Ada Notes PDF
Ada Notes PDF
Objectives:
UNIT V :
Backtracking-General method, applications- The 8-queen problem, sum of subsets problem, graph coloring,
Hamiltonian cycles.
UNIT III:
Greedy method- General method, applications- Knapsack problem, Job sequencing with deadlines,
Minimum cost spanning trees, Single source shortest path problem.
UNIT IV:
Dynamic Programming- General Method, applications- Chained matrix multiplication, All pairs shortest
path problem, Optimal binary search trees, 0/1 knapsack problem, Reliability design, Traveling sales person
problem.
UNIT V:
Branch and Bound- General Method, applications-0/1 Knapsack problem, LC Branch and Bound solution,
FIFO Branch and Bound solution, Traveling sales person problem.
TEXT BOOKS:
1. Fundamentals of Computer Algorithms, 2nd Edition, Ellis Horowitz, Sartaj Sahni and S.
Rajasekharan, Universities Press.
2. Design and Analysis of Algorithms, P. H. Dave, H. B. Dave, 2nd edition, Pearson Education.
REFERENCES:
1. Algorithm Design: Foundations, Analysis and Internet examples, M. T. Goodrich and R. Tomassia,
John Wiley & sons.
2. Design and Analysis of Algorithms, S. Sridhar, Oxford Univ. Press
3. Design and Analysis of algorithms, Aho, Ullman and Hopcroft, Pearson Education.
4. Foundations of Algorithms,, R. Neapolitan and K. Naimipour, 4th edition, Jones and Bartlett
Student edition.
5. Introduction to Algorithms,3rd Edition, T. H. Cormen, C. E.Leiserson, R. L. Rivest, and C. Stein,
PHI
6. Design and Analysis of algorithm, Aho, Ullman and Hopcroft, Pearson Education, 2004.
Outcomes:
Be able to analyze algorithms and improve the efficiency of algorithms.
Ability to analyze the performance of algorithms.
Ability to choose appropriate algorithm design techniques for solving problems.
Ability to understand how the choice of data structures and the algorithm design methods
impact the performance of program.
INDEX
UNIT TOPIC PAGE NO
Randomized Algorithms.
08
09
Divide and conquer: General method, applications
I Binary search 10
Merge sort
14
17
Strassen’s matrix multiplication
Quick sort
19
Spanning trees
30
AND/OR graphs,
31
graph coloring,
50
Hamiltonian cycles.
51
III 54
Knapsack problem,
- LC BB and FIFO BB 88
UNIT I:
Introduction- Algorithm definition, Algorithm Specification, Performance Analysis- Space
complexity, Time complexity, Randomized Algorithms.
Divide and conquer- General method, applications - Binary search, Merge sort, Quick sort,
Strassen’s Matrix Multiplication.
Algorithm:
An Algorithm is a finite sequence of instructions, each of which has a clear meaning and can be
performed with a finite amount of effort in a finite length of time. No matter what the input values may
be, an algorithm terminates after executing a finite number of instructions. In addition every algorithm
must satisfy the following criteria:
Input: there are zero or more quantities, which are externally supplied;
Output: at least one quantity is produced
Definiteness: each instruction must be clear and unambiguous;
Finiteness: if we trace out the instructions of an algorithm, then for all cases the algorithm will
terminate after a finite number of steps;
Effectiveness: every instruction must be sufficiently basic that it can in principle be carried out by a
person using only pencil and paper. It is not enough that each operation be definite, but it must also
be feasible.
In formal computer science, one distinguishes between an algorithm, and a program. A program does not
necessarily satisfy the fourth condition. One important example of such a program for a computer is its
operating system, which never terminates (except for system crashes) but continues in a wait loop until
more jobs areentered.
2. Graphic representation called flowchart: This method will work well when the algorithm
is small& simple.
Pseudo-Code Conventions:
3. An identifier begins with a letter. The data types of variables are not explicitly declared.
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Here link is a pointer to the record type node. Individual data items of a record can
be accessed with and period.
<statement-n>
}
For Loop:
For variable: = value-1 to value-2 step step do
{
<statement-1>
.
.
.
<statement-n>
}
repeat-until:
repeat
<statement-1>
.
.
.
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<statement-n>
until<condition>
Case statement:
Case
{
: <condition-1> : <statement-1>
.
.
.
: <condition-n> : <statement-n>
: else : <statement-n+1>
}
9. Input and output are done using the instructions read & write.
As an example, the following algorithm fields & returns the maximum of ‘n’ given
numbers:
1. Algorithm Max(A,n)
2. // A is an array of size n
3. {
4. Result := A[1];
5. for I:= 2 to n do
6. if A[I] > Result then
7. Result :=A[I];
8. return Result;
9. }
In this algorithm (named Max), A & n are procedure parameters. Result & I are Local
variables.
Algorithm:
7. for k:=i+1 to n do
8. if (a[k]<a[j])
9. t:=a[I];
10. a[I]:=a[j];
11. a[j]:=t;
12. }
13. }
Performance Analysis:
The performance of a program is the amount of computer memory and time needed to
run a program. We use two approaches to determine the performance of a program. One
is analytical, and the other experimental. In performance analysis we use analytical
methods, while in performance measurement we conduct experiments.
Time Complexity:
The time needed by an algorithm expressed as a function of the size of a problem is
called the time complexity of the algorithm. The time complexity of a program is the
amount of computer time it needs to run to completion.
The limiting behavior of the complexity as size increases is called the asymptotic time
complexity. It is the asymptotic complexity of an algorithm, which ultimately determines
the size of problems that can be solved by the algorithm.
1. Algorithm Sum(a,n) 0 - 0
2.{ 0 - 0
3. S=0.0; 1 1 1
4. for I=1 to n do 1 n+1 n+1
5. s=s+a[I]; 1 n n
6. return s; 1 1 1
7. } 0 - 0
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Space Complexity:
The space complexity of a program is the amount of memory it needs to run to
completion. The space need by a program has the following components:
Instruction space: Instruction space is the space needed to store the compiled
version of the program instructions.
Data space: Data space is the space needed to store all constant and variable
values. Data space has two components:
Space needed by constants and simple variables inprogram.
Space needed by dynamically allocated objects such as arrays and class
instances.
Environment stack space: The environment stack is used to save information
needed to resume execution of partially completed functions.
Instruction Space: The amount of instructions space that is needed depends on
factors such as:
The compiler used to complete the program into machinecode.
The compiler options in effect at the time ofcompilation
The target computer.
The space requirement s(p) of any algorithm p may therefore be written as,
S(P) = c+ Sp(Instance characteristics)
Where ‘c’ is a constant.
Example 2:
Algorithm sum(a,n)
{
s=0.0;
for I=1 to n do
s= s+a[I];
return s;
}
The problem instances for this algorithm are characterized by n,the number of
elements to be summed. The space needed d by ‘n’ is one word, since it is of type
integer.
The space needed by ‘a’a is the space needed by variables of tyepe array of floating
point numbers.
This is atleast ‘n’ words, since ‘a’ must be large enough to hold the ‘n’ elements to be
summed.
So,we obtain Ssum(n)>=(n+s)
[ n for a[],one each for n,I a& s]
Complexity of Algorithms
The complexity of an algorithm M is the function f(n) which gives the running time
and/or storage space requirement of the algorithm in terms of the size ‘n’ of the input
data. Mostly, the storage space required by an algorithm is simply a multiple of the data
size ‘n’. Complexity shall refer to the running time of thealgorithm.
The function f(n), gives the running time of an algorithm, depends not only on the
size ‘n’ of the input data but also on the particular data. The complexity function f(n) for
certain cases are:
1. Best Case : The minimum possible value of f(n) is called the best case.
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3. Worst Case : The maximum value of f(n) for any key possible input.
Asymptotic Notations:
The following notations are commonly use notations in performance analysis and
used to characterize the complexity of an algorithm:
1. Big–OH (O)
2. Big–OMEGA (Ω),
3. Big–THETA (Θ) and
4. Little–OH (o)
f(n) = O(g(n)), (pronounced order of or big oh), says that the growth rate of f(n) is less
than or equal (<) that of g(n).
f(n) = Ω (g(n)) (pronounced omega), says that the growth rate of f(n) is greater than or
equal to (>) that of g(n).
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little-o notation
Definition: A theoretical measure of the execution of an algorithm, usually the time or memory needed,
given the problem size n, which is usually the number of items. Informally, saying some equation f(n) =
o(g(n)) means f(n) becomes insignificant relative to g(n) as n approaches infinity. The notation is read, "f
of n is little oh of g of n".
Formal Definition: f(n) = o(g(n)) means for all c > 0 there exists some k > 0 such that 0 ≤ f(n) < cg(n) for
all n ≥ k. The value of k must not depend on n, but may depend on c.
O(1), O(log2 n), O(n), O(n. log2 n), O(n2), O(n3), O(2n), n! and nn
Classification of Algorithms
If ‘n’ is the number of data items to be processed or degree of polynomial or the size of
the file to be sorted or searched or the number of nodes in a graph etc.
1 Next instructions of most programs are executed once or at most only a few
times. If all the instructions of a program have this property, we say that its
running time is a constant.
Log n When the running time of a program is logarithmic, the program gets
slightly slower as n grows. This running time commonly occurs in
programs that solve a big problem by transforming it into a smaller
problem, cutting the size by some constant fraction., When n is a million,
log n is a doubled. Whenever n doubles, log n increases by a constant, but
log n does not double until n increases to n2.
n When the running time of a program is linear, it is generally the case that a
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n log n This running time arises for algorithms that solve a problem by breaking it
up into smaller sub-problems, solving then independently, and then
combining the solutions. When n doubles, the running time more than
doubles.
The execution time for six of the typical functions is given below:
n log2 n n*log2n n2 n3 2n
1 0 0 1 1 2
2 1 2 4 8 4
4 2 8 16 64 16
8 3 24 64 512 256
16 4 64 256 4096 65,536
32 5 160 1024 32,768 4,294,967,296
64 6 384 4096 2,62,144 Note 1
128 7 896 16,384 2,097,152 Note 2
256 8 2048 65,536 1,677,216 ????????
Randomized algorithm:
An algorithm that uses random numbers to decide what to do next anywhere in its logic is called
Randomized Algorithm. For example, in Randomized Quick Sort, we use random number to pick the next
pivot (or we randomly shuffle the array). Quicksort is a familiar, commonly used algorithm in which
randomness can be useful. Any deterministic version of this algorithm requires O(n2) time to
sort n numbers for some well-defined class of degenerate inputs (such as an already sorted array), with the
specific class of inputs that generate this behavior defined by the protocol for pivot selection. However, if
the algorithm selects pivot elements uniformly at random, it has a provably high probability of finishing
in O(n log n) time regardless of the characteristics of the input. Typically, this randomness is used to
reduce time complexity or space complexity in other standard algorithms.
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General Method:
Divide and conquer is a design strategy which is well known to breaking down
efficiency barriers. When the method applies, it often leads to a large improvement in
time complexity. For example, from O (n2) to O (n log n) to sort the elements.
