectively, can be assigned in conjunction with projects. Here is a possible plan for a one-semester course; it assumes a 40-class meeting format. Lecture Topic Sections 1 Introduction 1.1–1.3 2, 3 Analysis framework; O, ,  notations 2.1, 2.2 4 Mathematical analysis of nonrecursive algorithms 2.3 5, 6 Mathematical analysis of recursive algorithms 2.4, 2.5 (+ App. B) 7 Brute-force algorithms 3.1, 3.2 (+ 3.3) 8 Exhaustive search 3.4 9 Depth-first search and breadth-first search 3.5 10, 11 Decrease-by-one: insertion sort, topological sorting 4.1, 4.2 12 Binary search and other decrease-by-a-constant- 4.4 factor algorithms 13 Variable-size-decrease algorithms 4.5 14, 15 Divide-and-conquer: mergesort, quicksort 5.1–5.2 16 Other divide-and-conquer examples 5.3 or 5.4 or 5.5 17–19 Instance simplification: presorting, Gaussian elimi- 6.1–6.3 nation, balanced search trees 20 Representation change: heaps and heapsort or 6.4 or 6.5 Horner’s rule and binary exponentiation 21 Problem reduction 6.6 22–24 Space-time trade-offs: string matching, hashing, B- 7.2–7.4 trees 25–27 Dynamic programming algorithms 3 from 8.1–8.4 xxiv Preface 28–30 Greedy algorithms: Prim’s, Kruskal’s, Dijkstra’s, 9.1–9.4 Huffman’s 31–33 Iterative improvement algorithms 3 from 10.1–10.4 34 Lower-bound arguments 11.1 35 Decision trees 11.2 36 P, NP, and NP-complete problems 11.3 37 Numerical algorithms 11.4 (+ 12.4) 38 Backtracking 12.1 39 Branch-and-bound 12.2 40 Approximation algorithms for NP-hard problems 12.3 Acknowledgments I would like to express my gratitude to the reviewers and many readers who have shared with me their opinions about the first two editions of the book and suggested improvements and corrections. The third edition has certainly ben- efited from the reviews by Andrew Harrington (Loyola University Chicago), David Levine (Saint Bonaventure University), Stefano Lombardi (UC Riverside), Daniel McKee (Mansfield University), Susan Brilliant (Virginia Commonwealth University), David Akers (University of Puget Sound), and two anonymous re- viewers. My thanks go to all the people at Pearson and their associates who worked on my book. I am especially grateful to my editor, Matt Goldstein; the editorial assistant, Chelsea Bell; the marketing manager, Yez Alayan; and the production supervisor, Kayla Smith-Tarbox. I am also grateful to Richard Camp for copyedit- ing the book, Paul Anagnostopoulos of Windfall Software and Jacqui Scarlott for its project management and typesetting, and MaryEllen Oliver for proofreading the book. Finally, I am indebted to two members of my family. Living with a spouse writing a book is probably more trying than doing the actual writing. My wife, Maria, lived through several years of this, helping me any way she could. And help she did: over 400 figures in the book and the Instructor’s Manual were created by her. My daughter Miriam has been my English prose guru over many years. She read large portions of the book and was instrumental in finding the chapter epigraphs. Anany Levitin [email protected] June 2011 This page intentionally left blank 1 Introduction Two ideas lie gleaming on the jeweler’s velvet. The first is the calculus, the second, the algorithm. The calculus and the rich body of mathematical analysis to which it gave rise made modern science possible; but it has been the algorithm that has made possible the modern world. —David Berlinski, The Advent of the Algorithm, 2000 W hy do you need to study algorithms? If you are going to be a computer professional, there are both practical and theoretical reasons to study algo- rithms. From a practical standpoint, you have to know a standard set of important algorithms from different areas of computing; in addition, you should be able to design new algorithms and analyze their efficiency. From the theoretical stand- point, the study of algorithms, sometimes called algorithmics, has come to be recognized as the cornerstone of computer science. David Harel, in his delightful book pointedly titled Algorithmics: the Spirit of Computing, put it as follows: Algorithmics is more than a branch of computer science. It is the core of computer science, and, in all fairness, can be said to be relevant to most of science, business, and technology. [Har92, p. 6] But even if you are not a student in a computing-related program, there are compelling reasons to study algorithms. To put it bluntly, computer programs would not exist without algorithms. And with computer applications becoming indispensable in almost all aspects of our professional and personal lives, studying algorithms becomes a necessity for more and more people. Another reason for studying algorithms is their usefulness in developing an- alytical skills. After all, algorithms can be seen as special kinds of solutions to problems—not just answers but precisely defined procedures for getting answers. Consequently, specific algorithm design techniques can be interpreted as problem- solving strategies that can be useful regardless of whether a computer is involved. Of course, the precision inherently imposed by algorithmic thinking limits the kinds of problems that can be solved with an algorithm. You will not find, for example, an algorithm for living a happy life or becoming rich and famous. On 1 2 Introduction the other hand, this required precision has an important educational advantage. Donald Knuth, one of the most prominent computer scientists in the history of algorithmics, put it as follows: A person well-trained in computer science knows how to deal with algorithms: how to construct them, manipulate them, understand them, analyze them. This knowledge is preparation for much more than writing good computer programs; it is a general-purpose mental tool that will be a definite aid to the understanding of other subjects, whether they be chemistry, linguistics, or music, etc. The reason for this may be understood in the following way: It has often been said that a person does not really understand something until after teaching it to someone else. Actually, a person does not really understand something until after teaching it to a computer, i.e., expressing it as an algorithm... An attempt to formalize things as algorithms leads to a much deeper understanding than if we simply try to comprehend things in the traditional way. [Knu96, p. 9] We take up the notion of algorithm in Section 1.1. As examples, we use three algorithms for the same problem: computing the greatest common divisor. There are several reasons for this choice. First, it deals with a problem familiar to ev- erybody from their middle-school days. Second, it makes the important point that the same problem can often be solved by several algorithms. Quite typically, these algorithms differ in their idea, level of sophistication, and efficiency. Third, one of these algorithms deserves to be introduced first, both because of its age—it ap- peared in Euclid’s famous treatise more than two thousand years ago—and its enduring power and importance. Finally, investigation of these three algorithms leads to some