Week 5 Greedy Algorithms PDF

Summary

This presentation covers the concept of greedy algorithms, focusing on their application in optimization problems. It details topics such as Huffman codes and the optimization problems in computer science. It illustrates principles and techniques of greedy algorithms with relevant examples.

Full Transcript

501435-3 Analysis and Design of Algorithms The Greedy Algorithm Strategy Optimization Problems – Some problems can have many possible/ feasible solutions with each solution having a specific cost. We wish to find the best solution with the optimal cost. – Maximization problem finds a s...

501435-3 Analysis and Design of Algorithms The Greedy Algorithm Strategy Optimization Problems – Some problems can have many possible/ feasible solutions with each solution having a specific cost. We wish to find the best solution with the optimal cost. – Maximization problem finds a solution with maximum cost – Minimization problem finds a solution with minimum cost A set of choices must be made in order to reach at an optimal (min/max) solution, subject to some constraints. Is “Sorting a sequence of numbers” optimization problem? 2 Optimization Problems Optimization problems can be solved with one of the following methods: – Greedy method – Dynamic Programing – Branch and Bound – Backtracking is not an optimization problem 3 Optimization Problems Two common techniques: – Greedy Algorithms (local) – Make the greedy choice and THEN – Solve sub-problem arising after the choice is made – The choice we make may depend on previous choices, but not on solutions to sub-problems – Top down solution, problems decrease in size – Dynamic Programming (global) – We make a choice at each step – The choice depends on solutions to sub-problems – Bottom up solution, smaller to larger sub-problems 4 Greedy Algorithm A greedy algorithm works in phases. At each phase: – makes the best choice available right now, without regard for future consequences – hopes to end up at a global optimum by choosing a local optimum at each step. For some problem, it works Greedy algorithms sometimes works well for optimization problems Greedy algorithms tend to be easier to code Greedy algorithms frequently used in everyday problem solving – Choosing a job – Route finding – Playing cards – Invest on stocks 5 Greedy Algorithm How to know if a greedy algorithm will solve a particular optimization problem? Two key ingredients – Greedy choice property – Optimal sub-structure If a problem has these properties, then we can develop a greedy algorithm for it. 6 Greedy Algorithm Greedy choice property: A globally optimal solution can be arrived at by making a locally optimal (greedy) choice – Make whatever choice seems best at the moment and then solve the sub-problem arising after the choice is made – The choice made by a greedy algorithm may depend on choices so far, but it cannot depend on any future choices or on the solutions to sub-problems Optimal sub-structure: A problem exhibits optimal substructure if an optimal solution to the problem contains within it optimal solutions to sub- problems 7 8 Huffman Codes 9 Huffman Codes Computer Data Encoding: How do we represent data in binary? Historical Solution: Fixed length codes. Encode every symbol by a unique binary string of a fixed length. Examples: ASCII (7 bit code), EBCDIC (8 bit code), etc. Extended Binary Coded Decimal Interchange Code (EBCDIC) used by IBM American Standard Code for Information Interchange (ASCII) 10 American Standard Code for Information Interchange (ASCII): Example Encode: AABCAA A A B C A A 1000001 1000001 1000010 1000011 1000001 1000001 Assuming an ℓ bit fixed length code and a file of n characters Total space usage in bits: nℓ bits. 11 Variable Length Codes Idea: In order to save space, use less bits for frequent characters and more bits for rare characters. Example: suppose we have 3 symbols: { A, B, C } and in a file we have 1,000,000 characters. Need 2 