Divide and conquer strategy is as follows: divide the problem instance into two or
more smaller instances of the same problem, solve the smaller instances recursively,
and assemble the solutions to form a solution of the original instance. The recursion
stops when an instance is reached which is too small to divide. When dividing the
instance, one can either use whatever division comes most easily to hand or invest
time in making the division carefully so that the assembly is simplified.
Divide : Divide the problem into a number of sub problems. The sub problems
are solved recursively.
Conquer : The solution to the original problem is then formed from the solutions
to the sub problems (patching together the answers).
Traditionally, routines in which the text contains at least two recursive calls are called
divide and conquer algorithms, while routines whose text contains only one recursive
call are not. Divide–and–conquer is a very powerful use of recursion.
DANDC (P)
{
if SMALL (P) then return S (p);
else
{
divide p into smaller instances p1, p2, …. Pk, k 1;
apply DANDC to each of these sub problems;
return (COMBINE (DANDC (p1) , DANDC (p2),…., DANDC (pk));
}
}
SMALL (P) is a Boolean valued function which determines whether the input size is
small enough so that the answer can be computed without splitting. If this is so
function ‘S’ is invoked otherwise, the problem ‘p’ into smaller sub problems. These
sub problems p1, p2, . . . , pk are solved by recursive application of DANDC.
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If the sizes of the two sub problems are approximately equal then the computing
time of DANDC is:
g (n) n small
T (n) =
2 T(n/2) f (n) otherwise
Binary Search:
If we have ‘n’ records which have been ordered by keys so that x 1 < x2 < … < xn .
When we are given a element ‘x’, binary search is used to find the corresponding
element from the list. In case ‘x’ is present, we have to determine a value ‘j’ such
that a[j] = x (successful search). If ‘x’ is not in the list then j is to set to zero (un
successful search).
In Binary search we jump into the middle of the file, where we find key a[mid], and
compare ‘x’ with a[mid]. If x = a[mid] then the desired record has been found.
If x < a[mid] then ‘x’ must be in that portion of the file that precedes a[mid], if there
at all. Similarly, if a[mid] > x, then further search is only necessary in that past of
the file which follows a[mid]. If we use recursive procedure of finding the middle key
a[mid] of the un-searched portion of a file, then every un-successful comparison of
‘x’ with a[mid] will eliminate roughly half the un-searched portion from consideration.
Since the array size is roughly halved often each comparison between ‘x’ and
a[mid], and since an array of length ‘n’ can be halved only about log 2n times before
reaching a trivial length, the worst case complexity of Binary search is about log2n
low and high are integer variables such that each time through the loop either ‘x’
is found or low is increased by at least one or high is decreased by at least one. Thus
we have two sequences of integers approaching each other and eventually low will
become greater than high causing termination in a finite number of steps if ‘x’ is not
present.
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Index 1 2 3 4 5 6 7 8 9
Elements -15 -6 0 7 9 23 54 82 101
Number of comparisons = 4
Continuing in this manner the number of element comparisons needed to find each of
nine elements is:
Index 1 2 3 4 5 6 7 8 9
Elements -15 -6 0 7 9 23 54 82 101
Comparisons 3 2 3 4 1 3 2 3 4
There are ten possible ways that an un-successful search may terminate depending
upon the value of x.
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If x < a[1], a[1] < x < a[2], a[2] < x < a[3], a[5] < x < a[6], a[6] < x < a[7] or
a[7] < x < a[8] the algorithm requires 3 element comparisons to determine that ‘x’
is not present. For all of the remaining possibilities BINSRCH requires 4 element
comparisons. Thus the average number of element comparisons for an unsuccessful
search is:
(3 + 3 + 3 + 4 + 4 + 3 + 3 + 3 + 4 + 4) / 10 = 34/10 = 3.4
The time complexity for a successful search is O(log n) and for an unsuccessful
search is Θ(log n).
Therefore,
T(0) = 0
T(n) = 1 if x = a [mid]
= 1 + T([(n + 1) / 2] – 1) if x < a [mid]
= 1 + T(n – [(n + 1)/2]) if x > a [mid]
2K – 1 - 1 2K – 1 - 1
2K 1
n 1
Algebraically this is 2K 1 1 = 2K – 1 for K > 1
2 2
Giving,
T(0) = 0
T(2 – 1)
k
= 1 if x = a [mid]
= 1 + T(2K - 1
– 1) if x < a [mid]
= 1 + T(2 k - 1
– 1) if x > a [mid]
In the worst case the test x = a[mid] always fails, so
w(0) = 0
w(2k – 1) = 1 + w(2k - 1
– 1)
This is now solved by repeated substitution:
w(2k – 1) = 1 + w(2k - 1
– 1)
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= 1 + [1 + w(2k -2
–1)]
= 1 + [1 + [1 + w(2k - 3 –1)]]
= ........
= ........
= i + w(2k - i
– 1)
Although it might seem that the restriction of values of ‘n’ of the form 2 K–1 weakens
the result. In practice this does not matter very much, w(n) is a monotonic
increasing function of ‘n’, and hence the formula given is a good approximation even
when ‘n’ is not of the form 2K–1.
Merge Sort:
Merge sort algorithm is a classic example of divide and conquer. To sort an array,
recursively, sort its left and right halves separately and then merge them. The time
complexity of merge mort in the best case, worst case and average case is O(n log n)
and the number of comparisons used is nearly optimal.
This strategy is so simple, and so efficient but the problem here is that there seems
to be no easy way to merge two adjacent sorted arrays together in place (The result
must be build up in a separate array).
The fundamental operation in this algorithm is merging two sorted lists. Because the
lists are sorted, this can be done in one pass through the input, if the output is put in
a third list.
Algorithm
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Example
7, 2, 9, 4 | 3, 8, 6, 1 1, 2, 3, 4, 6, 7, 8, 9
7, 2 | 9, 4 2, 4, 7, 9 3, 8 | 6, 1 1, 3, 6, 8
7 | 2 2, 7 9 | 4 4, 9 3 | 8 3, 8 6 | 1 1, 6
7 7 2 2 9 9 4 4 3 3 8 8 6 6 1 1
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The following figure represents the sequence of recursive calls that are produced by
MERGESORT when it is applied to 8 elements. The values in each node are the values
of the parameters low and high.
1, 8
1, 4 5, 8
1, 2 3, 4 5, 6 7, 8
1, 1 2, 2 3, 3 4, 4 5, 5 6, 6 7, 7 8, 8
1, 1, 2 3, 3, 4 5, 5, 6 7, 7, 8
1, 2, 4 5, 6, 8
1, 4, 8
We will assume that ‘n’ is a power of 2, so that we always split into even halves, so
we solve for the case n = 2k.
T(1) = 1
T(n) = 2 T(n/2) + n
This is a standard recurrence relation, which can be solved several ways. We will
solve by substituting recurrence relation continually on the right–hand side.
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T(n/2) = 2 T(n/4) + n
T(n) = 4 T(n/4) + 2n
T(n/4) = 2 T(n/8) + n
T(n) = 8 T(n/8) + 3n
T(n) = 2k T(n/2k) + K. n
= n T(1) + n log n
= n log n + n
We have assumed that n = 2k. The analysis can be refined to handle cases when ‘n’
is not a power of 2. The answer turns out to be almost identical.
Although merge sort’s running time is O(n log n), it is hardly ever used for main
memory sorts. The main problem is that merging two sorted lists requires linear
extra memory and the additional work spent copying to the temporary array and
back, throughout the algorithm, has the effect of slowing down the sort considerably.
The Best and worst case time complexity of Merge sort is O(n log n).
The matrix multiplication of algorithm due to Strassens is the most dramatic example
of divide and conquer technique (1969).
The usual way to multiply two n x n matrices A and B, yielding result matrix ‘C’ as
follows :
for i := 1 to n do
for j :=1 to n do
c[i, j] := 0;
for K: = 1 to n do
c[i, j] := c[i, j] + a[i, k] * b[k, j];
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We apply divide and conquer to this problem. For example let us considers three
multiplication like this:
A 11 A 12 B 11 B 12 C 11 C 12
A C C
A B B
21 22 21 22 21 22
T(1) = 1
T(n) = 8 T(n/2)
Strassens insight was to find an alternative method for calculating the C ij, requiring
seven (n/2) x (n/2) matrix multiplications and eighteen (n/2) x (n/2) matrix
additions and subtractions:
C11 = P + S – T + V
C12 = R + T
C21 = Q + S
C22 = P + R - Q + U.
This method is used recursively to perform the seven (n/2) x (n/2) matrix
multiplications, then the recurrence equation for the number of scalar multiplications
performed is:
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T(1) = 1
T(n) = 7 T(n/2)
T(2k) = 7 T(2k–1)
= 72 T(2k-2)
= ------
= ------
= 7i T(2k–i)
Put i = k
= 7k T(1)
= 7k
= n log 7
2
= O(n 2 )
log 7
= O(2n.81)
So, concluding that Strassen’s algorithm is asymptotically more efficient than the
standard algorithm. In practice, the overhead of managing the many small matrices
does not pay off until ‘n’ revolves the hundreds.
Quick Sort
The main reason for the slowness of Algorithms like SIS is that all comparisons and
exchanges between keys in a sequence w1, w2, . . . . , wn take place between
adjacent pairs. In this way it takes a relatively long time for a key that is badly out of
place to work its way into its proper position in the sorted sequence.
Hoare his devised a very efficient way of implementing this idea in the early 1960’s
that improves the O(n2) behavior of SIS algorithm with an expected performance that
is O(n log n).
In essence, the quick sort algorithm partitions the original array by rearranging it
into two groups. The first group contains those elements less than some arbitrary
chosen value taken from the set, and the second group contains those elements
greater than or equal to the chosen value.
The chosen value is known as the pivot element. Once the array has been rearranged
in this way with respect to the pivot, the very same partitioning is recursively applied
to each of the two subsets. When all the subsets have been partitioned and
rearranged, the original array is sorted.
The function partition() makes use of two pointers ‘i’ and ‘j’ which are moved toward
each other in the following fashion:
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Repeat the steps 1, 2 and 3 till the ‘i’ pointer crosses the ‘j’ pointer. If ‘i’
pointer crosses ‘j’ pointer, the position for pivot is found and place pivot
element in ‘j’ pointer position.
The program uses a recursive function quicksort(). The algorithm of quick sort
function sorts all elements in an array ‘a’ between positions ‘low’ and ‘high’.
It terminates when the condition low >= high is satisfied. This condition
will be satisfied only when the array is completely sorted.
Here we choose the first element as the ‘pivot’. So, pivot = x[low]. Now it
calls the partition function to find the proper position j of the element
x[low] i.e. pivot. Then we will have two sub-arrays x[low], x[low+1], . . . .
. . . x[j-1] and x[j+1], x[j+2], x[high].
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Example
Select first element as the pivot element. Move ‘i’ pointer from left to right in search
of an element larger than pivot. Move the ‘j’ pointer from right to left in search of an
element smaller than pivot. If such elements are found, the elements are swapped.
This process continues till the ‘i’ pointer crosses the ‘j’ pointer. If ‘i’ pointer crosses ‘j’
pointer, the position for pivot is found and interchange pivot and element at ‘j’
position.