general observations about several important properties of algo- rithms in general. Section 1.2 deals with algorithmic problem solving. There we discuss several important issues related to the design and analysis of algorithms. The different aspects of algorithmic problem solving range from analysis of the problem and the means of expressing an algorithm to establishing its correctness and analyzing its efficiency. The section does not contain a magic recipe for designing an algorithm for an arbitrary problem. It is a well-established fact that such a recipe does not exist. Still, the material of Section 1.2 should be useful for organizing your work on designing and analyzing algorithms. Section 1.3 is devoted to a few problem types that have proven to be partic- ularly important to the study of algorithms and their application. In fact, there are textbooks (e.g., [Sed11]) organized around such problem types. I hold the view—shared by many others—that an organization based on algorithm design techniques is superior. In any case, it is very important to be aware of the princi- pal problem types. Not only are they the most commonly encountered problem types in real-life applications, they are used throughout the book to demonstrate particular algorithm design techniques. Section 1.4 contains a review of fundamental data structures. It is meant to serve as a reference rather than a deliberate discussion of this topic. If you need 1.1 What Is an Algorithm? 3 a more detailed exposition, there is a wealth of good books on the subject, most of them tailored to a particular programming language. 1.1 What Is an Algorithm? Although there is no universally agreed-on wording to describe this notion, there is general agreement about what the concept means: An algorithm is a sequence of unambiguous instructions for solving a problem, i.e., for obtaining a required output for any legitimate input in a finite amount of time. This definition can be illustrated by a simple diagram (Figure 1.1). The reference to “instructions” in the definition implies that there is some- thing or someone capable of understanding and following the instructions given. We call this a “computer,” keeping in mind that before the electronic computer was invented, the word “computer” meant a human being involved in perform- ing numeric calculations. Nowadays, of course, “computers” are those ubiquitous electronic devices that have become indispensable in almost everything we do. Note, however, that although the majority of algorithms are indeed intended for eventual computer implementation, the notion of algorithm does not depend on such an assumption. As examples illustrating the notion of the algorithm, we consider in this section three methods for solving the same problem: computing the greatest common divisor of two integers. These examples will help us to illustrate several important points: The nonambiguity requirement for each step of an algorithm cannot be com- promised. The range of inputs for which an algorithm works has to be specified carefully. The same algorithm can be represented in several different ways. There may exist several algorithms for solving the same problem. problem algorithm input "computer" output FIGURE 1.1 The notion of the algorithm. 4 Introduction Algorithms for the same problem can be based on very different ideas and can solve the problem with dramatically different speeds. Recall that the greatest common divisor of two nonnegative, not-both-zero integers m and n, denoted gcd(m, n), is defined as the largest integer that divides both m and n evenly, i.e., with a remainder of zero. Euclid of Alexandria (third century b.c.) outlined an algorithm for solving this problem in one of the volumes of his Elements most famous for its systematic exposition of geometry. In modern terms, Euclid’s algorithm is based on applying repeatedly the equality gcd(m, n) = gcd(n, m mod n), where m mod n is the remainder of the division of m by n, until m mod n is equal to 0. Since gcd(m, 0) = m (why?), the last value of m is also the greatest common divisor of the initial m and n. For example, gcd(60, 24) can be computed as follows: gcd(60, 24) = gcd(24, 12) = gcd(12, 0) = 12. (If you are not impressed by this algorithm, try finding the greatest common divisor of larger numbers, such as those in Problem 6 in this section’s exercises.) Here is a more structured description of this algorithm: Euclid’s algorithm for computing gcd(m, n) Step 1 If n = 0, return the value of m as the answer and stop; otherwise, proceed to Step 2. Step 2 Divide m by n and assign the value of the remainder to r. Step 3 Assign the value of n to m and the value of r to n. Go to Step 1. Alternatively, we can express the same algorithm in pseudocode: ALGORITHM Euclid(m, n) //Computes gcd(m, n) by Euclid’s algorithm //Input: Two nonnegative, not-both-zero integers m and n //Output: Greatest common divisor of m and n while n  = 0 do r ← m mod n m←n n←r return m How do we know that Euclid’s algorithm eventually comes to a stop? This follows from the observation that the second integer of the pair gets smaller with each iteration and it cannot become negative. Indeed, the new value of n on the next iteration is m mod n, which is always smaller than n (why?). Hence, the value of the second integer eventually becomes 0, and the algorithm stops. 1.1 What Is an Algorithm? 5 Just as with many other problems, there are several algorithms for computing the greatest common divisor. Let us look at the other two methods for this prob- lem. The first is simply based on the definition of the greatest common divisor of m and n as the largest integer that divides both numbers evenly. Obviously, such a common divisor cannot be greater than the smaller of these numbers, which we will denote by t = min{m, n}. So we can start by checking whether t divides both m and n: if it does, t is the answer; if it does not, we simply decrease t by 1 and try again. (How do we know that the process will eventually stop?) For example, for numbers 60 and 24, the algorithm will try first 24, then 23, and so on, until it reaches 12, where it stops. Consecutive integer checking algorithm for computing gcd(m, n) Step 1 Assign the value of min{m, n} to t. Step 2 Divide m by t. If the remainder of this division is 0, go to Step 3; otherwise, go to Step 4. Step 3 Divide n by t. If the remainder of this division is 0, return the value of t as the answer and stop; otherwise, proceed to Step 4. Step 4 Decrease the value of t by 1. Go to Step 2. Note that unlike Euclid’s algorithm, this algorithm, in the form presented, does not work correctly when one of its input numbers is zero. This example illustrates why it is so important to specify the set of an algorithm’s inputs explicitly and carefully. The third procedure for finding the greatest common divisor should be famil- iar to you from middle school. Middle-school procedure for computing gcd(m, n) Step 1 Find the prime factors of m. Step 2 Find the prime factors of n. Step 3 Identify all the common factors in the two prime expansions found in Step 1 and Step 2. (If p is a common factor occurring pm and pn times in m and n, respectively, it should be repeated min{pm, pn} times.) Step 4 Compute the product of all the common factors and return it as the greatest common divisor of the numbers given. Thus, for the numbers 60 and 24, we get 60 = 2. 