CS1252 - Design and Analysis of Algorithms
CS1252 - Design and Analysis of Algorithms
CS1252 - Design and Analysis of Algorithms
1
DEPARTMENT OF COMPUTER SCIENCE AND
ENGINEERING
SEMESTER -IV
LECTURE NOTES
CS1252 Design and Analysis of Algorithms
PREPARED BY
N.Dhanalakshmi
AP/CSE
CS1252-DAA
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CS1252 DESIGN AND ANALYSIS OF ALGORITHMS 3 1 0 4
UNIT I ALGORITHM ANALYSIS 9
Algorithm analysis Time space tradeoff Asymptotic notations Conditional asymptotic
notation Removing condition from the conditional asymptotic notation Properties of
Big-oh notation Recurrence equations Solving recurrence equations Analysis of linear
search.
UNIT II DIVIDE AND CONQUER, GREEDY METHOD 9
Divide and conquer General method Binary search Finding maximum and minimum
Merge sort Greedy algorithms General method Container loading Knapsack
problem.
UNIT III DYNAMIC PROGRAMMING 9
Dynamic programming General method Multistage graphs All-pair shortest paths
Optimal binary search trees 0/1 Knapsack Traveling salesperson problem.
UNIT IV BACKTRACKING 9
Backtracking General method 8 Queens Problem Sum of subsets Graph coloring
Hamiltonian problem Knapsack problem
UNIT V TRAVERSALS, BRANCH AND BOUND 9
Graph traversals Connected components Spanning trees Biconnected components
Branch and Bound General methods (FIFO and LC) 0/1 Knapsack problem
Introduction to NP-hard and NP-completeness.
L: 45 T: 15 Total: 60
TEXT BOOKS
1. Ellis Horowitz, Sartaj Sahni and Sanguthevar Rajasekaran, Computer
Algorithms/C++, 2nd Edition, Universities Press, 2007.
2. Easwarakumar, K.S., Object Oriented Data Structures Using C++, Vikas
Publishing House, 2000.
REFERENCES
1. Cormen, T.H., Leiserson, C.E., Rivest, R.L. and Stein, C., Introduction to
Algorithms, 2nd Edition, Prentice Hall of India Pvt. Ltd, 2003.
2. Aho, A.V., Hopcroft J.E. and Ullman, J.D., The Design and Analysis of Computer
Algorithms, Pearson Education, 1999.
3. Sara Baase and Allen Van Gelder, Computer Algorithms, Introduction to Design
and Analysis, 3rd Edition, Pearson Education, 2009.
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Contents:
S.No. Contents Page No.
UNIT I - Introduction
1.1 Introduction 5
1.2 Fundamentals of Analysis of Algorithm 6
1.2.1 Analysis of Framework 6
1.2.2 Measuring an input size 6
1.2.3 Units for measuring runtime 7
1.2.4 Worst case, Best case and Average case 7
1.2.5 Asymptotic Notations 10
1.3 An Example 15
1.4 Analysis of Linear Search 19
Questions 22
Total Hours 9
UNIT II Divide and Conquer, Greedy Method
2.1 Divide and Conquer
23
2.2 General Method Divide and Conquer
24
2.2.1 Master theorem 24
2.2.2 Efficiency of Merge sort 27
2.3 Binary Search 28
2.3.1 Efficiency of Binary Search 30
2.4 Greedy Techniques 32
2.5 General Method Greedy Method 32
2.5.1 Prims Algorithm 32
2.6 Container Loading 34
2.6.1 Algorithm for Container Loading 37
2.7 Knapsack Problem 37
Questions 39
Total Hours 9
UNIT III Dynamic Programming
3.1 Introduction
41
3.2 General Method Dynamic Programming 41
3.2.1 Pseudo code for Binomial Coefficient 41
3.3 Multistage Graphs 42
3.3.1 Pseudo code for Floyds Algorithm 43
3.4 Optimal Binary Search trees 45
3.5 0/1 Knapsack Problem 49
3.6 Traveling Salesman Problem 50
Questions 53
Total Hours 9
UNIT IV - Backtracking
4.1 Backtracking 55
4.1.1 General Method Backtracking 55
4.1.2 State-Space tree 55
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4.2 N-queens Problem 55
4.3 Subset- Sum problem 57
4.3.1 Pseudo code for Backtracking Algorithms 58
4.4 Graph Coloring 59
4.5 Hamiltonian circuit problem 61
4.6 Knapsack Problem 63
Questions 65
Total Hours 9
UNIT V Traversals, Branch & Bound
5.1 Graph Traversals, BFS 66
5.1.1 BFS Forest 66
5.1.2 Efficiency 67
5.1.3 Ordering of Vertices 67
5.1.4 Application of BFS 67
5.2 DFS 67
5.2.1 DFS Forest 68
5.2.2 DFS Algorithm 69
