Unit 5 Searching and Sorting Algorithms
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Lecture 11: Heapsort & Its Analysis
Lecture 11: Heapsort & Its Analysis Agenda: • Heap recall: – Heap: definition, property – Max-Heapify – Build-Max-Heap • Heapsort algorithm • Running time analysis Reading: • Textbook pages 127 – 138 1 Lecture 11: Heapsort (Binary-)Heap data structure (recall): • An array A[1..n] of n comparable keys either ‘≥’ or ‘≤’ • An implicit binary tree, where – A[2j] is the left child of A[j] – A[2j + 1] is the right child of A[j] j – A[b2c] is the parent of A[j] j • Keys satisfy the max-heap property: A[b2c] ≥ A[j] • There are max-heap and min-heap. We use max-heap. • A[1] is the maximum among the n keys. • Viewing heap as a binary tree, height of the tree is h = blg nc. Call the height of the heap. [— the number of edges on the longest root-to-leaf path] • A heap of height k can hold 2k —— 2k+1 − 1 keys. Why ??? Since lg n − 1 < k ≤ lg n ⇐⇒ n < 2k+1 and 2k ≤ n ⇐⇒ 2k ≤ n < 2k+1 2 Lecture 11: Heapsort Max-Heapify (recall): • It makes an almost-heap into a heap. • Pseudocode: procedure Max-Heapify(A, i) **p 130 **turn almost-heap into a heap **pre-condition: tree rooted at A[i] is almost-heap **post-condition: tree rooted at A[i] is a heap lc ← leftchild(i) rc ← rightchild(i) if lc ≤ heapsize(A) and A[lc] > A[i] then largest ← lc else largest ← i if rc ≤ heapsize(A) and A[rc] > A[largest] then largest ← rc if largest 6= i then exchange A[i] ↔ A[largest] Max-Heapify(A, largest) • WC running time: lg n. -
Adversarial Search
Adversarial Search In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. Outline 1. Games 2. Optimal Decisions in Games 3. Alpha-Beta Pruning 4. Imperfect, Real-Time Decisions 5. Games that include an Element of Chance 6. State-of-the-Art Game Programs 7. Summary 2 Search Strategies for Games • Difference to general search problems deterministic random – Imperfect Information: opponent not deterministic perfect Checkers, Backgammon, – Time: approximate algorithms information Chess, Go Monopoly incomplete Bridge, Poker, ? information Scrabble • Early fundamental results – Algorithm for perfect game von Neumann (1944) • Our terminology: – Approximation through – deterministic, fully accessible evaluation information Zuse (1945), Shannon (1950) Games 3 Games as Search Problems • Justification: Games are • Games as playground for search problems with an serious research opponent • How can we determine the • Imperfection through actions best next step/action? of opponent: possible results... – Cutting branches („pruning“) • Games hard to solve; – Evaluation functions for exhaustive: approximation of utility – Average branching factor function chess: 35 – ≈ 50 steps per player ➞ 10154 nodes in search tree – But “Only” 1040 allowed positions Games 4 Search Problem • 2-player games • Search problem – Player MAX – Initial state – Player MIN • Board, positions, first player – MAX moves first; players – Successor function then take turns • Lists of (move,state)-pairs – Goal test -
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search PROGRAMMING In this assignment, you will create an adversarial search agent to play the 2048-puzzle game. A demo of the game is available here: gabrielecirulli.github.io/2048. I. 2048 As A Two-Player Game II. Choosing a Search Algorithm: Expectiminimax III. Using The Skeleton Code IV. What You Need To Submit V. Important Information VI. Before You Submit I. 2048 As A Two-Player Game 2048 is played on a 4×4 grid with numbered tiles which can slide up, down, left, or right. This game can be modeled as a two player game, in which the computer AI generates a 2- or 4-tile placed randomly on the board, and the player then selects a direction to move the tiles. Note that the tiles move until they either (1) collide with another tile, or (2) collide with the edge of the grid. If two tiles of the same number collide in a move, they merge into a single tile valued at the sum of the two originals. The resulting tile cannot merge with another tile again in the same move. Usually, each role in a two-player games has a similar set of moves to choose from, and similar objectives (e.g. chess). In 2048 however, the player roles are inherently asymmetric, as the Computer AI places tiles and the Player moves them. Adversarial search can still be applied! Using your previous experience with objects, states, nodes, functions, and implicit or explicit search trees, along with our skeleton code, focus on optimizing your player algorithm to solve 2048 as efficiently and consistently as possible. -
Quick Sort Algorithm Song Qin Dept