2. 3. 5 24 = 2. 2. 2. 3 gcd(60, 24) = 2. 2. 3 = 12. Nostalgia for the days when we learned this method should not prevent us from noting that the last procedure is much more complex and slower than Euclid’s algorithm. (We will discuss methods for finding and comparing running times of algorithms in the next chapter.) In addition to inferior efficiency, the middle- school procedure does not qualify, in the form presented, as a legitimate algorithm. Why? Because the prime factorization steps are not defined unambiguously: they 6 Introduction require a list of prime numbers, and I strongly suspect that your middle-school math teacher did not explain how to obtain such a list. This is not a matter of unnecessary nitpicking. Unless this issue is resolved, we cannot, say, write a program implementing this procedure. Incidentally, Step 3 is also not defined clearly enough. Its ambiguity is much easier to rectify than that of the factorization steps, however. How would you find common elements in two sorted lists? So, let us introduce a simple algorithm for generating consecutive primes not exceeding any given integer n > 1. It was probably invented in ancient Greece and is known as the sieve of Eratosthenes (ca. 200 b.c.). The algorithm starts by initializing a list of prime candidates with consecutive integers from 2 to n. Then, on its first iteration, the algorithm eliminates from the list all multiples of 2, i.e., 4, 6, and so on. Then it moves to the next item on the list, which is 3, and eliminates its multiples. (In this straightforward version, there is an overhead because some numbers, such as 6, are eliminated more than once.) No pass for number 4 is needed: since 4 itself and all its multiples are also multiples of 2, they were already eliminated on a previous pass. The next remaining number on the list, which is used on the third pass, is 5. The algorithm continues in this fashion until no more numbers can be eliminated from the list. The remaining integers of the list are the primes needed. As an example, consider the application of the algorithm to finding the list of primes not exceeding n = 25: 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 2 3 5 7 9 11 13 15 17 19 21 23 25 2 3 5 7 11 13 17 19 23 25 2 3 5 7 11 13 17 19 23 For this example, no more passes are needed because they would eliminate num- bers already eliminated on previous iterations of the algorithm. The remaining numbers on the list are the consecutive primes less than or equal to 25. What is the largest number p whose multiples can still remain on the list to make further iterations of the algorithm necessary? Before we answer this question, let us first note that if p is a number whose multiples are being eliminated on the current pass, then the first multiple we should consider is p. p because all its smaller multiples 2p,... , (p − 1)p have been eliminated on earlier passes through the list. This observation helps to avoid eliminating the same number more than once. Obviously, p. p shouldnot √ √ be greater than n, and therefore p cannot exceed n rounded down (denoted n using the so-called floor function). We assume √  in the following pseudocode that there is a function available for computing n ; alternatively, we could check the inequality p. p ≤ n as the loop continuation condition there. ALGORITHM Sieve(n) //Implements the sieve of Eratosthenes //Input: A positive integer n > 1 //Output: Array L of all prime numbers less than or equal to n 1.1 What Is an Algorithm? 7 for p ← 2 to  n doA[p] ← p √ for p ← 2 to n do //see note before pseudocode if A[p]  = 0 //p hasn’t been eliminated on previous passes j ← p∗p while j ≤ n do A[j ] ← 0 //mark element as eliminated j ←j +p //copy the remaining elements of A to array L of the primes i←0 for p ← 2 to n do if A[p]  = 0 L[i] ← A[p] i←i+1 return L So now we can incorporate the sieve of Eratosthenes into the middle-school procedure to get a legitimate algorithm for computing the greatest common divi- sor of two positive integers. Note that special care needs to be exercised if one or both input numbers are equal to 1: because mathematicians do not consider 1 to be a prime number, strictly speaking, the method does not work for such inputs. Before we leave this section, one more comment is in order. The exam- ples considered in this section notwithstanding, the majority of algorithms in use today—even those that are implemented as computer programs—do not deal with mathematical problems. Look around for algorithms helping us through our daily routines, both professional and personal. May this ubiquity of algorithms in to- day’s world strengthen your resolve to learn more about these fascinating engines of the information age. Exercises 1.1 1. Do some research on al-Khorezmi (also al-Khwarizmi), the man from whose name the word “algorithm” is derived. In particular, you should learn what the origins of the words “algorithm” and “algebra” have in common. 2. Given that the official purpose of the U.S. patent system is the promotion of the “useful arts,” do you think algorithms are patentable in this country? Should they be? 3. a. Write down driving directions for going from your school to your home with the precision required from an algorithm’s description. b. Write down a recipe for cooking your favorite dish with the precision required by an algorithm. √  4. Design an algorithm for computing n for any positive integer n. Besides assignment and comparison, your algorithm may only use the four basic arithmetical operations. 8 Introduction 5. Design an algorithm to find all the common elements in two sorted lists of numbers. For example, for the lists 2, 5, 5, 5 and 2, 2, 3, 5, 5, 7, the output should be 2, 5, 5. What is the maximum number of comparisons your algorithm makes if the lengths of the two given lists are m and n, respectively? 6. a. Find gcd(31415, 14142) by applying Euclid’s algorithm. b. Estimate how many times faster it will be to find gcd(31415, 14142) by Euclid’s algorithm compared with the algorithm based on checking con- secutive integers from min{m, n} down to gcd(m, n). 7. Prove the equality gcd(m, n) = gcd(n, m mod n) for every pair of positive integers m and n. 8. What does Euclid’s algorithm do for a pair of integers in which the first is smaller than the second? What is the maximum number of times this can happen during the algorithm’s execution on such an input? 9. a. What is the minimum number of divisions made by Euclid’s algorithm among all inputs 1 ≤ m, n ≤ 10? b. What is the maximum number of divisions made by Euclid’s algorithm among all inputs 1 ≤ m, n ≤ 10? 