Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke
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Trees • Binary Trees • Newer Types of Tree Structures • M-Ary Trees
Data Organization and Processing Hierarchical Indexing (NDBI007) David Hoksza http://siret.ms.mff.cuni.cz/hoksza 1 Outline • Background • prefix tree • graphs • … • search trees • binary trees • Newer types of tree structures • m-ary trees • Typical tree type structures • B-tree • B+-tree • B*-tree 2 Motivation • Similarly as in hashing, the motivation is to find record(s) given a query key using only a few operations • unlike hashing, trees allow to retrieve set of records with keys from given range • Tree structures use “clustering” to efficiently filter out non relevant records from the data set • Tree-based indexes practically implement the index file data organization • for each search key, an indexing structure can be maintained 3 Drawbacks of Index(-Sequential) Organization • Static nature • when inserting a record at the beginning of the file, the whole index needs to be rebuilt • an overflow handling policy can be applied → the performance degrades as the file grows • reorganization can take a lot of time, especially for large tables • not possible for online transactional processing (OLTP) scenarios (as opposed to OLAP – online analytical processing) where many insertions/deletions occur 4 Tree Indexes • Most common dynamic indexing structure for external memory • When inserting/deleting into/from the primary file, the indexing structure(s) residing in the secondary file is modified to accommodate the new key • The modification of a tree is implemented by splitting/merging nodes • Used not only in databases • NTFS directory structure -
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 -
Balanced Trees Part One
Balanced Trees Part One Balanced Trees ● Balanced search trees are among the most useful and versatile data structures. ● Many programming languages ship with a balanced tree library. ● C++: std::map / std::set ● Java: TreeMap / TreeSet ● Many advanced data structures are layered on top of balanced trees. ● We’ll see several later in the quarter! Where We're Going ● B-Trees (Today) ● A simple type of balanced tree developed for block storage. ● Red/Black Trees (Today/Thursday) ● The canonical balanced binary search tree. ● Augmented Search Trees (Thursday) ● Adding extra information to balanced trees to supercharge the data structure. Outline for Today ● BST Review ● Refresher on basic BST concepts and runtimes. ● Overview of Red/Black Trees ● What we're building toward. ● B-Trees and 2-3-4 Trees ● Simple balanced trees, in depth. ● Intuiting Red/Black Trees ● A much better feel for red/black trees. A Quick BST Review Binary Search Trees ● A binary search tree is a binary tree with 9 the following properties: 5 13 ● Each node in the BST stores a key, and 1 6 10 14 optionally, some auxiliary information. 3 7 11 15 ● The key of every node in a BST is strictly greater than all keys 2 4 8 12 to its left and strictly smaller than all keys to its right. Binary Search Trees ● The height of a binary search tree is the 9 length of the longest path from the root to a 5 13 leaf, measured in the number of edges. 1 6 10 14 ● A tree with one node has height 0. -
CSE 326: Data Structures Binary Search Trees
Announcements (1/23/09) CSE 326: Data Structures • HW #2 due now • HW #3 out today, due at beginning of class next Binary Search Trees Friday. • Project 2A due next Wed. night. Steve Seitz Winter 2009 • Read Chapter 4 1 2 ADTs Seen So Far The Dictionary ADT • seitz •Data: Steve • Stack •Priority Queue Seitz –a set of insert(seitz, ….) CSE 592 –Push –Insert (key, value) pairs –Pop – DeleteMin •ericm6 Eric • Operations: McCambridge – Insert (key, value) CSE 218 •Queue find(ericm6) – Find (key) • ericm6 • soyoung – Enqueue Then there is decreaseKey… Eric, McCambridge,… – Remove (key) Soyoung Shin – Dequeue CSE 002 •… The Dictionary ADT is also 3 called the “Map ADT” 4 A Modest Few Uses Implementations insert find delete •Sets • Unsorted Linked-list • Dictionaries • Networks : Router tables • Operating systems : Page tables • Unsorted array • Compilers : Symbol tables • Sorted array Probably the most widely used ADT! 5 6 Binary Trees Binary Tree: Representation • Binary tree is A – a root left right – left subtree (maybe empty) A pointerpointer A – right subtree (maybe empty) B C B C B C • Representation: left right left right pointerpointer pointerpointer D E F D E F Data left right G H D E F pointer pointer left right left right left right pointerpointer pointerpointer pointerpointer I J 7 8 Tree Traversals Inorder Traversal void traverse(BNode t){ A traversal is an order for if (t != NULL) visiting all the nodes of a tree + traverse (t.left); process t.element; Three types: * 5 traverse (t.right); • Pre-order: Root, left subtree, right subtree 2 4 } • In-order: Left subtree, root, right subtree } (an expression tree) • Post-order: Left subtree, right subtree, root 9 10 Binary Tree: Special Cases Binary Tree: Some Numbers… Recall: height of a tree = longest path from root to leaf. -
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. -
Assignment 3: Kdtree ______Due June 4, 11:59 PM
CS106L Handout #04 Spring 2014 May 15, 2014 Assignment 3: KDTree _________________________________________________________________________________________________________ Due June 4, 11:59 PM Over the past seven weeks, we've explored a wide array of STL container classes. You've seen the linear vector and deque, along with the associative map and set. One property common to all these containers is that they are exact. An element is either in a set or it isn't. A value either ap- pears at a particular position in a vector or it does not. For most applications, this is exactly what we want. However, in some cases we may be interested not in the question “is X in this container,” but rather “what value in the container is X most similar to?” Queries of this sort often arise in data mining, machine learning, and computational geometry. In this assignment, you will implement a special data structure called a kd-tree (short for “k-dimensional tree”) that efficiently supports this operation. At a high level, a kd-tree is a generalization of a binary search tree that stores points in k-dimen- sional space. That is, you could use a kd-tree to store a collection of points in the Cartesian plane, in three-dimensional space, etc. You could also use a kd-tree to store biometric data, for example, by representing the data as an ordered tuple, perhaps (height, weight, blood pressure, cholesterol). However, a kd-tree cannot be used to store collections of other data types, such as strings. Also note that while it's possible to build a kd-tree to hold data of any dimension, all of the data stored in a kd-tree must have the same dimension. -