Quick Sort Algorithm Song Qin Dept. of Computer Sciences Florida Institute of Technology Melbourne, FL 32901 ABSTRACT each iteration. Repeat this on the rest of the unsorted region Given an array with n elements, we want to rearrange them in without the first element. ascending order. In this paper, we introduce Quick Sort, a Bubble sort works as follows: keep passing through the list, divide-and-conquer algorithm to sort an N element array. We exchanging adjacent element, if the list is out of order; when no evaluate the O(NlogN) time complexity in best case and O(N2) exchanges are required on some pass, the list is sorted. in worst case theoretically. We also introduce a way to approach the best case. Merge sort [4] has a O(NlogN) time complexity. It divides the 1. INTRODUCTION array into two subarrays each with N/2 items. Conquer each Search engine relies on sorting algorithm very much. When you subarray by sorting it. Unless the array is sufficiently small(one search some key word online, the feedback information is element left), use recursion to do this. Combine the solutions to brought to you sorted by the importance of the web page. the subarrays by merging them into single sorted array. 2 Bubble, Selection and Insertion Sort, they all have an O(N2) time In Bubble sort, Selection sort and Insertion sort, the O(N ) time complexity that limits its usefulness to small number of element complexity limits the performance when N gets very big. no more than a few thousand data points. -
Best-First and Depth-First Minimax Search in Practice
Best-First and Depth-First Minimax Search in Practice Aske Plaat, Erasmus University, [email protected] Jonathan Schaeffer, University of Alberta, [email protected] Wim Pijls, Erasmus University, [email protected] Arie de Bruin, Erasmus University, [email protected] Erasmus University, University of Alberta, Department of Computer Science, Department of Computing Science, Room H4-31, P.O. Box 1738, 615 General Services Building, 3000 DR Rotterdam, Edmonton, Alberta, The Netherlands Canada T6G 2H1 Abstract Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-®rst pro- cedure, for searching minimax trees. SSS*, with its best-®rst search strategy, reportedly offers the potential for more ef®cient search. However, the complex formulation of the al- gorithm and its alleged excessive memory requirements preclude its use in practice. For two decades, the search ef®ciency of ªsmartº best-®rst SSS* has cast doubt on the effectiveness of ªdumbº depth-®rst Alpha-Beta. This paper presents a simple framework for calling Alpha-Beta that allows us to create a variety of algorithms, including SSS* and DUAL*. In effect, we formulate a best-®rst algorithm using depth-®rst search. Expressed in this framework SSS* is just a special case of Alpha-Beta, solving all of the perceived drawbacks of the algorithm. In practice, Alpha-Beta variants typically evaluate less nodes than SSS*. A new instance of this framework, MTD(ƒ), out-performs SSS* and NegaScout, the Alpha-Beta variant of choice by practitioners. 1 Introduction Game playing is one of the classic problems of arti®cial intelligence. -
General Branch and Bound, and Its Relation to A* and AO*
ARTIFICIAL INTELLIGENCE 29 General Branch and Bound, and Its Relation to A* and AO* Dana S. Nau, Vipin Kumar and Laveen Kanal* Laboratory for Pattern Analysis, Computer Science Department, University of Maryland College Park, MD 20742, U.S.A. Recommended by Erik Sandewall ABSTRACT Branch and Bound (B&B) is a problem-solving technique which is widely used for various problems encountered in operations research and combinatorial mathematics. Various heuristic search pro- cedures used in artificial intelligence (AI) are considered to be related to B&B procedures. However, in the absence of any generally accepted terminology for B&B procedures, there have been widely differing opinions regarding the relationships between these procedures and B &B. This paper presents a formulation of B&B general enough to include previous formulations as special cases, and shows how two well-known AI search procedures (A* and AO*) are special cases o,f this general formulation. 1. Introduction A wide class of problems arising in operations research, decision making and artificial intelligence can be (abstractly) stated in the following form: Given a (possibly infinite) discrete set X and a real-valued objective function F whose domain is X, find an optimal element x* E X such that F(x*) = min{F(x) I x ~ X}) Unless there is enough problem-specific knowledge available to obtain the optimum element of the set in some straightforward manner, the only course available may be to enumerate some or all of the elements of X until an optimal element is found. However, the sets X and {F(x) [ x E X} are usually tThis work was supported by NSF Grant ENG-7822159 to the Laboratory for Pattern Analysis at the University of Maryland. -
Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke
Trees Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke Department of Computer Science & Engineering University of Nebraska|Lincoln Lincoln, NE 68588, USA [email protected] http://cse.unl.edu/~cbourke 2015/01/31 21:05:31 Abstract These are lecture notes used in CSCE 156 (Computer Science II), CSCE 235 (Dis- crete Structures) and CSCE 310 (Data Structures & Algorithms) at the University of Nebraska|Lincoln. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 1 Contents I Trees4 1 Introduction4 2 Definitions & Terminology5 3 Tree Traversal7 3.1 Preorder Traversal................................7 3.2 Inorder Traversal.................................7 3.3 Postorder Traversal................................7 3.4 Breadth-First Search Traversal..........................8 3.5 Implementations & Data Structures.......................8 3.5.1 Preorder Implementations........................8 3.5.2 Inorder Implementation.........................9 3.5.3 Postorder Implementation........................ 10 3.5.4 BFS Implementation........................... 12 3.5.5 Tree Walk Implementations....................... 12 3.6 Operations..................................... 12 4 Binary Search Trees 14 4.1 Basic Operations................................. 15 5 Balanced Binary Search Trees 17 5.1 2-3 Trees...................................... 17 5.2 AVL Trees..................................... 17 5.3 Red-Black Trees.................................. 19 6 Optimal Binary Search Trees 19 7 Heaps 19 -
Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space
applied sciences Article Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space Dawid Połap 1,* ID , Karolina K˛esik 1, Marcin Wo´zniak 1 ID and Robertas Damaševiˇcius 2 ID 1 Institute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, Poland; [email protected] (K.K.); [email protected] (M.W.) 2 Department of Software Engineering, Kaunas University of Technology, Studentu 50, LT-51368, Kaunas, Lithuania; [email protected] * Correspondence: [email protected] Received: 16 December 2017; Accepted: 13 February 2018 ; Published: 16 February 2018 Abstract: The increasing exploration of alternative methods for solving optimization problems causes that parallelization and modification of the existing algorithms are necessary. Obtaining the right solution using the meta-heuristic algorithm may require long operating time or a large number of iterations or individuals in a population. The higher the number, the longer the operation time. In order to minimize not only the time, but also the value of the parameters we suggest three proposition to increase the efficiency of classical methods. The first one is to use the method of searching through the neighborhood in order to minimize the solution space exploration. Moreover, task distribution between threads and CPU cores can affect the speed of the algorithm and therefore make it work more efficiently. The second proposition involves manipulating the solutions space to minimize the number of calculations. In addition, the third proposition is the combination of the previous two. All propositions has been described, tested and analyzed due to the use of various test functions. -
Binary Search
UNIT 5B Binary Search 15110 Principles of Computing, 1 Carnegie Mellon University - CORTINA Course Announcements • Sunday’s review sessions at 5‐7pm and 7‐9 pm moved to GHC 4307 • Sample exam available at the SCHEDULE & EXAMS page http://www.cs.cmu.edu/~15110‐f12/schedule.html 15110 Principles of Computing, 2 Carnegie Mellon University - CORTINA 1 This Lecture • A new search technique for arrays called binary search • Application of recursion to binary search • Logarithmic worst‐case complexity 15110 Principles of Computing, 3 Carnegie Mellon University - CORTINA Binary Search • Input: Array A of n unique elements. – The elements are sorted in increasing order. • Result: The index of a specific element called the key or nil if the key is not found. • Algorithm uses two variables lower and upper to indicate the range in the array where the search is being performed. – lower is always one less than the start of the range – upper is always one more than the end of the range 15110 Principles of Computing, 4 Carnegie Mellon University - CORTINA 2 Algorithm 1. Set lower = ‐1. 2. Set upper = the length of the array a 3. Return BinarySearch(list, key, lower, upper). BinSearch(list, key, lower, upper): 1. Return nil if the range is empty. 2. Set mid = the midpoint between lower and upper 3. Return mid if a[mid] is the key you’re looking for. 4. If the key is less than a[mid], return BinarySearch(list,key,lower,mid) Otherwise, return BinarySearch(list,key,mid,upper). 15110 Principles of Computing, 5 Carnegie Mellon University - CORTINA Example -
COSC 311: ALGORITHMS HW1: SORTING Due Friday, September 22, 12Pm