bits for a fixed length code and a total of 2,000,000 bits. Suppose the frequency distribution of the characters is: A B C 999,000 500 500 Encode: A B C Note that the code of A is of 0 10 11 A savings length ofcodes 1, and the almostfor 50% B and C are of length 2. Total space usage in bits: (999,000 x 1) + (500 x 2) + (500 x 2) = 1,001,000 12 How do we Decode? In the fixed length, we know where every character starts, since they all have the same number of bits. Example: A = 00 B = 01 C = 10 00000001 01 1010 10 0110 01 000010 10 AA AB B C C C BC B A A C C 13 How do we Decode? In the variable length code, we use an idea called Prefix code, where no code is a prefix of another. Example: A = 0 B = 10 C = 11 None of the above codes is a prefix of another. So, for the string: A A A B B C C C B C B A A C C the encoding: 0 0 0 10 10 11 11 11 10 11 10 0 0 11 11 Decoding the string 0 0 0 10 10 11 11 11 10 11 10 0 0 11 11 AAAB B C C C B C B AAC C 14 How to construct Huffman code? Construct a variable length code for a given file with the following properties: Prefix code. Using shortest possible codes. Efficient. Idea: Consider a binary tree, with: 0 meaning a left turn 1 meaning a right turn. 0 1 Consider the paths from the root to each of the leaves A, B, C, D: A 0 1 A:0 B : 10 B C : 110 0 1 D : 111 C D 15 Observe: This is a prefix code, since each of the leaves has a path ending in it, without continuation. If the tree is full then we are not “wasting” bits. If we make sure that the more frequent 0 1 symbols are closer to the root then they will have a smaller code.A 0 1 B 0 1 C D 16 Greedy Algorithm Example: Alphabet: A, B, C, D, E, F Frequency table: A B C D E F 10 20 30 40 50 60 Total File Length: 210 17 Algorithm Run: A 10 B 20 C 30 D 40 E 50 F 60 18 Algorithm Run: X 30 C 30 D 40 E 50 F 60 A 10 B 20 19 Algorithm Run: Y 60 D 40 E 50 F 60 X 30 C 30 A 10 B 20 20 Algorithm Run: D 40 E 50 Y 60 F 60 X 30 C 30 A 10 B 20 21 Algorithm Run: Z 90 Y 60 F 60 D 40 E 50 X 30 C 30 A 10 B 20 22 Algorithm Run: Y 60 F 60 Z 90 X 30 C 30 D 40 E 50 A 10 B 20 23 Algorithm Run: W 120 Z 90 Y 60 F 60 D 40 E 50 X 30 C 30 A 10 B 20 24 Algorithm Run: Z 90 W 120 D 40 E 50 Y 60 F 60 X 30 C 30 A 10 B 20 25 Algorithm Run: V 210 0 1 Z 90 W 120 0 1 1 0 D 40 E 50 Y 60 F 60 1 0 X 30 C 30 0 1 A 10 B 20 26 The Huffman encoding: V 210 A: 1000 0 1 B: 1001 C: 101 Z 90 1 W 120 0 0 1 D: 00 E: 01 D 40 E 50 Y 60 F 60 0 1 F: 11 X 30 C 30 0 1 A 10 B 20 ze: 10x4 + 20x4 + 30x3 + 40x2 + 50x2 + 60x2 = 40 + 80 + 90 + 80 + 100 + 120 = 51027 bits Note the savings: The Huffman code: Required 510 bits for the file. Fixed length code: Need 3 bits for 6 characters. File has 210 characters. Total: 630 bits for the file. 28 Greedy Algorithm: 1. Consider all pairs:. 2. Choose the two lowest frequencies, and make them brothers, with the root having the combined frequency. 3. Iterate. 29 Practical considerations It is not practical to create a Huffman encoding for a single short string, such as ABRACADABRA – To decode it, you would need the code table – If you include the code table in the entire message, the whole thing is bigger than just the ASCII message Huffman encoding is practical if: – The encoded string is large relative to the code table, OR – We agree on the code table beforehand For example, it’s easy to find a table of letter frequencies for English (or any other alphabet- based language) 30 Practice Example Alphabet: A, B, C, D, E, F Frequency table: A B C D E F 45 13 12 16 9 5 Total File Length: 100 Find the fixed and variable length code. 31 10 Consider a file of 100,000 0 0 1 characters taken from { A – F } with the probabilities A:45 55 shown. Using the fixed-length 0 1 encoding above requires 300,000 bits. 25 30 Using the variable-length 0 1 0 1 encoding above requires only 224,000 bits. C:12 B:13 D:16 14 0 1 F:5 E:9 Letter to be encoded A B C D E F Frequency (thousands) 45 13 12 16 9 5 Fixed-length code 000 001 010 011 100 101 Variable-length code 0 101 100 111 1101 