10. a. Euclid’s algorithm, as presented in Euclid’s treatise, uses subtractions rather than integer divisions. Write pseudocode for this version of Euclid’s algorithm. b. Euclid’s game (see [Bog]) starts with two unequal positive integers on the board. Two players move in turn. On each move, a player has to write on the board a positive number equal to the difference of two numbers already on the board; this number must be new, i.e., different from all the numbers already on the board. The player who cannot move loses the game. Should you choose to move first or second in this game? 11. The extended Euclid’s algorithm determines not only the greatest common divisor d of two positive integers m and n but also integers (not necessarily positive) x and y, such that mx + ny = d. a. Look up a description of the extended Euclid’s algorithm (see, e.g., [KnuI, p. 13]) and implement it in the language of your choice. b. Modify your program to find integer solutions to the Diophantine equation ax + by = c with any set of integer coefficients a, b, and c. 12. Locker doors There are n lockers in a hallway, numbered sequentially from 1 to n. Initially, all the locker doors are closed. You make n passes by the lockers, each time starting with locker #1. On the ith pass, i = 1, 2,... , n, you toggle the door of every ith locker: if the door is closed, you open it; if it is open, you close it. After the last pass, which locker doors are open and which are closed? How many of them are open? 1.2 Fundamentals of Algorithmic Problem Solving 9 1.2 Fundamentals of Algorithmic Problem Solving Let us start by reiterating an important point made in the introduction to this chapter: We can consider algorithms to be procedural solutions to problems. These solutions are not answers but specific instructions for getting answers. It is this emphasis on precisely defined constructive procedures that makes computer science distinct from other disciplines. In particular, this distinguishes it from the- oretical mathematics, whose practitioners are typically satisfied with just proving the existence of a solution to a problem and, possibly, investigating the solution’s properties. We now list and briefly discuss a sequence of steps one typically goes through in designing and analyzing an algorithm (Figure 1.2). Understanding the Problem From a practical perspective, the first thing you need to do before designing an algorithm is to understand completely the problem given. Read the problem’s description carefully and ask questions if you have any doubts about the problem, do a few small examples by hand, think about special cases, and ask questions again if needed. There are a few types of problems that arise in computing applications quite often. We review them in the next section. If the problem in question is one of them, you might be able to use a known algorithm for solving it. Of course, it helps to understand how such an algorithm works and to know its strengths and weaknesses, especially if you have to choose among several available algorithms. But often you will not find a readily available algorithm and will have to design your own. The sequence of steps outlined in this section should help you in this exciting but not always easy task. An input to an algorithm specifies an instance of the problem the algorithm solves. It is very important to specify exactly the set of instances the algorithm needs to handle. (As an example, recall the variations in the set of instances for the three greatest common divisor algorithms discussed in the previous section.) If you fail to do this, your algorithm may work correctly for a majority of inputs but crash on some “boundary” value. Remember that a correct algorithm is not one that works most of the time, but one that works correctly for all legitimate inputs. Do not skimp on this first step of the algorithmic problem-solving process; otherwise, you will run the risk of unnecessary rework. Ascertaining the Capabilities of the Computational Device Once you completely understand a problem, you need to ascertain the capabilities of the computational device the algorithm is intended for. The vast majority of 10 Introduction Understand the problem Decide on: computational means, exact vs. approximate solving, algorithm design technique Design an algorithm Prove correctness Analyze the algorithm Code the algorithm FIGURE 1.2 Algorithm design and analysis process. algorithms in use today are still destined to be programmed for a computer closely resembling the von Neumann machine—a computer architecture outlined by the prominent Hungarian-American mathematician John von Neumann (1903– 1957), in collaboration with A. Burks and H. Goldstine, in 1946. The essence of this architecture is captured by the so-called random-access machine (RAM). Its central assumption is that instructions are executed one after another, one operation at a time. Accordingly, algorithms designed to be executed on such machines are called sequential algorithms. The central assumption of the RAM model does not hold for some newer computers that can execute operations concurrently, i.e., in parallel. Algorithms that take advantage of this capability are called parallel algorithms. Still, studying the classic techniques for design and analysis of algorithms under the RAM model remains the cornerstone of algorithmics for the foreseeable future. 1.2 Fundamentals of Algorithmic Problem Solving 11 Should you worry about the speed and amount of memory of a computer at your disposal? If you are designing an algorithm as a scientific exercise, the answer is a qualified no. As you will see in Section 2.1, most computer scientists prefer to study algorithms in terms independent of specification parameters for a particular computer. If you are designing an algorithm as a practical tool, the answer may depend on a problem you need to solve. Even the “slow” computers of today are almost unimaginably fast. Consequently, in many situations you need not worry about a computer being too slow for the task. There are important problems, however, that are very complex by their nature, or have to process huge volumes of data, or deal with applications where the time is critical. In such situations, it is imperative to be aware of the speed and memory available on a particular computer system. Choosing between Exact and Approximate Problem Solving The next principal decision is to choose between solving the problem exactly or solving it approximately. In the former case, an algorithm is called an exact algo- rithm; in the latter case, an algorithm is called an approximation algorithm. Why would one opt for an approximation algorithm? First, there are important prob- lems that simply cannot be solved exactly for most of their instances; examples include extracting square roots, solving nonlinear equations, and evaluating def- inite integrals. Second, available algorithms for solving a problem exactly can be unacceptably slow because of the problem’s intrinsic complexity. This happens, in particular, for many problems involving a very large number of choices; you will see examples of such difficult problems in Chapters 3, 11, and 12. Third, an