Let us consider the following example with 13 elements to analyze quick sort:
1 2 3 4 5 6 7 8 9 10 11 12 13 Remarks
38 08 16 06 79 57 24 56 02 58 04 70 45
pivot i j swap i & j
04 79
i j swap i & j
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02 57
j i
swap pivot
(24 08 16 06 04 02) 38 (56 57 58 79 70 45)
&j
swap pivot
pivot j, i
&j
(02 08 16 06 04) 24
pivot, swap pivot
i
j &j
02 (08 16 06 04)
pivot i j swap i & j
04 16
j i
swap pivot
(06 04) 08 (16)
&j
pivot,
i
j
swap pivot
(04) 06
&j
04
pivot,
j, i
16
pivot,
j, i
(02 04 06 08 16 24) 38
(56 57 58 79 70 45)
pivot i j swap i & j
45 57
j i
swap pivot
(45) 56 (58 79 70 57)
&j
45
pivot, swap pivot
j, i &j
(58 79 57)
pivot i 70 j swap i & j
57 79
j i
swap pivot
(57) 58 (70 79)
&j
57
pivot,
j, i
(70 79)
pivot, swap pivot
i
j &j
70
79
pivot,
j, i
(45 56 57 58 70 79)
02 04 06 08 16 24 38 45 56 57 58 70 79
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Like merge sort, quick sort is recursive, and hence its analysis requires solving a
recurrence formula. We will do the analysis for a quick sort, assuming a random pivot
(and no cut off for small files).
The running time of quick sort is equal to the running time of the two recursive calls
plus the linear time spent in the partition (The pivot selection takes only constant
time). This gives the basic quick sort relation:
The pivot is the smallest element, all the time. Then i=0 and if we ignore T(0)=1,
which is insignificant, the recurrence is:
T (n – 2) = T (n – 3) + C (n – 2)
------- -
n
T (n) T (1)
i2
i
= O (n2) - (3)
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The number of comparisons for first call on partition: Assume left_to_right moves
over k smaller element and thus k comparisons. So when right_to_left crosses
left_to_right it has made n-k+1 comparisons. So, first call on partition makes n+1
comparisons. The average case complexity of quicksort is
24
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
UNIT V:
Backtracking-General method, applications- The 8-queen problem, sum of subsets problem, graph
coloring, Hamiltonian cycles.
1 5 3
7 8 9 2 10 4 6
In this representation each set is represented as a tree. Nodes are linked from the child to
parent rather than usual method of linking from parent to child.
UNION operation:
Union(i,j) requires two tree with roots i and j be joined. S 1 U S2 is
obtained by making any one of the sets as sub tree of other.
1
5
7 8 9 5 1
2 1
2 1 7 8 9
25
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Example:
Implement following sequence of operations Union(1,3),Union(2,5),Union(1,2)
Solution:
Initially parent array contains zeros.
0 0 0 0 0 0
1 2 3 4 5 6
0 0 1 0 0 0
1 2 3 4 5 6
0 0 1 0 2 0
1 2 3 4 5 6
0 1 1 0 2 0
1 2 3 4 5 6
3 2
26
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
n-1
Algorithm Find(i)
{
j:=i;
while(p[j]>0) do
j:=p[j]; return j;
}
Find Operation: Find(i) implies that it finds the root node of i th node, in other words it
returns the name of the set i.
Find(1)=0
Find(3)=1, since its parent is 1. (i.e, root is 1)
27
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Example:
Considering
3 2
5
Array Representation
P[i] 0 1 1 2
i 1 2 3 5
Find(5)=1
Find(2)=1
Find(3)=1
The root node represents all the nodes in the tree. Time Complexity of ‘n’ find operations is
O(n2).
To improve the performance of union and find algorithms by avoiding the creation of
degenerate tree. To accomplish this, we use weighting rule for Union(i,j).
Weighting Rule for Union(i,j)
1 2 n
Union(1,2)
1 3 n
2
Union(1,3)
1 4 n
2 3
:
:
:
Union(1,n)
2 3 n
29
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Spanning Trees:
A spanning tree is a subset of Graph G, which has all the vertices covered with minimum possible
number of edges. Hence, a spanning tree does not have cycles and it cannot be disconnected..
By this definition, we can draw a conclusion that every connected and undirected Graph G has at
least one spanning tree. A disconnected graph does not have any spanning tree, as it cannot be
spanned to all its vertices.
We found three spanning trees off one complete graph. A complete undirected graph can have
maximum nn-2 number of spanning trees, where n is the number of nodes. In the above addressed
example, n is 3, hence 33−2 = 3spanning trees are possible.
All possible spanning trees of graph G, have the same number of edges and vertices.
Removing one edge from the spanning tree will make the graph disconnected, i.e. the spanning tree
is minimally connected.
Adding one edge to the spanning tree will create a circuit or loop, i.e. the spanning tree is maximally
acyclic.
30
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
From a complete graph, by removing maximum e - n + 1 edges, we can construct a spanning tree.
Thus, we can conclude that spanning trees are a subset of connected Graph G and disconnected
graphs do not have spanning tree.
Cluster Analysis
AND/OR GRAPH:
And/or graph is a specialization of hypergraph which connects nodes by sets of arcs rather than
by a single arcs. A hypergraph is defined as follows:
H, a set of hyperarcs defined by ordered pairs, in which the first implement of the pair is a node of
N and the second implement is the subset of N.
An ordinary graph is a special case of hypergraph in which all the sets of decendent nodes have a
cardinality of 1.
Hyperarcs also known as K-connectors, where K is the cardinality of the set of decendent nodes.
If K = 1, the descendent may be thought of as an OR nodes. If K > 1, the elements of the set of
decendents may be thought of as AND nodes. In this case the connector is drawn with individual
edges from the parent node to each of the decendent nodes; these individual edges are then joined
with a curved link. And/or graph for the expression P and Q -> R is follows:
31
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
The K-connector is represented as a fan of arrows with a single tie is shown above. The and/or
graphs consists of nodes labelled by global databases. Nodes labelled by compound databases have
sets of successor nodes. These successor nodes are called AND nodes, in order to process the
compound database to termination, all the compound databases must be processed to termination.
For example consider, consider a boy who collects stamps (M). He has for the purpose of exchange
a winning conker (C), a bat (B) and a small toy animal (A). In his class there are friends who are
also keen collectors of different items and will make the following exchanges.
1. 1 winning conker (C) for a comic (D) and a bag of sweets (S).
4. 1 small toy animal (A) for two bats (B, B) and a stamp (M).
The problem is how to carry out the exchanges so that all his exchangable items are converted into
stamps (M). This task can be expressed more briefly as:
2. Transformation rules:
a. If C then (D, S)
b. If C then (B, M)
c. If B then (M, M)
d. If A then (B, B, M)
32
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
The figure shows that, a lot of extra work is done by redoing many of the transformations.
This repetition can be avoided by decomposing the problem into subproblems. There are
two major ways to order the components:
1. The components can either be arranged in some fixed order at the time they are
generated (or).
The more flexible system is to reorder dynamically as the processing unfolds. It can be
represented by and/or graph. The solution to the exchange problem will be:
Swap conker for a bat and a stamp, then exchange this bat for two stamps. Swap his
own bat for two more stamps, and finally swap the small toy animal for two bats and a
stamp. The two bats can be exchanged for two stamps.
33
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Example 1:
34
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Connected components
In graph theory, a connected component (or just component) of an undirected graph is
a subgraph in which any two vertices are connected to each other by paths, and which is
connected to no additional vertices in the super graph. For example, the graph shown in the
illustration has three connected components. A vertex with no incident edges is itself a connected
component. A graph that is itself connected has exactly one connected component, consisting of
the whole graph.
Biconnected Components:
Let G = (V, E) be a connected undirected graph. Consider the following definitions:
36
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Biconnected
Components
Articulation Point
Bridge
Let us consider the typical case of vertex v, where v is not a leaf and v is
not the root. Let w1, w2, . . . . . . . wk be the children of v. For each child
there is a subtree of the DFS tree rooted at this child. If for some child,
there is no back edge going to a proper ancestor of v, then if we remove v,
this subtree becomes disconnected from the rest of the graph, and hence v
is an articulation point.
L (u) = min {DFN (u), min {L (w) w is a child of u}, min {DFN
(w) (u, w) is a back edge}}.
L (u) is the lowest depth first number that can be reached from ‘u’ using a
path of descendents followed by at most one back edge. It follows that, If
‘u’ is not the root then ‘u’ is an articulation point iff ‘u’ has a child ‘w’ such
that:
37
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
For the following graph identify the articulation points and Biconnected components:
86
11
11 57
24
2 4 62 7 9
33
33 810
4 1 0 5 9 6 2
10 95
7 5
38
86 79
810
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
L (u) = min {DFN (u), min {L (w) w is a child of u}, min {DFN (w) w
is a vertex to which there is back edge from u}}
L (1) = min {DFN (1), min {L (4)}} = min {1, L (4)} = min {1, 1} = 1
L (4) = min {DFN (4), min {L (3)}} = min {2, L (3)} = min {2, 1} = 1
39
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Example:
For the following graph identify the articulation points and Biconnected components:
4 1 1
1
2 3 7 8 2 2 3 3
5 6 4 5 5 6 4 6
G ra p h
7 7
8 8
D F S s p a n ni n g T re e
L (u) = min {DFN (u), min {L (w) w is a child of u}, min {DFN (w) w
is a vertex to which there is back edge from u}}
L (1) = min {DFN (1), min {L (2)}} = min {1, L (2)} = min {1, 2} = 1
L (2) = min {DFN (2), min {L (3)}} = min {2, L (3)} = min {2, 3} = 2
L (3) = min {DFN (3), min {L (4), L (5), L (6)}} = min {3, min {6, 4, 5}} = 3
L (4) = min {DFN (4), min {L (7)} = min {6, L (7)} = min {6, 6} = 6
L (5) = min {DFN (5)} = 4
L (6) = min {DFN (6)} = 5
L (7) = min {DFN (7), min {L (8)}} = min {7, 6} = 6
L (8) = min {DFN (8), min {DFN (4)}} = min {8, 6} = 6
Check for the condition if L (w) > DFN (u) is true, where w is any
40
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
cases
41
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
BACKTRACKING
General Method:
The solution is based on finding one or more vectors that maximize, minimize, or
satisfy a criterion function P (x1, , xn). Form a solution and check at every step
if this has any chance of success. If the solution at any point seems not promising,
ignore it. All solutions requires a set of constraints divided into two categories: explicit
and implicit constraints.
Definition 1: Explicit constraints are rules that restrict each x i to take on values only
from a given set. Explicit constraints depend on the particular instance I
of problem being solved. All tuples that satisfy the explicit constraints
define a possible solution space for I.
Definition 2: Implicit constraints are rules that determine which of the tuples in the
solution space of I satisfy the criterion function. Thus, implicit
constraints describe the way in which the xi’s must relate to each other.
Explicit constraints using 8-tuple formation, for this problem are S= {1, 2, 3,
4, 5, 6, 7, 8}.
The implicit constraints for this problem are that no two queens can be the
same (i.e., all queens must be on different columns) and no two queens can be
on the same diagonal.
Backtracking is the procedure whereby, after determining that a node can lead to
nothing but dead end, we go back (backtrack) to the nodes parent and proceed with
the search on the next child.