Splay Trees Last Changed: January 28, 2017
15-451/651: Design & Analysis of Algorithms January 26, 2017 Lecture #4: Splay Trees last changed: January 28, 2017 In today's lecture, we will discuss: • binary search trees in general • definition of splay trees • analysis of splay trees The analysis of splay trees uses the potential function approach we discussed in the previous lecture. It seems to be required. 1 Binary Search Trees These lecture notes assume that you have seen binary search trees (BSTs) before. They do not contain much expository or backtround material on the basics of BSTs. Binary search trees is a class of data structures where: 1. Each node stores a piece of data 2. Each node has two pointers to two other binary search trees 3. The overall structure of the pointers is a tree (there's a root, it's acyclic, and every node is reachable from the root.) Binary search trees are a way to store and update a set of items, where there is an ordering on the items. I know this is rather vague. But there is not a precise way to define the gamut of applications of search trees. In general, there are two classes of applications. Those where each item has a key value from a totally ordered universe, and those where the tree is used as an efficient way to represent an ordered list of items. Some applications of binary search trees: • Storing a set of names, and being able to lookup based on a prefix of the name. (Used in internet routers.) • Storing a path in a graph, and being able to reverse any subsection of the path in O(log n) time. -
Binary Search Tree
ADT Binary Search Tree! Ellen Walker! CPSC 201 Data Structures! Hiram College! Binary Search Tree! •" Value-based storage of information! –" Data is stored in order! –" Data can be retrieved by value efficiently! •" Is a binary tree! –" Everything in left subtree is < root! –" Everything in right subtree is >root! –" Both left and right subtrees are also BST#s! Operations on BST! •" Some can be inherited from binary tree! –" Constructor (for empty tree)! –" Inorder, Preorder, and Postorder traversal! •" Some must be defined ! –" Insert item! –" Delete item! –" Retrieve item! The Node<E> Class! •" Just as for a linked list, a node consists of a data part and links to successor nodes! •" The data part is a reference to type E! •" A binary tree node must have links to both its left and right subtrees! The BinaryTree<E> Class! The BinaryTree<E> Class (continued)! Overview of a Binary Search Tree! •" Binary search tree definition! –" A set of nodes T is a binary search tree if either of the following is true! •" T is empty! •" Its root has two subtrees such that each is a binary search tree and the value in the root is greater than all values of the left subtree but less than all values in the right subtree! Overview of a Binary Search Tree (continued)! Searching a Binary Tree! Class TreeSet and Interface Search Tree! BinarySearchTree Class! BST Algorithms! •" Search! •" Insert! •" Delete! •" Print values in order! –" We already know this, it#s inorder traversal! –" That#s why it#s called “in order”! Searching the Binary Tree! •" If the tree is -
What Is UNIX? the Directory Structure Basic Commands Find
What is UNIX? UNIX is an operating system like Windows on our computers. By operating system, we mean the suite of programs which make the computer work. It is a stable, multi-user, multi-tasking system for servers, desktops and laptops. The Directory Structure All the files are grouped together in the directory structure. The file-system is arranged in a hierarchical structure, like an inverted tree. The top of the hierarchy is traditionally called root (written as a slash / ) Basic commands When you first login, your current working directory is your home directory. In UNIX (.) means the current directory and (..) means the parent of the current directory. find command The find command is used to locate files on a Unix or Linux system. find will search any set of directories you specify for files that match the supplied search criteria. The syntax looks like this: find where-to-look criteria what-to-do All arguments to find are optional, and there are defaults for all parts. where-to-look defaults to . (that is, the current working directory), criteria defaults to none (that is, select all files), and what-to-do (known as the find action) defaults to ‑print (that is, display the names of found files to standard output). Examples: find . –name *.txt (finds all the files ending with txt in current directory and subdirectories) find . -mtime 1 (find all the files modified exact 1 day) find . -mtime -1 (find all the files modified less than 1 day) find . -mtime +1 (find all the files modified more than 1 day) find . -
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. -
Search Trees for Strings a Balanced Binary Search Tree Is a Powerful Data Structure That Stores a Set of Objects and Supports Many Operations Including
Search Trees for Strings A balanced binary search tree is a powerful data structure that stores a set of objects and supports many operations including: Insert and Delete. Lookup: Find if a given object is in the set, and if it is, possibly return some data associated with the object. Range query: Find all objects in a given range. The time complexity of the operations for a set of size n is O(log n) (plus the size of the result) assuming constant time comparisons. There are also alternative data structures, particularly if we do not need to support all operations: • A hash table supports operations in constant time but does not support range queries. • An ordered array is simpler, faster and more space efficient in practice, but does not support insertions and deletions. A data structure is called dynamic if it supports insertions and deletions and static if not. 107 When the objects are strings, operations slow down: • Comparison are slower. For example, the average case time complexity is O(log n logσ n) for operations in a binary search tree storing a random set of strings. • Computing a hash function is slower too. For a string set R, there are also new types of queries: Lcp query: What is the length of the longest prefix of the query string S that is also a prefix of some string in R. Prefix query: Find all strings in R that have S as a prefix. The prefix query is a special type of range query. 108 Trie A trie is a rooted tree with the following properties: • Edges are labelled with symbols from an alphabet Σ. -
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.