ap- proximation algorithm can be a part of a more sophisticated algorithm that solves a problem exactly. Algorithm Design Techniques Now, with all the components of the algorithmic problem solving in place, how do you design an algorithm to solve a given problem? This is the main question this book seeks to answer by teaching you several general design techniques. What is an algorithm design technique? An algorithm design technique (or “strategy” or “paradigm”) is a general approach to solving problems algorithmically that is applicable to a variety of problems from different areas of computing. Check this book’s table of contents and you will see that a majority of its chapters are devoted to individual design techniques. They distill a few key ideas that have proven to be useful in designing algorithms. Learning these techniques is of utmost importance for the following reasons. First, they provide guidance for designing algorithms for new problems, i.e., problems for which there is no known satisfactory algorithm. Therefore—to use the language of a famous proverb—learning such techniques is akin to learning 12 Introduction to fish as opposed to being given a fish caught by somebody else. It is not true, of course, that each of these general techniques will be necessarily applicable to every problem you may encounter. But taken together, they do constitute a powerful collection of tools that you will find quite handy in your studies and work. Second, algorithms are the cornerstone of computer science. Every science is interested in classifying its principal subject, and computer science is no exception. Algorithm design techniques make it possible to classify algorithms according to an underlying design idea; therefore, they can serve as a natural way to both categorize and study algorithms. Designing an Algorithm and Data Structures While the algorithm design techniques do provide a powerful set of general ap- proaches to algorithmic problem solving, designing an algorithm for a particular problem may still be a challenging task. Some design techniques can be simply inapplicable to the problem in question. Sometimes, several techniques need to be combined, and there are algorithms that are hard to pinpoint as applications of the known design techniques. Even when a particular design technique is ap- plicable, getting an algorithm often requires a nontrivial ingenuity on the part of the algorithm designer. With practice, both tasks—choosing among the general techniques and applying them—get easier, but they are rarely easy. Of course, one should pay close attention to choosing data structures appro- priate for the operations performed by the algorithm. For example, the sieve of Eratosthenes introduced in Section 1.1 would run longer if we used a linked list instead of an array in its implementation (why?). Also note that some of the al- gorithm design techniques discussed in Chapters 6 and 7 depend intimately on structuring or restructuring data specifying a problem’s instance. Many years ago, an influential textbook proclaimed the fundamental importance of both algo- rithms and data structures for computer programming by its very title: Algorithms + Data Structures = Programs [Wir76]. In the new world of object-oriented pro- gramming, data structures remain crucially important for both design and analysis of algorithms. We review basic data structures in Section 1.4. Methods of Specifying an Algorithm Once you have designed an algorithm, you need to specify it in some fashion. In Section 1.1, to give you an example, Euclid’s algorithm is described in words (in a free and also a step-by-step form) and in pseudocode. These are the two options that are most widely used nowadays for specifying algorithms. Using a natural language has an obvious appeal; however, the inherent ambi- guity of any natural language makes a succinct and clear description of algorithms surprisingly difficult. Nevertheless, being able to do this is an important skill that you should strive to develop in the process of learning algorithms. Pseudocode is a mixture of a natural language and programming language- like constructs. Pseudocode is usually more precise than natural language, and its 1.2 Fundamentals of Algorithmic Problem Solving 13 usage often yields more succinct algorithm descriptions. Surprisingly, computer scientists have never agreed on a single form of pseudocode, leaving textbook authors with a need to design their own “dialects.” Fortunately, these dialects are so close to each other that anyone familiar with a modern programming language should be able to understand them all. This book’s dialect was selected to cause minimal difficulty for a reader. For the sake of simplicity, we omit declarations of variables and use indentation to show the scope of such statements as for, if, and while. As you saw in the previous section, we use an arrow “←” for the assignment operation and two slashes “//” for comments. In the earlier days of computing, the dominant vehicle for specifying algo- rithms was a flowchart, a method of expressing an algorithm by a collection of connected geometric shapes containing descriptions of the algorithm’s steps. This representation technique has proved to be inconvenient for all but very simple algorithms; nowadays, it can be found only in old algorithm books. The state of the art of computing has not yet reached a point where an algorithm’s description—be it in a natural language or pseudocode—can be fed into an electronic computer directly. Instead, it needs to be converted into a computer program written in a particular computer language. We can look at such a program as yet another way of specifying the algorithm, although it is preferable to consider it as the algorithm’s implementation. Proving an Algorithm’s Correctness Once an algorithm has been specified, you have to prove its correctness. That is, you have to prove that the algorithm yields a required result for every legitimate input in a finite amount of time. For example, the correctness of Euclid’s algorithm for computing the greatest common divisor stems from the correctness of the equality gcd(m, n) = gcd(n, m mod n) (which, in turn, needs a proof; see Problem 7 in Exercises 1.1), the simple observation that the second integer gets smaller on every iteration of the algorithm, and the fact that the algorithm stops when the second integer becomes 0. For some algorithms, a proof of correctness is quite easy; for others, it can be quite complex. A common technique for proving correctness is to use mathemati- cal induction because an algorithm’s iterations provide a natural sequence of steps needed for such proofs. It might be worth mentioning that although tracing the algorithm’s performance for a few specific inputs can be a very worthwhile activ- ity, it cannot prove the algorithm’s correctness conclusively. But in order to show that an algorithm is incorrect, you need just one instance of its input for which the algorithm fails. The notion of correctness for approximation algorithms is less straightforward than it is for exact algorithms. For an approximation algorithm, we usually would like to be able to show that the error produced by the algorithm does not exceed a predefined limit. You can find examples of such investigations in Chapter 12. 