A backtracking algorithm need not actually create a tree. Rather, it only needs to
keep track of the values in the current branch being investigated. This is the way we
implement backtracking algorithm. We say that the state space tree exists implicitly in
the algorithm because it is not actually constructed.
State space is the set of paths from root node to other nodes. State space tree is the
tree organization of the solution space. The state space trees are called static trees.
This terminology follows from the observation that the tree organizations are
independent of the problem instance being solved. For some problems it is
advantageous to use different tree organizations for different problem instance. In
this case the tree organization is determined dynamically as the solution space is
being searched. Tree organizations that are problem instance dependent are called
42
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
dynamic trees.
Terminology:
Solution states are the problem states ‘S’ for which the path from the root node to
‘S’ defines a tuple in the solution space.
Answer states are those solution states for which the path from root node to s
defines a tuple that is a member of the set of solutions.
Live node is a node that has been generated but whose children have not yet been
generated.
E-node is a live node whose children are currently being explored. In other words, an
E-node is a node currently being expanded.
Dead node is a generated node that is not to be expanded or explored any further.
All children of a dead node have already been expanded.
Branch and Bound refers to all state space search methods in which all children of
an E-node are generated before any other live node can become the E-node.
Depth first node generation with bounding functions is called backtracking. State
generation methods in which the E-node remains the E-node until it is dead, lead to
branch and bound methods.
N-Queens Problem:
The explicit constraints using this formulation are Si = {1, 2, 3, 4, 5, 6, 7, 8}, 1 < i <
8. Therefore the solution space consists of 88 8-tuples.
The implicit constraints for this problem are that no two xi’s can be the same (i.e., all
queens must be on different columns) and no two queens can be on the same
diagonal.
This realization reduces the size of the solution space from 88 tuples to 8! Tuples.
The promising function must check whether two queens are in the same column or
diagonal:
Suppose two queens are placed at positions (i, j) and (k, l) Then:
Diag 45 conflict: Two queens i and j are on the same 450 diagonal if:
i – j = k – l.
This implies, j – l = i – k
Therefore, two queens lie on the same diagonal if and only if:
j - l = i – k
Where, j be the column of object in row i for the i th queen and l be the column of
object in row ‘k’ for the kth queen.
To check the diagonal clashes, let us take the following tile configuration:
*
In this example, we have:
*
*
i 1 2 3 4 5 6 7 8
*
* xi 2 5 1 8 4 7 3 6
*
Let us consider for the
*
case whether the queens on 3rd row and 8th row
* are conflicting or not. In this
case (i, j) = (3, 1) and (k, l) = (8, 6). Therefore:
j - l = i – k 1 - 6 = 3 – 8
5 = 5
Example:
*
*
*
*
Step 1:
Add to the sequence the next number in the sequence 1, 2, . . . , 8 not yet
used.
Step 2:
If this new sequence is feasible and has length 8 then STOP with a solution. If
the new sequence is feasible and has length less then 8, repeat Step 1.
Step 3:
If the sequence is not feasible, then backtrack through the sequence until we
find the most recent place at which we can exchange a value. Go back to Step
1.
44
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Remarks
1 2 3 4 5 6 7 8
7 5 3 1
j - l = 1 – 2 = 1
7 5 3 1* 2*
i – k = 4 – 5 = 1
7 5 3 1 4
j - l = 7 – 2 = 5
7* 5 3 1 4 2*
i – k = 1 – 6 = 5
j - l = 3 – 6 = 3
7 5 3* 1 4 6*
i – k = 3 – 6 = 3
7 5 3 1 4 8
j - l = 4 – 2 = 2
7 5 3 1 4* 8 2*
i – k = 5 – 7 = 2
j - l = 4 – 6 = 2
7 5 3 1 4* 8 6*
i – k = 5 – 7 = 2
7 5 3 1 4 8 Backtrack
7 5 3 1 4 Backtrack
7 5 3 1 6
j - l = 1 – 2 = 1
7* 5 3 1 6 2*
i – k = 7 – 6 = 1
7 5 3 1 6 4
7 5 3 1 6 4 2
j - l = 3 – 8 = 5
7 5 3* 1 6 4 2 8*
i – k =3 – 8 = 5
7 5 3 1 6 4 2 Backtrack
7 5 3 1 6 4 Backtrack
7 5 3 1 6 8
7 5 3 1 6 8 2
7 5 3 1 6 8 2 4 SOLUTION
*
*
*
*
*
*
*
*
45
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
4 – Queens Problem:
Let us see how backtracking works on the 4-queens problem. We start with the root
node as the only live node. This becomes the E-node. We generate one child. Let us
assume that the children are generated in ascending order. Let us assume that the
children are generated in ascending order. Thus node number 2 of figure is generated
and the path is now (1). This corresponds to placing queen 1 on column 1. Node 2
becomes the E-node. Node 3 is generated and immediately killed. The next node
generated is node 8 and the path becomes (1, 3). Node 8 becomes the E-node.
However, it gets killed as all its children represent board configurations that cannot
lead to an answer node. We backtrack to node 2 and generate another child, node 13.
The path is now (1, 4). The board configurations as backtracking proceeds is as
follows:
1 1 1 1
. . 2 2 2
. . . . 3
1 1 1 1
2 . . . 2 2
3 3
. . . . . . 4
(e) (f) (g) (h)
The above figure shows graphically the steps that the backtracking algorithm goes
through as it tries to find a solution. The dots indicate placements of a queen, which
were tried and rejected because another queen was attacking.
In Figure (b) the second queen is placed on columns 1 and 2 and finally settles on
column 3. In figure (c) the algorithm tries all four columns and is unable to place the
next queen on a square. Backtracking now takes place. In figure (d) the second
queen is moved to the next possible column, column 4 and the third queen is placed
on column 2. The boards in Figure (e), (f), (g), and (h) show the remaining steps that
the algorithm goes through until a solution is found.
46
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Complexity Analysis:
n 1
n 1
n1
1 n n2 n3 .............................. nn
47
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Sum of Subsets:
Given positive numbers wi, 1 ≤ i ≤ n, and m, this problem requires finding all subsets
of wi whose sums are ‘m’.
Explicit constraints:
Implicit constraints:
The above solutions are then represented by (1, 1, 0, 1) and (0, 0, 1, 1).
For example, n = 4, w = (11, 13, 24, 7) and m = 31, the desired subsets are(11,
13, 7) and (24, 7).
The following figure shows a possible tree organization for two possible formulations
of the solution space for the case n = 4.
x 1 =1 1 x 1 =4
x 1 =2 x 1 =3
2 3 4 5
x 2 =4
x 2 =2 x 2 =3 x 2 =4
x 2 =3 x 2 =4
6 7 8 9 10 11
x 3 =3 S
x 3 =4 x 3 =4 x 3 =4
12 13 14 15
S
x 4 =4
16
A p o s s ib le s o lut io n s p ac e org a n is at io n f or t h e
s u m of t h e s u b s et s pro ble m.
The tree corresponds to the variable tuple size formulation. The edges are labeled
such that an edge from a level i node to a level i+1 node represents a value for x i. At
each node, the solution space is partitioned into sub - solution spaces. All paths from
the root node to any node in the tree define the solution space, since any such path
48
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
The possible paths are (1), (1, 2), (1, 2, 3), (1, 2, 3, 4), (1, 2, 4), (1, 3, 4), (2), (2,
3), and so on. Thus, the left mot sub-tree defines all subsets containing w1, the next
sub-tree defines all subsets containing w2 but not w1, and so on.
49
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Let G be a graph and m be a given positive integer. We want to discover whether the
nodes of G can be colored in such a way that no two adjacent nodes have the same
color, yet only m colors are used. This is termed the m-colorabiltiy decision problem.
The m-colorability optimization problem asks for the smallest integer m for which the
graph G can be colored.
Given any map, if the regions are to be colored in such a way that no two adjacent
regions have the same color, only four colors are needed.
For many years it was known that five colors were sufficient to color any map, but no
map that required more than four colors had ever been found. After several hundred
years, this problem was solved by a group of mathematicians with the help of a
computer. They showed that in fact four colors are sufficient for planar graphs.
The function m-coloring will begin by first assigning the graph to its adjacency matrix,
setting the array x [] to zero. The colors are represented by the integers 1, 2, . . . , m
and the solutions are given by the n-tuple (x1, x2, . . ., xn), where xi is the color of
node i.
A recursive backtracking algorithm for graph coloring is carried out by invoking the
statement mcoloring(1);
50
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
}
if (j = n+1) then return; // New color found
} until (false); // Otherwise try to find another color.
}
Example:
x1
1 3
2
1 2 2 3 1 3 1 2 x2
1 3 1 2 2 x3
3 1 2 2 3 1 3
4 3
Gra p h
x4
2 3 2 2 3 3 1 3 1 3 1 3 1 1 2 2 1 2
Hamiltonian Cycles:
1 2 3 4 1 2 3
8 7 6 5 5 4
Graph G1 Graph G2
51
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
}
} until (false);
}
Algorithm Hamiltonian (k)
// This algorithm uses the recursive formulation of backtracking to find all the Hamiltonian
// cycles of a graph. The graph is stored as an adjacency matrix G [1: n, 1: n]. All cycles begin
// at node 1.
{
repeat
{ // Generate values for x [k].
NextValue (k); //Assign a legal Next
value to x [k]. if (x [k] = 0) then return;
if (k = n) then write
(x [1: n]); else
Hamiltonian (k + 1)
} until (false)
52
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
UNIT III:
Greedy method- General method, applications- Knapsack problem, Job sequencing with
deadlines, Minimum cost spanning trees, Single source shortest path problem.
Greedy Method
GENERAL METHOD
Greedy is the most straight forward design technique. Most of the problems have n
inputs and require us to obtain a subset that satisfies some constraints. Any subset
that satisfies these constraints is called a feasible solution. We need to find a feasible
solution that either maximizes or minimizes the objective function. A feasible solution
that does this is called an optimal solution.
For the problems that make decisions by considering the inputs in some order, each
decision is made using an optimization criterion that can be computed using decisions
already made. This version of greedy method is ordering paradigm. Some problems like
optimal storage on tapes, optimal merge patterns and single source shortest path are
based on ordering paradigm.
CONTROL ABSTRACTION
Procedure Greedy describes the essential way that a greedy based algorithm will look,
once a particular problem is chosen and the functions select, feasible and union are
properly implemented.
The function select selects an input from ‘a’, removes it and assigns its value to ‘x’.
Feasible is a Boolean valued function, which determines if ‘x’ can be included into the
solution vector. The function Union combines ‘x’ with solution and updates the objective
function.
53
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
KNAPSACK PROBLEM:
Let us apply the greedy method to solve the knapsack problem. We are given ‘n’
objects and a knapsack. The object ‘i’ has a weight wi and the knapsack has a capacity
‘m’. If a fraction xi, 0 < xi < 1 of object i is placed into the knapsack then a profit of pi
xi is earned. The objective is to fill the knapsack that maximizes the total profit earned.
Since the knapsack capacity is ‘m’, we require the total weight of all chosen objects to
be at most ‘m’. The problem is stated as:
n
maximize p x i i
i 1
n
If the objects are already been sorted into non-increasing order of p[i] / w[i] then the
algorithm given below obtains solutions corresponding to this strategy.