COSC 311: ALGORITHMS HW1: SORTING Due Friday, September 22, 12pm In this assignment you will implement several sorting algorithms and compare their relative per- formance. The sorting algorithms you will consider are: 1. Insertion sort 2. Selection sort 3. Heapsort 4. Mergesort 5. Quicksort We will discuss all of these algorithms in class. You should run your experiments on the department servers, remus/romulus (if you would like to write your code on another machine that is fine, but make sure you run the actual tim- ing experiments on remus/romulus). Instructions for how to access the servers can be found on the CS department web page under “Computing Resources.” If you are a Five College stu- dent who has previously taken an Amherst CS course or who enrolled during preregistration last spring, you should have an account already set up (you may need to change your password; go to https://www.amherst.edu/help/passwords). If you don’t already have an account, you can request one at https://sysaccount.amherst.edu/sysaccount/CoursePetition.asp. It will take a day to create the new account, so please do this right away. Please type up your responses to the questions below. I recommend using LATEX, which is a type- setting language that makes it easy to make math look good. If you’re not already familiar with it, I encourage you to practice! Your tasks: 1) Theoretical predictions. Rank the five sorting algorithms in order of how you expect their run- times to compare (fastest to slowest). Your ranking should be based on the asymptotic analysis of the algorithms. -
Sorting Algorithms
Sorting Algorithms Next to storing and retrieving data, sorting of data is one of the more common algorithmic tasks, with many different ways to perform it. Whenever we perform a web search and/or view statistics at some website, the presented data has most likely been sorted in some way. In this lecture and in the following lectures we will examine several different ways of sorting. The following are some reasons for investigating several of the different algorithms (as opposed to one or two, or the \best" algorithm). • There exist very simply understood algorithms which, although for large data sets behave poorly, perform well for small amounts of data, or when the range of the data is sufficiently small. • There exist sorting algorithms which have shown to be more efficient in practice. • There are still yet other algorithms which work better in specific situations; for example, when the data is mostly sorted, or unsorted data needs to be merged into a sorted list (for example, adding names to a phonebook). 1 Counting Sort Counting sort is primarily used on data that is sorted by integer values which fall into a relatively small range (compared to the amount of random access memory available on a computer). Without loss of generality, we can assume the range of integer values is [0 : m], for some m ≥ 0. Now given array a[0 : n − 1] the idea is to define an array of lists l[0 : m], scan a, and, for i = 0; 1; : : : ; n − 1 store element a[i] in list l[v(a[i])], where v is the function that computes an array element's sorting value. -
Sorting Algorithms Properties Insertion Sort Binary Search
Sorting Algorithms Properties Insertion Sort Binary Search CSE 3318 – Algorithms and Data Structures Alexandra Stefan University of Texas at Arlington 9/14/2021 1 Summary • Properties of sorting algorithms • Sorting algorithms – Insertion sort – Chapter 2 (CLRS) • Indirect sorting - (Sedgewick Ch. 6.8 ‘Index and Pointer Sorting’) • Binary Search – See the notation conventions (e.g. log2N = lg N) • Terminology and notation: – log2N = lg N – Use interchangeably: • Runtime and time complexity • Record and item 2 Sorting 3 Sorting • Sort an array, A, of items (numbers, strings, etc.). • Why sort it? – To use in binary search. – To compute rankings, statistics (min/max, top-10, top-100, median). – Check that there are no duplicates – Set intersection and union are easier to perform between 2 sorted sets – …. • We will study several sorting algorithms, – Pros/cons, behavior . • Insertion sort • If time permits, we will cover selection sort as well. 4 Properties of sorting • Stable: – It does not change the relative order of items whose keys are equal. • Adaptive: – The time complexity will depend on the input • E.g. if the input data is almost sorted, it will run significantly faster than if not sorted. • see later insertion sort vs selection sort. 5 Other aspects of sorting • Time complexity: worst/best/average • Number of data moves: copy/swap the DATA RECORDS – One data move = 1 copy operation of a complete data record – Data moves are NOT updates of variables independent of record size (e.g. loop counter ) • Space complexity: Extra Memory used – Do NOT count the space needed to hold the INPUT data, only extra space (e.g.