14 Introduction Analyzing an Algorithm We usually want our algorithms to possess several qualities. After correctness, by far the most important is efficiency. In fact, there are two kinds of algorithm efficiency: time efficiency, indicating how fast the algorithm runs, and space ef- ficiency, indicating how much extra memory it uses. A general framework and specific techniques for analyzing an algorithm’s efficiency appear in Chapter 2. Another desirable characteristic of an algorithm is simplicity. Unlike effi- ciency, which can be precisely defined and investigated with mathematical rigor, simplicity, like beauty, is to a considerable degree in the eye of the beholder. For example, most people would agree that Euclid’s algorithm is simpler than the middle-school procedure for computing gcd(m, n), but it is not clear whether Eu- clid’s algorithm is simpler than the consecutive integer checking algorithm. Still, simplicity is an important algorithm characteristic to strive for. Why? Because sim- pler algorithms are easier to understand and easier to program; consequently, the resulting programs usually contain fewer bugs. There is also the undeniable aes- thetic appeal of simplicity. Sometimes simpler algorithms are also more efficient than more complicated alternatives. Unfortunately, it is not always true, in which case a judicious compromise needs to be made. Yet another desirable characteristic of an algorithm is generality. There are, in fact, two issues here: generality of the problem the algorithm solves and the set of inputs it accepts. On the first issue, note that it is sometimes easier to design an algorithm for a problem posed in more general terms. Consider, for example, the problem of determining whether two integers are relatively prime, i.e., whether their only common divisor is equal to 1. It is easier to design an algorithm for a more general problem of computing the greatest common divisor of two integers and, to solve the former problem, check whether the gcd is 1 or not. There are situations, however, where designing a more general algorithm is unnecessary or difficult or even impossible. For example, it is unnecessary to sort a list of n numbers to find its median, which is its n/2th smallest element. To give another example, the standard formula for roots of a quadratic equation cannot be generalized to handle polynomials of arbitrary degrees. As to the set of inputs, your main concern should be designing an algorithm that can handle a set of inputs that is natural for the problem at hand. For example, excluding integers equal to 1 as possible inputs for a greatest common divisor algorithm would be quite unnatural. On the other hand, although the standard formula for the roots of a quadratic equation holds for complex coefficients, we would normally not implement it on this level of generality unless this capability is explicitly required. If you are not satisfied with the algorithm’s efficiency, simplicity, or generality, you must return to the drawing board and redesign the algorithm. In fact, even if your evaluation is positive, it is still worth searching for other algorithmic solutions. Recall the three different algorithms in the previous section for computing the greatest common divisor: generally, you should not expect to get the best algorithm on the first try. At the very least, you should try to fine-tune the algorithm you 1.2 Fundamentals of Algorithmic Problem Solving 15 already have. For example, we made several improvements in our implementation of the sieve of Eratosthenes compared with its initial outline in Section 1.1. (Can you identify them?) You will do well if you keep in mind the following observation of Antoine de Saint-Exupéry, the French writer, pilot, and aircraft designer: “A designer knows he has arrived at perfection not when there is no longer anything to add, but when there is no longer anything to take away.”1 Coding an Algorithm Most algorithms are destined to be ultimately implemented as computer pro- grams. Programming an algorithm presents both a peril and an opportunity. The peril lies in the possibility of making the transition from an algorithm to a pro- gram either incorrectly or very inefficiently. Some influential computer scientists strongly believe that unless the correctness of a computer program is proven with full mathematical rigor, the program cannot be considered correct. They have developed special techniques for doing such proofs (see [Gri81]), but the power of these techniques of formal verification is limited so far to very small programs. As a practical matter, the validity of programs is still established by testing. Testing of computer programs is an art rather than a science, but that does not mean that there is nothing in it to learn. Look up books devoted to testing and debugging; even more important, test and debug your program thoroughly whenever you implement an algorithm. Also note that throughout the book, we assume that inputs to algorithms belong to the specified sets and hence require no verification. When implementing algorithms as programs to be used in actual applications, you should provide such verifications. Of course, implementing an algorithm correctly is necessary but not sufficient: you would not like to diminish your algorithm’s power by an inefficient implemen- tation. Modern compilers do provide a certain safety net in this regard, especially when they are used in their code optimization mode. Still, you need to be aware of such standard tricks as computing a loop’s invariant (an expression that does not change its value) outside the loop, collecting common subexpressions, replac- ing expensive operations by cheap ones, and so on. (See [Ker99] and [Ben00] for a good discussion of code tuning and other issues related to algorithm program- ming.) Typically, such improvements can speed up a program only by a constant factor, whereas a better algorithm can make a difference in running time by orders of magnitude. But once an algorithm is selected, a 10–50% speedup may be worth an effort. 1. I found this call for design simplicity in an essay collection by Jon Bentley [Ben00]; the essays deal with a variety of issues in algorithm design and implementation and are justifiably titled Programming Pearls. I wholeheartedly recommend the writings of both Jon Bentley and Antoine de Saint-Exupéry. 