Running time:
Example:
Consider the following instance of the knapsack problem: n = 3, m = 20, (p1, p2, p3) =
(25, 24, 15) and (w1, w2, w3) = (18, 15, 10).
54
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
1. First, we try to fill the knapsack by selecting the objects in some order:
x1 x2 x3 wi xi pi xi
2. Select the object with the maximum profit first (p = 25). So, x 1 = 1 and profit
earned is 25. Now, only 2 units of space is left, select the object with next largest
profit (p = 24). So, x2 = 2/15
x1 x2 x3 wi xi pi xi
1 2/15 0 18 x 1 + 15 x 2/15 = 20 25 x 1 + 24 x 2/15 = 28.2
x1 x2 x3 wi xi pi xi
0 2/3 1 15 x 2/3 + 10 x 1 = 20 24 x 2/3 + 15 x 1 = 31
Sort the objects in order of the non-increasing order of the ratio pi / xi. Select the
object with the maximum pi / xi ratio, so, x2 = 1 and profit earned is 24. Now, only 5
units of space is left, select the object with next largest pi / xi ratio, so x3 = ½ and the
profit earned is 7.5.
x1 x2 x3 wi xi pi xi
0 1 1/2 15 x 1 + 10 x 1/2 = 20 24 x 1 + 15 x 1/2 = 31.5
When we are given a set of ‘n’ jobs. Associated with each Job i, deadline d i > 0 and
profit Pi > 0. For any job ‘i’ the profit pi is earned iff the job is completed by its
deadline. Only one machine is available for processing jobs. An optimal solution is the
feasible solution with maximum profit.
Sort the jobs in ‘j’ ordered by their deadlines. The array d [1 : n] is used to store the
deadlines of the order of their p-values. The set of jobs j [1 : k] such that j [r], 1 ≤ r ≤
k are the jobs in ‘j’ and d (j [1]) ≤ d (j[2]) ≤ . . . ≤ d (j[k]). To test whether J U {i} is
feasible, we have just to insert i into J preserving the deadline ordering and then verify
55
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Example:
Let n = 4, (P1, P2, P3, P4,) = (100, 10, 15, 27) and (d1 d2 d3 d4) = (2, 1, 2, 1). The
feasible solutions and their values are:
The algorithm constructs an optimal set J of jobs that can be processed by their
deadlines.
A spanning tree for a connected graph is a tree whose vertex set is the same as the
vertex set of the given graph, and whose edge set is a subset of the edge set of the
given graph. i.e., any connected graph will have a spanning tree.
Weight of a spanning tree w (T) is the sum of weights of all edges in T. The Minimum
spanning tree (MST) is a spanning tree with the smallest possible weight.
56
(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
G:
A gra p h G:
T hre e ( of ma ny p o s s ib le) s p a n n in g t re e s fro m gra p h G:
2 2
4
G: 3 5 3
6
1 1
To explain further upon the Minimum Spanning Tree, and what it applies to, let's
consider a couple of real-world examples:
2. Another useful application of MST would be finding airline routes. The vertices of
the graph would represent cities, and the edges would represent routes between
the cities. Obviously, the further one has to travel, the more it will cost, so MST
can be applied to optimize airline routes by finding the least costly paths with no
cycles.
To explain how to find a Minimum Spanning Tree, we will look at two algorithms: the
Kruskal algorithm and the Prim algorithm. Both algorithms differ in their methodology,
but both eventually end up with the MST. Kruskal's algorithm uses edges, and Prim’s
algorithm uses vertex connections in determining the MST.
Kruskal’s Algorithm
This is a greedy algorithm. A greedy algorithm chooses some local optimum (i.e.
picking an edge with the least weight in a MST).
Kruskal's algorithm works as follows: Take a graph with 'n' vertices, keep on adding the
shortest (least cost) edge, while avoiding the creation of cycles, until (n - 1) edges
have been added. Sometimes two or more edges may have the same cost. The order in
which the edges are chosen, in this case, does not matter. Different MSTs may result,
but they will all have the same total cost, which will always be the minimum cost.
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
The algorithm for finding the MST, using the Kruskal’s method is as follows:
Running time:
The number of finds is at most 2e, and the number of unions at most n-1.
Including the initialization time for the trees, this part of the algorithm has a
complexity that is just slightly more than O (n + e).
We can add at most n-1 edges to tree T. So, the total time for operations on T is
O(n).
Example 1:
10 50
1 2
45 40 3
30 35
4 25 5
55
20 15
6
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Cost 10 15 20 25 30 35 40 45 50 55
Edge (1, 2) (3, 6) (4, 6) (2, 6) (1, 4) (3, 5) (2, 5) (1, 5) (2, 3) (5, 6)
The edge set T together with the vertices of G define a graph that has up to n
connected components. Let us represent each component by a set of vertices in it.
These vertex sets are disjoint. To determine whether the edge (u, v) creates a cycle,
we need to check whether u and v are in the same vertex set. If so, then a cycle is
created. If not then no cycle is created. Hence two Finds on the vertex sets suffice.
When an edge is included in T, two components are combined into one and a union is
to be performed on the two sets.
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
A given graph can have many spanning trees. From these many spanning trees, we
have to select a cheapest one. This tree is called as minimal cost spanningtree.
Minimal cost spanning tree is a connected undirected graph G in which each edge is
labeled with a number (edge labels may signify lengths, weights other than costs).
Minimal cost spanning tree is a spanning tree for which the sum of the edge labels is as
small as possible
The slight modification of the spanning tree algorithm yields a very simple algorithm for
finding an MST. In the spanning tree algorithm, any vertex not in the tree but
connected to it by an edge can be added. To find a Minimal cost spanning tree, we
must be selective - we must always add a new vertex for which the cost of the new
edge is as small as possible.
This simple modified algorithm of spanning tree is called prim's algorithm for finding an
Minimal cost spanning tree.
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Example:
Considering the following graph, find the minimal spanning tree using prim’s algorithm.
8
1 4 4
9
4 3 5
1
2 3 3
4
4 9 8
4 4 1
The cost adjacent matrix is 9 4 3 3
8 1 3 4
3 4
Vertex 1 Vertex 2 1 4
2 4
4 1 3 5
3 4 3
5 3 2 3
1 2
The algorithm starts by selecting the minimum cost from the graph. The minimum cost
edge is (2, 4).
K = 2, l = 4
Min cost = cost (2, 4) = 1
T [1, 1] = 2
T [1, 2] = 4
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
i=2
is cost (2, 4) < cost (2, 2) 2 4
1 < , Yes
So near [2] = 4 1 2 3 4 5
i=3
is cost (3, 4) < cost (3, 2) 2 4 4
1 < 4, Yes
So near [3] = 4 1 2 3 4 5
i=4
is cost (4, 4) < cost (4, 2) 2 4 4 2
< 1, no
So near [4] = 2 1 2 3 4 5
i=5
is cost (5, 4) < cost (5, 2) 2 4 4 2 4
4 < , yes
So near [5] = 4 1 2 3 4 5
end
2 0 4 0 4
near [k] = near [l] = 0
near [2] = near[4] = 0 1 2 3 4 5
i=2
for j = 1 to 5
j=1
near(1)0 and cost(1, near(1))
2 0 and cost (1, 2) = 4
j=2
near (2) = 0
j=3
is near (3) 0
4 0 and cost (3, 4) = 3
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
j=4
near (4) = 0
J=5
Is near (5) 0
4 0 and cost (4, 5) = 4
Near [j] = 0 1 2 3 4 5
i.e. near (3) =0
for (k = 1 to n)
K=1
is near (1) 0, yes
2 0
and cost (1,2) > cost(1, 3)
4 > 9, No
K=2
Is near (2) 0, No
K=3
Is near (3) 0, No
K=4
Is near (4) 0, No
K=5 2 0 0 0 3
Is near (5) 0
4 0, yes 1 2 3 4 5
and is cost (5, 4) > cost (5, 3)
4 > 3, yes
than near (5) = 3
i=3
for (j = 1 to 5)
J=1
is near (1) 0
2 0
cost (1, 2) = 4
J=2
Is near (2) 0, No
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J=3
Is near (3) 0, no
Near (3) = 0
J=4
Is near (4) 0, no
Near (4) = 0
J=5
Is near (5) 0
Near (5) = 3 3 0, yes
And cost (5, 3) = 3
T (3, 1) = 5
T (3, 2) = 3
for (k=1 to 5) 1 2 3 4 5
k=1
is near (1) 0, yes
and cost(1,2) > cost(1,5)
4 > , No
K=2
Is near (2) 0 no
K=3
Is near (3) 0 no
K=4
Is near (4) 0 no
K=5
Is near (5) 0 no
i=4
for J = 1 to 5
J=1
Is near (1) 0
2 0, yes
cost (1, 2) = 4
j=2
is near (2) 0, No
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
J=3
Is near (3) 0, No
Near (3) = 0
J=4
Is near (4) 0, No
Near (4) = 0
J=5
Is near (5) 0, No
Near (5) = 0
T (4, 1) = 1 T (4, 1) = 1
T (4, 2) = 2 1 2 3 4 5 T (4, 2) = 2
for (k = 1 to 5)
K=1
Is near (1) 0, No
K=2
Is near (2) 0, No
K=3
Is near (3) 0, No
K=4
Is near (4) 0, No
K=5
Is near (5) 0, No
End.
In the previously studied graphs, the edge labels are called as costs, but here we think
them as lengths. In a labeled graph, the length of the path is defined to be the sum of
the lengths of its edges.
In the single source, all destinations, shortest path problem, we must find a shortest
path from a given source vertex to each of the vertices (called destinations) in the
graph to which there is a path.
Dijkstra’s algorithm is similar to prim's algorithm for finding minimal spanning trees.
Dijkstra’s algorithm takes a labeled graph and a pair of vertices P and Q, and finds the
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
shortest path between then (or one of the shortest paths) if there is more than one.
The principle of optimality is the basis for Dijkstra’s algorithms.
The figure lists the shortest paths from vertex 1 for a five vertex weighted digraph.
8 0 1
4 5 2 1 3
1 2
2 4 5 3 1 3 4
3 4 3
1 4 1 2
Graph
6 1 3 4 5
Shortest Paths
Algorithm:
Running time:
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UNIT IV:
Dynamic Programming: General method, applications-Matrix chain multiplication, Optimal
binary search trees, 0/1 knapsack problem, All pairs shortest path problem, Travelling sales
person problem, Reliability design.
Dynamic Programming
Dynamic programming is a name, coined by Richard Bellman in 1955. Dynamic
programming, as greedy method, is a powerful algorithm design technique that can
be used when the solution to the problem may be viewed as the result of a sequence
of decisions. In the greedy method we make irrevocable decisions one at a time,
using a greedy criterion. However, in dynamic programming we examine the decision
sequence to see whether an optimal decision sequence contains optimal decision
subsequence.