1100 32 Dijkstra's algorithm 33 Dijkstra's algorithm - Pseudocode dist[s] ←0 (distance to source vertex is zero) for all v ∈ V–{s} do dist[v] ←∞ (set all other distances to infinity) S←∅ (S, the set of visited vertices is initially empty) Q←V (Q, the queue initially contains all vertices) while Q ≠∅ (while the queue is not empty) do u ← mindistance(Q,dist) (select the element of Q with the min. distance) S←S∪{u} (add u to list of visited vertices) for all v ∈ neighbors[u] do if dist[v] > dist[u] + w(u, v) (if new shortest path found) then d[v] ←d[u] + w(u, v) (set new value of shortest path) (if desired, add traceback code) Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Dijkstra Animated Example Activity Selection Problem 45 Activity Selection Problem ASP  Input: Set A = {a1, a2,..., an} of n activities, where activity ai is the half-open interval [si, fi), where si and fi are the start and finish time.  Output: Set M ⊆ A, such that each pair of activities in M is compatible, i.e. for each ai∈M, i≠j, either si ≥ fj or sj ≥ fi and |M| is the maximum possible, i.e. we pick as many activities as possible.  The problem involves scheduling of several competing activities that require exclusive use of common resource.  Objective in activity-selection problem is to select a maximum-size subset of mutually compatible activities. 46 Activity Selection Problem ASP Compatible Activity: Activities ai and aj are compatible if the intervals [si, fi) and [sj, fj) do not overlap i.e si ≥ fj or sj ≥ fi i 1 2 3 4 5 6 7 8 9 10 11 si 1 3 0 5 3 5 6 8 8 2 12 fi 4 5 6 7 8 9 10 11 12 13 14 A set S of activities sorted in increasing order of finish time The subset consisting of mutually compatible activities are {a3, a9, a11} but it is not a maximal subset, {a1, a4, a8, a11} is larger. {a2, a4, a9, a11} is another largest subset. 47 Application: Scheduling Problem A classroom can be used for one class at a time. There are n classes that want to use the classroom. Every class has a corresponding time interval Ij = [sj, fj) during which the room would be needed for this class. Our goal is to choose a maximal number of classes that can be scheduled to use the classroom without two classes ever using the classroom at the same time. Assume that the classes are sorted according to increasing finish times; that is, f1 < f2 < … < fn. Using brute force method requires checking all possible combinations of activities to find the maximal subset. 2 6 1 5 7 3 4 8 48 A Recursive Greedy Algorithm The greedy algorithm first sorts the activities on the finish times and then picks them in order, such that each new activity picked is compatible with the one picked previously. This algorithm solves the ASP in O(n lg n). recursive-activity-selector (s, f, i, j) 1 m←i+1 2 while m < j and sm < fi 3 do m ← m + 1 4 if m < j 5 then return {am}  Recursive-Activity-Selector (s, f, m, j) 6 else return Ø 49 Example: A Recursive Greedy Algorithm i 0 1 2 3 4 5 6 7 8 9 10 11 si - 1 3 0 5 3 5 6 8 8 2 12 fi 0 4 5 6 7 8 9 10 11 12 13 14 For the Recursive Greedy Algorithm, the set S of activities is sorted in increasing order of finish time 50 Example: A Recursive Greedy Algorithm a1 a0 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 i = 0, j = n + 1 = 12 m←i+1←0+1=1 m < j (1 < 12) and s1 < f0 (But 1>0) if m < j (1 < 12) return {a1}  Recursive-Activity-Selector (s, f, 1,12) 51 Example: A Recursive Greedy Algorithm a2 a1 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 i = 1, m←i+1←1+1=2 m < j (2 < 12) and s2 < f1 (3 < 4) m←m+1←2+1=3 52 Example: A Recursive Greedy Algorithm a3 a1 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 m < j (3 < 12) and s3 < f1 (0 < 4) m←m+1←3+1=4 53 Example: A Recursive Greedy Algorithm a4 a1 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 m < j (4 < 12) and s4 < f1 (But 5 > 4) if m < j (4 < 12) return {a4}  Recursive-Activity-Selector(s, f, 4,12) 54 Example: A Recursive Greedy Algorithm a5 a1 a4 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 