16 Introduction A working program provides an additional opportunity in allowing an em- pirical analysis of the underlying algorithm. Such an analysis is based on timing the program on several inputs and then analyzing the results obtained. We dis- cuss the advantages and disadvantages of this approach to analyzing algorithms in Section 2.6. In conclusion, let us emphasize again the main lesson of the process depicted in Figure 1.2: As a rule, a good algorithm is a result of repeated effort and rework. Even if you have been fortunate enough to get an algorithmic idea that seems perfect, you should still try to see whether it can be improved. Actually, this is good news since it makes the ultimate result so much more enjoyable. (Yes, I did think of naming this book The Joy of Algorithms.) On the other hand, how does one know when to stop? In the real world, more often than not a project’s schedule or the impatience of your boss will stop you. And so it should be: perfection is expensive and in fact not always called for. Designing an algorithm is an engineering-like activity that calls for compromises among competing goals under the constraints of available resources, with the designer’s time being one of the resources. In the academic world, the question leads to an interesting but usually difficult investigation of an algorithm’s optimality. Actually, this question is not about the efficiency of an algorithm but about the complexity of the problem it solves: What is the minimum amount of effort any algorithm will need to exert to solve the problem? For some problems, the answer to this question is known. For example, any algorithm that sorts an array by comparing values of its elements needs about n log2 n comparisons for some arrays of size n (see Section 11.2). But for many seemingly easy problems such as integer multiplication, computer scientists do not yet have a final answer. Another important issue of algorithmic problem solving is the question of whether or not every problem can be solved by an algorithm. We are not talking here about problems that do not have a solution, such as finding real roots of a quadratic equation with a negative discriminant. For such cases, an output indicating that the problem does not have a solution is all we can and should expect from an algorithm. Nor are we talking about ambiguously stated problems. Even some unambiguous problems that must have a simple yes or no answer are “undecidable,” i.e., unsolvable by any algorithm. An important example of such a problem appears in Section 11.3. Fortunately, a vast majority of problems in practical computing can be solved by an algorithm. Before leaving this section, let us be sure that you do not have the misconception—possibly caused by the somewhat mechanical nature of the diagram of Figure 1.2—that designing an algorithm is a dull activity. There is nothing further from the truth: inventing (or discovering?) algorithms is a very creative and rewarding process. This book is designed to convince you that this is the case. 1.2 Fundamentals of Algorithmic Problem Solving 17 Exercises 1.2 1. Old World puzzle A peasant finds himself on a riverbank with a wolf, a goat, and a head of cabbage. He needs to transport all three to the other side of the river in his boat. However, the boat has room for only the peasant himself and one other item (either the wolf, the goat, or the cabbage). In his absence, the wolf would eat the goat, and the goat would eat the cabbage. Solve this problem for the peasant or prove it has no solution. (Note: The peasant is a vegetarian but does not like cabbage and hence can eat neither the goat nor the cabbage to help him solve the problem. And it goes without saying that the wolf is a protected species.) 2. New World puzzle There are four people who want to cross a rickety bridge; they all begin on the same side. You have 17 minutes to get them all across to the other side. It is night, and they have one flashlight. A maximum of two people can cross the bridge at one time. Any party that crosses, either one or two people, must have the flashlight with them. The flashlight must be walked back and forth; it cannot be thrown, for example. Person 1 takes 1 minute to cross the bridge, person 2 takes 2 minutes, person 3 takes 5 minutes, and person 4 takes 10 minutes. A pair must walk together at the rate of the slower person’s pace. (Note: According to a rumor on the Internet, interviewers at a well-known software company located near Seattle have given this problem to interviewees.) 3. Which of the following formulas can be considered an algorithm for comput- ing the area of a triangle whose side lengths are given positive numbers a, b, and c?  a. S = p(p − a)(p − b)(p − c), where p = (a + b + c)/2 b. S = 21 bc sin A, where A is the angle between sides b and c c. S = 21 aha , where ha is the height to base a 4. Write pseudocode for an algorithm for finding real roots of equation ax 2 + bx + c = 0 for arbitrary real coefficients a, b, and c. (You may assume the availability of the square root function sqrt (x).) 5. Describe the standard algorithm for finding the binary representation of a positive decimal integer a. in English. b. in pseudocode. 6. Describe the algorithm used by your favorite ATM machine in dispensing cash. (You may give your description in either English or pseudocode, which- ever you find more convenient.) 7. a. Can the problem of computing the number π be solved exactly? b. How many instances does this problem have? c. Look up an algorithm for this problem on the Internet. 18 Introduction 8. Give an example of a problem other than computing the greatest common divisor for which you know more than one algorithm. Which of them is simpler? Which is more efficient? 9. Consider the following algorithm for finding the distance between the two closest elements in an array of numbers. ALGORITHM MinDistance(A[0..n − 1]) //Input: Array A[0..n − 1] of numbers //Output: Minimum distance between two of its elements dmin ← ∞ for i ← 0 to n − 1 do for j ← 0 to n − 1 do if i  = j and |A[i] − A[j ]| < dmin dmin ← |A[i] − A[j ]| return dmin Make as many improvements as you can in this algorithmic solution to the problem. If you need to, you may change the algorithm altogether; if not, improve the implementation given. 10. One of the most influential books on problem solving, titled How To Solve It [Pol57], was written by the Hungarian-American mathematician George Pólya (1887–1985). Pólya summarized his ideas in a four-point summary. Find this summary on the Internet or, better yet, in his book, and compare it with the plan outlined in Section 1.2. What do they have in common? How are they different? 