Dynamic programming differs from the greedy method since the greedy method
produces only one feasible solution, which may or may not be optimal, while dynamic
programming produces all possible sub-problems at most once, one of which
guaranteed to be optimal. Optimal solutions to sub-problems are retained in a table,
thereby avoiding the work of recomputing the answer every time a sub-problem is
encountered
The divide and conquer principle solve a large problem, by breaking it up into smaller
problems which can be solved independently. In dynamic programming this principle
is carried to an extreme: when we don't know exactly which smaller problems to
solve, we simply solve them all, then store the answers away in a table to be used
later in solving larger problems. Care is to be taken to avoid recomputing previously
computed values, otherwise the recursive program will have prohibitive complexity.
In some cases, the solution can be improved and in other cases, the dynamic
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
When no edge has a negative length, the all-pairs shortest path problem may be
solved by using Dijkstra’s greedy single source algorithm n times, once with each of
the n vertices as the source vertex.
The all pairs shortest path problem is to determine a matrix A such that A (i, j) is the
length of a shortest path from i to j. The matrix A can be obtained by solving n
single-source problems using the algorithm shortest Paths. Since each application of
this procedure requires O (n2) time, the matrix A can be obtained in O (n3) time.
The dynamic programming solution, called Floyd’s algorithm, runs in O (n 3) time. Floyd’s
algorithm works even when the graph has negative length edges (provided there are no
negative length cycles).
Ak (i, j) = {min {min {Ak-1 (i, k) + Ak-1 (k, j)}, c (i, j)}
1<k<n
Example 1:
Given a weighted digraph G = (V, E) with weight. Determine the length of the
shortest path between all pairs of vertices in G. Here we assume that there are no
cycles with zero or negative cost.
6
1 2 0 4 11
4 Cost adjacency matrix (A0) = 6 0 2
3 1 1 2
3 0
3
General formula: min {Ak-1 (i, k) + Ak-1 (k, j)}, c (i, j)}
1<k<n
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0 4 11
A(1) = 2
6 0
3 7 0
A2 (1, 1) = min {(A1 (1, 2) + A1 (2, 1), c (1, 1)} = min {(4 + 6), 0} = 0
A2 (1, 2) = min {(A1 (1, 2) + A1 (2, 2), c (1, 2)} = min {(4 + 0), 4} = 4
A2 (1, 3) = min {(A1 (1, 2) + A1 (2, 3), c (1, 3)} = min {(4 + 2), 11} = 6
A2 (2, 1) = min {(A (2, 2) + A (2, 1), c (2, 1)} = min {(0 + 6), 6} = 6
A2 (2, 2) = min {(A (2, 2) + A (2, 2), c (2, 2)} = min {(0 + 0), 0} = 0
A2 (2, 3) = min {(A (2, 2) + A (2, 3), c (2, 3)} = min {(0 + 2), 2} = 2
A2 (3, 1) = min {(A (3, 2) + A (2, 1), c (3, 1)} = min {(7 + 6), 3} = 3
A2 (3, 2) = min {(A (3, 2) + A (2, 2), c (3, 2)} = min {(7 + 0), 7} = 7
A2 (3, 3) = min {(A (3, 2) + A (2, 3), c (3, 3)} = min {(7 + 2), 0} = 0
0 4 6
A(2) = 2
6 0
3 7 0
A3 (1, 1) = min {A2 (1, 3) + A2 (3, 1), c (1, 1)} = min {(6 + 3), 0} = 0
A3 (1, 2) = min {A2 (1, 3) + A2 (3, 2), c (1, 2)} = min {(6 + 7), 4} = 4
A3 (1, 3) = min {A2 (1, 3) + A2 (3, 3), c (1, 3)} = min {(6 + 0), 6} = 6
A3 (2, 1) = min {A2 (2, 3) + A2 (3, 1), c (2, 1)} = min {(2 + 3), 6} = 5
A3 (2, 2) = min {A2 (2, 3) + A2 (3, 2), c (2, 2)} = min {(2 + 7), 0} = 0
A3 (2, 3) = min {A2 (2, 3) + A2 (3, 3), c (2, 3)} = min {(2 + 0), 2} = 2
A3 (3, 1) = min {A2 (3, 3) + A2 (3, 1), c (3, 1)} = min {(0 + 3), 3} = 3
A3 (3, 2) = min {A2 (3, 3) + A2 (3, 2), c (3, 2)} = min {(0 + 7), 7} = 7
A3 (3, 3) = min {A2 (3, 3) + A2 (3, 3), c (3, 3)} = min {(0 + 0), 0} = 0
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
0 4 6
A(3) = 5 0 2
3 7 0
Let G = (V, E) be a directed graph with edge costs Cij. The variable cij is defined such
that cij > 0 for all I and j and cij = if < i, j> E. Let |V| = n and assume n > 1. A
tour of G is a directed simple cycle that includes every vertex in V. The cost of a tour
is the sum of the cost of the edges on the tour. The traveling sales person problem is
to find a tour of minimum cost. The tour is to be a simple path that starts and ends
at vertex 1.
Let g (i, S) be the length of shortest path starting at vertex i, going through all
vertices in S, and terminating at vertex 1. The function g (1, V – {1}) is the length of
an optimal salesperson tour. From the principal of optimality it follows that:
The Equation can be solved for g (1, V – 1}) if we know g (k, V – {1, k}) for all
choices of k.
Example :
For the following graph find minimum cost tour for the traveling salesperson
problem:
1 2
0 10 15 20
5
The cost adjacency matrix = 10
0 9
6 12
13 0
8 9 0
3 4 8
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Let us start the tour from vertex 1:
g (2, ) = C21 = 5
g (3, ) = C31 = 6
g (4, ) = C41 = 8
g (1, {2, 3, 4}) = min {c12 + g (2, {3, 4}, c13 + g (3, {2, 4}), c14 + g (4, {2, 3})}
g (2, {3, 4}) = min {c23 + g (3, {4}), c24 + g (4, {3})}
= min {9 + g (3, {4}), 10 + g (4, {3})}
Therefore, g (3, {2, 4}) = min {13 + 18, 12 + 13} = min {41, 25} = 25
g (4, {2, 3}) = min {c42 + g (2, {3}), c43 + g (3, {2})}
Therefore, g (4, {2, 3}) = min {8 + 15, 9 + 18} = min {23, 27} =23
g (1, {2, 3, 4}) = min {c12 + g (2, {3, 4}), c13 + g (3, {2, 4}), c14 + g (4, {2, 3})}
= min {10 + 25, 15 + 25, 20 + 23} = min {35, 40, 43} = 35
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0/1 – KNAPSACK:
We are given n objects and a knapsack. Each object i has a positive weight w i and a
positive value Vi. The knapsack can carry a weight not exceeding W. Fill the knapsack
so that the value of objects in the knapsack is optimized.
decisions on the xi are made in the order xn, xn-1, x1. Following a decision on xn,
we may be in one of two possible states: the capacity remaining in m – wn and a
profit of pn has accrued. It is clear that the remaining decisions x n-1, , x1 must be
optimal with respect to the problem state resulting from the decision on xn.
Otherwise, xn, , x1 will not be optimal. Hence, the principal of optimality holds.
Equation-2 can be solved for fn (m) by beginning with the knowledge fo (y) = 0 for all
y and fi (y) = - , y < 0. Then f1, f2, . . . fn can be successively computed using
equation–2.
When the wi’s are integer, we need to compute fi (y) for integer y, 0 < y < m. Since fi
(y) = - for y < 0, these function values need not be computed explicitly. Since
each fi can be computed from fi - 1 in Θ (m) time, it takes Θ (m n) time to compute
fn. When the wi’s are real numbers, fi (y) is needed for real numbers y such that 0 <
y < m. So, fi cannot be explicitly computed for all y in this range. Even when the w i’s
are integer, the explicit Θ (m n) computation of fn may not be the most efficient
computation. So, we explore an alternative method for both cases.
The fi (y) is an ascending step function; i.e., there are a finite number of y’s, 0 = y1
< y2 < . . . . < yk, such that fi (y1) < fi (y2) < . . . . . < fi (yk); fi (y) = - , y < y1; fi
(y) = f (yk), y > yk; and fi (y) = fi (yj), yj < y < yj+1. So, we need to compute only fi
(yj), 1 < j < k. We use the ordered set Si = {(f (yj), yj) | 1 < j < k} to represent fi
(y). Each number of Si is a pair (P, W), where P = fi (yj) and W = yj. Notice that S0 =
{(0, 0)}. We can compute Si+1 from Si by first computing:
Now, Si+1 can be computed by merging the pairs in Si and Si to1gether. Note that if
Si+1 contains two pairs (Pj, Wj) and (Pk, Wk) with the property that Pj < Pk and Wj >
Wk, then the pair (Pj, Wj) can be discarded because of equation-2. Discarding or
purging rules such as this one are also known as dominance rules. Dominated tuples
get purged. In the above, (Pk, Wk) dominates (Pj, Wj).
Example 1:
Consider the knapsack instance n = 3, (w1, w2, w3) = (2, 3, 4), (P1, P2, P3) = (1, 2,
5) and M = 6.
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Solution:
Other Solution:
X - 2 = 0 => x = 2. y – 3 = 0 => y = 3
X - 2 = 1 => x = 3. y – 3 = 2 => y = 5
S3 = (S2 U S21) = {(0, 0), (1, 2), (2, 3), (3, 5), (5, 4), (6, 6), (7, 7), (8, 9)}
S3 = (S2 U S21) = {(0, 0), (1, 2), (2, 3), (5, 4), (6, 6)}
From (6, 6) we can infer that the maximum Profit pi xi = 6 and weight xi wi = 6
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Reliability Design:
If stage i contains mimcopies of device Di. Then the probability that all mi ham ve a
i
malfunction is (1 - r) i
. Hence the reliability of stage i becomes 1 – (1 - r) .
i i
Our problem is to use device duplication. This maximization is to be carried out under
a cost constraint. Let ci be the cost of each unit of device i and let c be the maximum
allowable cost of the system being designed.
We wish to solve:
Maximize m
1 i n
i i
Subject to
1 i n
C i mi C
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Assume each Ci > 0, each mi must be in the range 1 < mi < ui, where
n
ui C Ci C J
Ci
1
C
1 j i
J mJ x and 1 < mj < uJ, 1 < j < i
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(23PCS01) ANALYSIS AND DESIGN OF ALGORITHMS 2024
Example :
Design a three stage system with device types D1, D2 and D3. The costs are $30, $15
and $20 respectively. The Cost of the system is to be no more than $105. The
reliability of each device is 0.9, 0.8 and 0.5 respectively.
Solution:
We assume that if if stage I has mi devices of type i in parallel, then i (mi) =1 – (1-
ri)mi
Since, we can assume each ci > 0, each mi must be in the range 1 ≤ mi ≤ ui. Where:
n
ui C Ci
CJ
Ci
1
S1 = depends on u1 value, as u1 = 2, so
S1 S , S
1 1
1 2
S2 = depends on u2 value, as u2 = 3, so
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S2 S , S
2 2
, S2
1 2 3
S3 = depends on u3 value, as u3 = 3, so
S3 S , S
3 3
, S3
1 2 3
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Dominance Rule:
If Si contains two pairs (f1, x1) and (f2, x2) with the property that f1 ≥ f2 and x1 ≤ x2,
then (f1, x1) dominates (f2, x2), hence by dominance rule (f2, x2) can be discarded.
Discarding or pruning rules such as the one above is known as dominance rule.