i = 4, m←i+1←4+1=5 m < j (5 < 12) and s5 < f4 (3 < 7) m←m+1←5+1=6 55 Example: A Recursive Greedy Algorithm a6 a1 a4 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 m < j (6 < 12) and s6 < f4 (5 < 7) m←m+1←6+1=7 56 Example: A Recursive Greedy Algorithm a7 a1 a4 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 m < j (7 < 12) and s7 < f4 (6 < 7) m←m+1←7+1=8 57 Example: A Recursive Greedy Algorithm a8 a1 a4 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 m < j (8 < 12) and s8 < f1 (But 8 > 7) if m < j (8 < 12) return {a8}  Recursive-Activity-Selector (s, f, 8,12) 58 Example: A Recursive Greedy Algorithm a9 a1 a4 a8 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 i = 8, m←i+1←8+1=9 m < j (9 < 12) and s9 < f8 (8 < 11) m ← m + 1 ← 9 + 1 = 10 59 Example: A Recursive Greedy Algorithm a10 a1 a4 a8 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 m < j (10 < 12) and s10 < f8 (2 < 11) m ← m + 1 ← 10 + 1 = 11 60 Example: A Recursive Greedy Algorithm a11 a1 a4 a8 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 m < j (11 < 12) and s11 < f8 (But 12 > 11) if m < j (11 < 12) return {a11}  Recursive-Activity-Selector (s, f, 11,12) 61 Example: A Recursive Greedy Algorithm a1 a4 a8 a11 time 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 i = 11, m ← i + 1 ← 11 + 1 = 12 m < j (But 12 = 12) 62 An Iterative Greedy Algorithm Iterative-Activity-Selector (s, f) 1 n ← length[s] 2 A ← {a1} 3 i←1 4 for m ← 2 to n 5 do if sm ≥ fi 6 then A ← A  {am} 7 i←m 8 return A 63 Counting Money Problem 64 Counting Money Problem Suppose you want to count out a certain amount of money, using the fewest possible bills and coins A greedy algorithm would do this: At each step, take largest possible bill/coin that does not overshoot Example: To make $6.39, you can choose: a $5 bill a $1 bill, to make $6 a 25¢ coin, to make $6.25 A 10¢ coin, to make $6.35 four 1¢ coins, to make $6.39 For US money, the greedy algorithm always gives optimum solution 65 Counting Money Problem Greedy algorithm (C, N) 1. sort coins so C1  C2 ...  Ck 2. S = ; 3. Change = 0 4. i=1 \\ Check for next coin 5. while Change  N do \\ all most valuable coins 6. if Change + Ci ≤ N then 7. Change = Change + Ci 8. S = S  {Ci} 9. else i = i+1 66 Counting Money Problem  In Pakistan, currency notes are C1 = 5000, C2 = 1000, C3 = 500, C4 = 100, C5 = 50, C6 = 20 , C7 = 10  Applying above greedy algorithm to N = 13,660, we get S = {C1, C1, C2, C2, C2, C3 , C4 , C5 , C7}  Does this algorithm always find an optimal solution?  For Pakistani currency the greedy algorithm always gives optimum solution. 67 Counting Money Problem A failure of the greedy algorithm: In some (fictional) monetary system, “kron” comes in 1 kron, 7 kron, and 10 kron coins. Applying greedy algorithm to count out 15 krons, we would get – A 10 kron piece – Five 1 kron pieces, for a total of 15 krons – This requires six coins A better solution would be to use two 7 kron pieces and one 1 kron piece, requiring only three coins The greedy algorithm results in a solution, but not in an optimum solution. 68 Bin Packing Problem 69 Approximate Bin Packing Problem We are given n items of sizes S 1, S2,…..,Sn. All sizes satisfy 0 < Si 0 and as long as there are items remaining 2. pick item with maximum vi/wi 3. xi  min (1, w/wi) 4. remove item i from list 5. w  w – x iw i w – the amount of space remaining in the knapsack (w = W) Running time: (n) if items already ordered; else (nlgn) Dynamic Programming vs. Greedy Algorithms Dynamic programming – We make a choice at each step – The choice depends on solutions to subproblems – Bottom up solution, from smaller to larger subproblems Greedy algorithm – Make the greedy choice and THEN – Solve the subproblem arising after the choice is made – The choice we make may depend on previous choices, but not on solutions to subproblems – Top down solution, problems decrease in size Greedy Algorithms 87

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