1.3 Important Problem Types In the limitless sea of problems one encounters in computing, there are a few areas that have attracted particular attention from researchers. By and large, their interest has been driven either by the problem’s practical importance or by some specific characteristics making the problem an interesting research subject; fortunately, these two motivating forces reinforce each other in most cases. In this section, we are going to introduce the most important problem types: Sorting Searching String processing Graph problems Combinatorial problems Geometric problems Numerical problems 1.3 Important Problem Types 19 These problems are used in subsequent chapters of the book to illustrate different algorithm design techniques and methods of algorithm analysis. Sorting The sorting problem is to rearrange the items of a given list in nondecreasing order. Of course, for this problem to be meaningful, the nature of the list items must allow such an ordering. (Mathematicians would say that there must exist a relation of total ordering.) As a practical matter, we usually need to sort lists of numbers, characters from an alphabet, character strings, and, most important, records similar to those maintained by schools about their students, libraries about their holdings, and companies about their employees. In the case of records, we need to choose a piece of information to guide sorting. For example, we can choose to sort student records in alphabetical order of names or by student number or by student grade-point average. Such a specially chosen piece of information is called a key. Computer scientists often talk about sorting a list of keys even when the list’s items are not records but, say, just integers. Why would we want a sorted list? To begin with, a sorted list can be a required output of a task such as ranking Internet search results or ranking students by their GPA scores. Further, sorting makes many questions about the list easier to answer. The most important of them is searching: it is why dictionaries, telephone books, class lists, and so on are sorted. You will see other examples of the usefulness of list presorting in Section 6.1. In a similar vein, sorting is used as an auxiliary step in several important algorithms in other areas, e.g., geometric algorithms and data compression. The greedy approach—an important algorithm design technique discussed later in the book—requires a sorted input. By now, computer scientists have discovered dozens of different sorting algo- rithms. In fact, inventing a new sorting algorithm has been likened to designing the proverbial mousetrap. And I am happy to report that the hunt for a better sorting mousetrap continues. This perseverance is admirable in view of the fol- lowing facts. On the one hand, there are a few good sorting algorithms that sort an arbitrary array of size n using about n log2 n comparisons. On the other hand, no algorithm that sorts by key comparisons (as opposed to, say, comparing small pieces of keys) can do substantially better than that. There is a reason for this embarrassment of algorithmic riches in the land of sorting. Although some algorithms are indeed better than others, there is no algorithm that would be the best solution in all situations. Some of the algorithms are simple but relatively slow, while others are faster but more complex; some work better on randomly ordered inputs, while others do better on almost-sorted lists; some are suitable only for lists residing in the fast memory, while others can be adapted for sorting large files stored on a disk; and so on. Two properties of sorting algorithms deserve special mention. A sorting algo- rithm is called stable if it preserves the relative order of any two equal elements in its input. In other words, if an input list contains two equal elements in positions i and j where i < j, then in the sorted list they have to be in positions i and j , 20 Introduction respectively, such that i < j. This property can be desirable if, for example, we have a list of students sorted alphabetically and we want to sort it according to student GPA: a stable algorithm will yield a list in which students with the same GPA will still be sorted alphabetically. Generally speaking, algorithms that can exchange keys located far apart are not stable, but they usually work faster; you will see how this general comment applies to important sorting algorithms later in the book. The second notable feature of a sorting algorithm is the amount of extra memory the algorithm requires. An algorithm is said to be in-place if it does not require extra memory, except, possibly, for a few memory units. There are important sorting algorithms that are in-place and those that are not. Searching The searching problem deals with finding a given value, called a search key, in a given set (or a multiset, which permits several elements to have the same value). There are plenty of searching algorithms to choose from. They range from the straightforward sequential search to a spectacularly efficient but limited binary search and algorithms based on representing the underlying set in a different form more conducive to searching. The latter algorithms are of particular importance for real-world applications because they are indispensable for storing and retriev- ing information from large databases. For searching, too, there is no single algorithm that fits all situations best. Some algorithms work faster than others but require more memory; some are very fast but applicable only to sorted arrays; and so on. Unlike with sorting algorithms, there is no stability problem, but different issues arise. Specifically, in applications where the underlying data may change frequently relative to the number of searches, searching has to be considered in conjunction with two other operations: an addition to and deletion from the data set of an item. In such situations, data structures and algorithms should be chosen to strike a balance among the requirements of each operation. Also, organizing very large data sets for efficient searching poses special challenges with important implications for real-world applications. String Processing In recent decades, the rapid proliferation of applications dealing with nonnumer- ical data has intensified the interest of researchers and computing practitioners in string-handling algorithms. A string is a sequence of characters from an alphabet. Strings of particular interest are text strings, which comprise letters, numbers, and special characters; bit strings, which comprise zeros and ones; and gene sequences, which can be modeled by strings of characters from the four-character alphabet {A, C, G, T}. It should be pointed out, however, that string-processing algorithms have been important for computer science for a long time in conjunction with computer languages and compiling issues. 1.3 Important Problem Types 21 One particular problem—that of searching for a given word in a text—has attracted special attention from researchers. They call it string matching. Several algorithms that exploit the special nature of this type of searching have been invented. We introduce one very simple algorithm in Chapter 3 and discuss two algorithms based on a remarkable idea by R. Boyer and J. Moore in Chapter 7. Graph Problems One of the oldest and most interesting areas in algorithmics is graph algorithms. Informally, a graph can be thought of as a collection of points called vertices, some of which are connected by line segments called edges. (A more formal definition is given in the next section.) Graphs are an interesting subject to study, for both theoretical and practical reasons. Graphs can be used for modeling a wide variety of applications, including transportation, communication, social and economic net

Use Quizgecko on...
Browser
Browser