Dominating tuples will be present in Si and Dominated tuples has to be discarded
from Si.
S13 0.5 (0.72), 45 20, 0.5 (0.864), 60 20, 0.5 (0.8928), 75 20
The best design has a reliability of 0.648 and a cost of 100. Tracing back forthe
solution through Si ‘s we can determine that m3 = 2, m2 = 2 and m1 = 1.
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We solve the problem by knowing W (i, i+1), C (i, i+1) and R (i, i+1), 0 ≤ i < 4;
Knowing W (i, i+2), C (i, i+2) and R (i, i+2), 0 ≤ i < 3 and repeating until W (0, n),
C (0, n) and R (0, n) are obtained.
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The problem
Given a sequence of matrices A1, A2 , A3, ..., An, find the best way (using the minimal number
of multiplications) to compute their product.
Notation
Recursive algorithm
• Assume that someone tells us the position of the last product, say k. Then we have to
compute recursively the best way to multiply the chain from i to k, and from k + 1 to j,
and add the cost of the final product. This means that
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Matrix-chain(i, j)
IF i = j THEN return 0
m=∞
FOR k = i TO j − 1 DO
q = Matrix-chain(i, k) + Matrix-chain(k + 1, j) +pi−1 · pk · pj
IF q < m THEN m = q
OD
Return m
END Matrix-chain
Return Matrix-chain(1, n)
• Running
time: Σ
n−1
T (n) = (T (k) + T (n− k) + O(1))
k=1
Σn−1
= 2· T (k) + O(n)
k=1
≥ 2 · T (n − 1)
≥ 2 · 2 · T (n − 2)
≥2·2·2...
= 2n
• Exponential is ...
SLOW!
• Problem is that we compute the same result over and over again.
– Example: Recursion tree for Matrix-chain(1, 4)
1,4
2,2 3,4 2,3 4,4 1,1 2,2 3,3 4,4 1,1 2,3 1,2 3,3
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• Solution is to “remember” the values we have already computed in a table. This is called
memoization. We’ll have a table T[1..n][1..n] such that T[i][j] stores the solution to
problem Matrix-CHAIN(i,j). Initially all entries will be set to ∞.
FOR i = 1 to n
DO FOR j = i
to n DO
T [i][j] = ∞
OD
OD
• The code for MATRIX-CHAIN(i,j) stays the same, except that it now uses the table.
The first thing MATRIX-CHAIN(i,j) does is to check the table to see if T [i][j] is
already computed. Is so, it returns it, otherwise, it computes it and writes it in the
table. Below is the updated code.
Matrix-chain(i, j)
IF T [i][j] < ∞ THEN return T [i][j]
IF i = j THEN T [i][j] = 0, return 0
m= ∞
FOR k = i to j − 1 DO
q = Matrix-chain(i, k) + Matrix-chain(k + 1, j)+pi−1 · pk · pj
IF q < m THEN m = q
OD
T [i][j] = m
return m
END Matrix-chain
return Matrix-chain(1, n)
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UNIT V:
Branch and Bound: General method, applications - Travelling sales person
problem,0/1 knapsack problem- LC Branch and Bound solution, FIFO Branch
and Bound solution.
NP-Hard and NP-Complete problems: Basic concepts, non deterministic
algorithms, NP - Hard and NP Complete classes, Cook’s theorem.
General method:
Branch and Bound is another method to systematically search a solution space. Just
like backtracking, we will use bounding functions to avoid generating subtrees that
do not contain an answer node. However branch and Bound differs from backtracking
in two important manners:
1. It has a branching function, which can be a depth first search, breadth first
search or based on bounding function.
2. It has a bounding function, which goes far beyond the feasibility test as a
mean to prune efficiently the search tree.
Branch and Bound refers to all state space search methods in which all children of
the E-node are generated before any other live node becomes the E-node
Branch and Bound is the generalization of both graph search strategies, BFS and D-
search.
A BFS like state space search is called as FIFO (First in first out) search
as the list of live nodes in a first in first out list (or queue).
A D search like state space search is called as LIFO (Last in first out)
search as the list of live nodes in a last in first out (or stack).
Definition 1: Live node is a node that has been generated but whose children have
not yet been generated.
Definition 2: E-node is a live node whose children are currently being explored. In
other words, an E-node is a node currently being expanded.
Definition 3: Dead node is a generated node that is not to be expanded or explored
any further. All children of a dead node have already been expanded.
Definition 4: Branch-an-bound refers to all state space search methods in which all
children of an E-node are generated before any other live node can
become the E-node.
Definition 5: The adjective "heuristic", means" related to improving problem solving
performance". As a noun it is also used in regard to "any method or trick
used to improve the efficiency of a problem solving problem". But
imperfect methods are not necessarily heuristic or vice versa. "A heuristic
(heuristic rule, heuristic method) is a rule of thumb, strategy, trick
simplification or any other kind of device which drastically limits search
for solutions in large problem spaces. Heuristics do not guarantee optimal
solutions, they do not guarantee any solution at all. A useful heuristic
offers solutions which are good enough most of thetime.
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In both LIFO and FIFO Branch and Bound the selection rule for the next E-node in
rigid and blind. The selection rule for the next E-node does not give any preference
to a node that has a very good chance of getting the search to an answer node
quickly.
The search for an answer node can be speeded by using an “intelligent” ranking
function c( ) for live nodes. The next E-node is selected on the basis of this ranking
function. The node x is assigned a rank using:
c( x ) = f(h(x)) + g( x )
h(x) is the cost of reaching x from the root and f(.) is any non-decreasing
function.
A search strategy that uses a cost function c( x ) = f(h(x) + g( x ) to select the next
E-node would always choose for its next E-node a live node with least c(.) is called a
LC–search (Least Cost search)
BFS and D-search are special cases of LC-search. If g( x ) = 0 and f(h(x)) = level of
node x, then an LC search generates nodes by levels. This is eventually the same as
a BFS. If f(h(x)) = 0 and g( x ) > g( y ) whenever y is a child of x, then the search is
essentially a D-search.
We associate a cost c(x) with each node x in the state space tree. It is not possible to
easily compute the function c(x). So we compute a estimate c( x ) of c(x).
Let t be a state space tree and c() a cost function for the nodes in t. If x is a node in
t, then c(x) is the minimum cost of any answer node in the subtree with root x. Thus,
c(t) is the cost of a minimum-cost answer node in t.
A heuristic c(.) is used to estimate c(). This heuristic should be easy to compute and
generally has the property that if x is either an answer node or a leaf node, then
c(x) = c( x ) .
LC-search uses c to find an answer node. The algorithm uses two functions Least() and
Add() to delete and add a live node from or to the list of live nodes, respectively.
Least() finds a live node with least c(). This node is deleted from the list of live nodes
and returned.
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Add(x) adds the new live node x to the list of live nodes. The list of live nodes be
implemented as a min-heap.
Algorithm LCSearch outputs the path from the answer node it finds to the root node
t. This is easy to do if with each node x that becomes live, we associate a field parent
which gives the parent of node x. When the answer node g is found, the path from g
to t can be determined by following a sequence of parent values starting from the
current E-node (which is the parent of g) and ending at node t.
Listnode = record
{
Listnode * next, *parent; float cost;
}
Algorithm LCSearch(t)
{ //Search t for an answer node
if *t is an answer node then output *t and return;
E := t; //E-node.
initialize the list of live nodes to be empty;
repeat
{
for each child x of E do
{
if x is an answer node then output the path from x to t and return;
Add (x); //x is a new live node.
(x parent) := E; // pointer for path to root
}
if there are no more live nodes then
{
write (“No answer node”);
return;
}
E := Least();
} until (false);
}
The root node is the first, E-node. During the execution of LC search, this list
contains all live nodes except the E-node. Initially this list should be empty.
Examine all the children of the E-node, if one of the children is an answer node, then
the algorithm outputs the path from x to t and terminates. If the child of E is not an
answer node, then it becomes a live node. It is added to the list of live nodes and its
parent field set to E. When all the children of E have been generated, E becomes a
dead node. This happens only if none of E’s children is an answer node. Continue the
search further until no live nodes found. Otherwise, Least(), by definition, correctly
chooses the next E-node and the search continues from here.
LC search terminates only when either an answer node is found or the entire state
space tree has been generated and searched.
Bounding:
A branch and bound method searches a state space tree using any search
mechanism in which all the children of the E-node are generated before another node
becomes the E-node. We assume that each answer node x has a cost c(x) associated
with it and that a minimum-cost answer node is to be found. Three common search
strategies are FIFO, LIFO, and LC. The three search methods differ only in the
selection rule used to obtain the next E-node.
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A good bounding helps to prune efficiently the tree, leading to a faster exploration of
the solution space.
A cost function c(.) such that c( x ) < c(x) is used to provide lower bounds on
solutions obtainable from any node x. If upper is an upper bound on the cost of a
minimum-cost solution, then all live nodes x with c(x) > c( x ) > upper. The starting
value for upper can be obtained by some heuristic or can be set to .
As long as the initial value for upper is not less than the cost of a minimum-cost
answer node, the above rules to kill live nodes will not result in the killing of a live
node that can reach a minimum-cost answer node. Each time a new answer node is
found, the value of upper can be updated.
To formulate the search for an optimal solution for a least-cost answer node in a
state space tree, it is necessary to define the cost function c(.), such that c(x) is
minimum for all nodes representing an optimal solution. The easiest way to do this is
to use the objective function itself for c(.).
For nodes representing feasible solutions, c(x) is the value of the objective
function for that feasible solution.
For nodes representing partial solutions, c(x) is the cost of the minimum-cost
node in the subtree with root x.
Since, c(x) is generally hard to compute, the branch-and-bound algorithm will use an
estimate c( x ) such that c( x ) < c(x) for all x.
A FIFO branch-and-bound algorithm for the job sequencing problem can begin with
upper = as an upper bound on the cost of a minimum-cost answer node.
Starting with node 1 as the E-node and using the variable tuple size formulation of
Figure 8.4, nodes 2, 3, 4, and 5 are generated. Then u(2) = 19, u(3) = 14, u(4) =
18, and u(5) = 21.
The variable upper is updated to 14 when node 3 is generated. Since c (4) and
c(5) are greater than upper, nodes 4 and 5 get killed. Only nodes 2 and 3 remain
alive.
Node 2 becomes the next E-node. Its children, nodes 6, 7 and 8 are generated.
Then u(6) = 9 and so upper is updated to 9. The cost c(7) = 10 > upper and node 7
gets killed. Node 8 is infeasible and so it is killed.
Next, node 3 becomes the E-node. Nodes 9 and 10 are now generated. Then u(9) =
8 and so upper becomes 8. The cost c(10) = 11 > upper, and this nodeis killed.
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The next E-node is node 6. Both its children are infeasible. Node 9’s only child is also
infeasible. The minimum-cost answer node is node 9. It has a cost of 8.
An LC Branch-and-Bound search of the tree of Figure 8.4 will begin with upper =
and node 1 as the first E-node.
Node 2 is the next E-node as c(2) = 0 and c(3) = 5. Nodes 6, 7 and 8 are generated
and upper is updated to 9 when node 6 is generated. So, node 7 is killed as c(7) = 10
> upper. Node 8 is infeasible and so killed. The only live nodes now are nodes 3 and
6.
Node 6 is the next E-node as c(6) = 0 < c(3) . Both its children are infeasible.
Node 3 becomes the next E-node. When node 9 is generated, upper is updated to 8
as u(9) = 8. So, node 10 with c(10) = 11 is killed on generation.
Node 9 becomes the next E-node. Its only child is infeasible. No live nodes remain.
The search terminates with node 9 representing the minimum-cost answernode.
2 3
The path = 1 3 9 = 5 + 3 = 8
By using dynamic programming algorithm we can solve the problem with time
complexity of O(n22n) for worst case. This can be solved by branch and bound
technique using efficient bounding function. The time complexity of traveling sale
person problem using LC branch and bound is O(n22n) which shows that there is no
change or reduction of complexity than previous method.
We start at a particular node and visit all nodes exactly once and come back to initial
node with minimum cost.
Let G = (V, E) is a connected graph. Let C(i, J) be the cost of edge <i, j>. cij = if
<i, j> E and let |V| = n, the number of vertices. Every tour starts at vertex 1 and
ends at the same vertex. So, the solution space is given by S = {1, , 1 | is a
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permutation of (2, 3, . . . , n)} and |S| = (n – 1)!. The size of S can be reduced by
restricting S so that (1, i1, i2, . . . . in-1, 1) S iff <ij, ij+1> E, 0 < j < n - 1 and
i0 = in =1.
1. Reduce the given cost matrix. A matrix is reduced if every row and column is
reduced. A row (column) is said to be reduced if it contain at least one zero
and all-remaining entries are non-negative. This can be done as follows:
a) Row reduction: Take the minimum element from first row, subtract it
from all elements of first row, next take minimum element from the
second row and subtract it from second row. Similarly apply the same
procedure for all rows.
b) Find the sum of elements, which were subtracted from rows.
c) Apply column reductions for the matrix obtained after row reduction.
e) Obtain the cumulative sum of row wise reduction and column wise
reduction.
2. Calculate the reduced cost matrix for every node R. Let A is the reduced cost
matrix for node R. Let S be a child of R such that the tree edge (R, S)
corresponds to including edge <i, j> in the tour. If S is not a leaf node, then
the reduced cost matrix for S may be obtained as follows:
b) Set A (j, 1) to .
c) Reduce all rows and columns in the resulting matrix except for rows
and column containing only . Let r is the total amount subtracted to
reduce the matrix.
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Example:
Find the LC branch and bound solution for the traveling sale person problem whose
cost matrix is as follows:
20
30 10 11
15 16 4 2
The cost matrix is 3 5 2 4
18 3
19 6
16 4 7 16
Step 1: Find the reduced cost matrix.
10 20 0 1
13
14 2 0
The resulting row wise reduced cost matrix 1 3 0 0
3 15 0
16
12 0 3 12
Cumulative reduced sum = row wise reduction + column wise reduction sum.
= 21 + 4 = 25.
This is the cost of a root i.e., node 1, because this is the initially reduced costmatrix.
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Starting from node 1, we can next visit 2, 3, 4 and 5 vertices. So, consider to explore
the paths (1, 2), (1, 3), (1, 4) and (1, 5).
i=2 i = 4 i= 5
i=3
2 3 4 5
Step 2:
Change all entries of row 1 and column 2 of A to and also set A(2, 1) to .
11 2 0
0 0 2
12 0
15
11 0 12
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
11 2 0
Then the resultant matrix is 0 0 2
12 0
15
11 0 12
Row reduction sum = 0 + 0 + 0 + 0 = 0
Column reduction sum = 0 + 0 + 0 + 0 = 0
Cumulative reduction (r) = 0 + 0 = 0
Change all entries of row 1 and column 3 of A to and also set A(3, 1) to .
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12 2 0
3 0 2
0
15 3
11 0 12
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
1 2 0
Then the resultant matrix is 3 0 2
3 0
4
0 0 12
Change all entries of row 1 and column 4 of A to and also set A(4, 1) to .
12
11 0
0 3 2
3 12 0
11 0 0
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
12
11 0
Then the resultant matrix is 0 3 2
3 12 0
11 0 0
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c S = 25 + 0 + 0 = 25
Change all entries of row 1 and column 5 of A to and also set A(5, 1) to .
12
11 2
0 3 0
12
15 3
0 0 12
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
10
9 0
Then the resultant matrix is 0 3 0
9
12 0
0 0 12
c S = 25 + 1 + 5 = 31
The tree organization up to this point is as follows:
U =
1 L = 25
i=2 i = 4 i= 5
i=3
35 2 53 3 25 4 31 5
i = 2 i= 5
i=3
6 7 8
The cost of the paths between (1, 2) = 35, (1, 3) = 53, (1, 4) = 25 and (1, 5) = 31.
The cost of the path between (1, 4) is minimum. Hence the matrix obtained for path
(1, 4) is considered as reduced cost matrix.
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12
11 0
A = 0 3 2
3 12 0
11 0 0
The new possible paths are (4, 2), (4, 3) and (4, 5).
Change all entries of row 4 and column 2 of A to and also set A(2, 1) to .
11 0
0 2
11 0
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
11 0
Then the resultant matrix is 0 2
11 0
c S = 25 + 3 + 0 = 28
Change all entries of row 4 and column 3 of A to and also set A(3, 1) to .
12
0
3 2
11 0
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Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
1 0
Then the resultant matrix is 1 0
0 0
c S = 25 + 12 + 13 = 50
Change all entries of row 4 and column 5 of A to and also set A(5, 1) to .
12
11
0 3
0 0
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
1 0
Then the resultant matrix is 0 3
0 0
Row reduction sum = 11
Column reduction sum = 0
Cumulative reduction (r) = 11+0 = 11
c S = 25 + 0 + 11 = 36
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i=2 i = 4 i= 5
i=3
35 2 53 3 25 4 31 5
i = 2 i= 5
i=3
28 6 7 8
36
50
i=3
i=5
9 10
The cost of the paths between (4, 2) = 28, (4, 3) = 50 and (4, 5) = 36. The cost of
the path between (4, 2) is minimum. Hence the matrix obtained for path (4, 2) is
considered as reduced cost matrix.
11 0
A = 0 2
11 0
Change all entries of row 2 and column 3 of A to and also set A(3, 1) to .
2
11
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
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Then the resultant matrix is 0
0
Row reduction sum = 2
Column reduction sum = 11
Cumulative reduction (r) = 2 + 11 = 13
c S = 28 + 11 + 13 = 52
Change all entries of row 2 and column 5 of A to and also set A(5, 1) to .
0
0
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
Then the resultant matrix is 0
0
Row reduction sum = 0
Column reduction sum = 0
Cumulative reduction (r) = 0 + 0 = 0
c S = 28 + 0 + 0 = 28
The tree organization up to this point is as follows:
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U =
1 L = 25
i=2 i = 4 i= 5
i=3
35 2 53 3 25 4 31 5
i = 2 i= 5
i=3
28 6 7 8
36
50
i=3
i=5
52 9 10 28
i= 3
11
The cost of the paths between (2, 3) = 52 and (2, 5) = 28. The cost of the path
between (2, 5) is minimum. Hence the matrix obtained for path (2, 5) is considered
as reduced cost matrix.
A = 0
0
The new possible paths is (5, 3).
Change all entries of row 5 and column 3 of A to and also set A(3, 1) to .
Apply row and column reduction for the rows and columns whose rows and
columns are not completely .
Then the resultant matrix is
Row reduction sum = 0
Column reduction sum = 0
Cumulative reduction (r) = 0 + 0 = 0
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U =
1 L = 25
i=2 i = 4 i= 5
i=3
35 2 53 3 25 4 31 5
i = 2 i= 5
i=3
28 6 7 8
36
50
i=3
i=5
52 9 10 28
i=3
11 28
1 4 2 5 3 1
Consider the instance: M = 15, n = 4, (P1, P2, P3, P4) = (10, 10, 12, 18) and
(w1, w2, w3, w4) = ( 2, 4, 6, 9).
0/1 knapsack problem can be solved by using branch and bound technique. In this
problem we will calculate lower bound and upper bound for each node.
Profit = P1 + P2 + P3 = 10 + 10 + 12
So, Upper bound = 32
To calculate lower bound we can place w4 in knapsack since fractions are allowed in
calculation of lower bound.
3
Lower bound = 10 + 10 + 12 + ( X 18) = 32 + 6 = 38
9
Knapsack problem is maximization problem but branch and bound technique is
applicable for only minimization problems. In order to convert maximization problem
into minimization problem we have to take negative sign for upper bound and lower
bound.
We choose the path, which has minimum difference of upper bound and lower bound.
If the difference is equal then we choose the path by comparing upper bounds and
we discard node with maximum upper bound.
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U = - 32
1 L = -38
x1 = 1 x1 = 0
U = - 32 U = - 22
2 3
L = -38 L = -32
Now we will calculate upper bound and lower bound for nodes 2, 3.
For node 2, x1= 1, means we should place first item in the knapsack.
3
L = 10 + 10 + 12 + x 18 = 32 + 6 = 38, make it as -38
9
For node 3, x1 = 0, means we should not place first item in the knapsack.
Next, we will calculate difference of upper bound and lower bound for nodes 2, 3
U = - 32
1 L = -38
x1 = 1 x1 = 0
U = - 32 U = - 22
2 3
L = - 38 L = -32
x2 = 1 x2 = 0
U = - 32 U = - 22
4 5
L = - 38 L = -36
Now we will calculate lower bound and upper bound of node 4 and 5. Calculate
difference of lower and upper bound of nodes 4 and 5.
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U = - 32
1 L = -38
x1 = 1 x1 = 0
U = - 32 U = - 22
2 3
L = -38 L = -32
x2 = 1 x2 = 0
U = -32 U = - 22
4 5
L = -38 L = -36
x3 = 1 x3 = 0
U = -32 U = -38
6 7
L = -38 L = -38
Now we will calculate lower bound and upper bound of node 8 and 9. Calculate
difference of lower and upper bound of nodes 8 and 9.
U = - 32
1 L = -38
x1 = 1 x1 = 0
U = - 32 U = - 22
2 3
L = -38 L = -32
x2 = 1 x2 = 0
U = - 32 U = - 22
4 5
L = -38 L = -36
x3 = 1 x3 = 0
U = - 32 U = - 38
6 7
L = -38 L = -38
x4 = 1 x4 = 0
U = - 38 U = - 20
8 9
L = -38 L = -20
Now we will calculate lower bound and upper bound of node 4 and 5. Calculate
difference of lower and upper bound of nodes 4 and 5.
Here the difference is same, so compare upper bounds of nodes 8 and 9. Discard the
node, which has maximum upper bound. Choose node 8, discard node 9 since, it has
maximum upper bound.
X1 = 1
X2 = 1
X3 = 0
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X4 = 1
The solution for 0/1 Knapsack problem is (x1, x2, x3, x4) = (1, 1, 0, 1)
Pi xi = 10 x 1 + 10 x 1 + 12 x 0 + 18 x 1
= 10 + 10 + 18 = 38.
Portion of state space tree using FIFO Branch and Bound for above problem:
As follows:
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106