5.1.3 Application of DFS 70
5.3 Connected Component 70
5.3.1 Biconnected Components 71
5.4 Spanning Trees 73
5.4.1 Prims Algorithm 73
5.4.2 Kruskals Algorithm 76
5.5 Branch & Bound 78
5.6 General Methods FIFO & LC 79
5.7 Knapsack Problem 85
5.8 NP Hard & NP Completeness 86
Questions 88
Total Hours 9
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UNIT - I ALGORITHM ANALYSIS
Algorithm analysis Time space tradeoff Asymptotic notations Conditional asymptotic
notation Removing condition from the conditional asymptotic notation Properties of
Big-oh notation Recurrence equations Solving recurrence equations Analysis of linear
search.
1.1 Introduction
An algorithm is a sequence of unambiguous instruction for solving a problem, for obtaining
a required output for any legitimate input in a finite amount of time.
Definition
Algorithmic is more than the branch of computer science. It is the core of computer
science, and, in all fairness, can be said to be relevant it most of science, business and
technology
Understanding of Algorithm
An algorithm is a sequence of unambiguous instruction for solving a problem, for obtaining
a required output for any legitimate input in a finite amount of time.
Problem
Algorithm
Input Output
ALGORITHM DESIGN AND ANALYSIS PROCESS
Computer
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1.2 FUNDAMENTALS OF THE ANALYSIS OF ALGORITHM EFFICIENCY
1.2.1 ANALYSIS FRAME WORK
there are two kinds of efficiency
Time efficiency - indicates how fast an algorithm in question runs.
Space efficiency - deals with the extra space the algorithm requires.
1.2.2 MEASURING AN INPUT SIZE
An algorithm's efficiency as a function of some parameter n indicating the algorithm's
input size.
In most cases, selecting such a parameter is quite straightforward.
For example, it will be the size of the list for problems of sorting, searching, finding the
list's smallest element, and most other problems dealing with lists.
For the problem of evaluating a polynomial p(x) = a
n
x
n
+ . . . + a
0
of degree n, it will
be the polynomial's degree or the number of its coefficients, which is larger by one than
its degree.
UNDERSTAND THE
PROBLEM
DECIDE ON:
COMPUTATIONAL
MEANS,
EXACT VS APPROXIMATE
SOLVING
DATA STRUCTURE(S)
ALG DESIGN TECHNIQUES
DESIGN THE ALGORITHM
PROVE CORRECTNESS
ANALYSE THE ALGORITHM
CODE THE ALGORITHM
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There are situations, of course, where the choice of a parameter indicating an input size
does matter.
Example - computing the product of two n-by-n matrices.
There are two natural measures of size for this problem.
The matrix order n.
The total number of elements N in the matrices being multiplied.
Since there is a simple formula relating these two measures, we can easily switch from
one to the other, but the answer about an algorithm's efficiency will be qualitatively
different depending on which of the two measures we use.
The choice of an appropriate size metric can be influenced by operations of the
algorithm in question. For example, how should we measure an input's size for a spell-
checking algorithm? If the algorithm examines individual characters of its input, then
we should measure the size by the number of characters; if it works by processing
words, we should count their number in the input.
We should make a special note about measuring size of inputs for algorithms involving
properties of numbers (e.g., checking whether a given integer n is prime).
For such algorithms, computer scientists prefer measuring size by the number b of bits
in the n's binary representation:
b=log
2
n +1
This metric usually gives a better idea about efficiency of algorithms in question.
1.2.3 UNITS FOR MEASURING RUN TIME:
We can simply use some standard unit of time measurement-a second, a millisecond,
and so on-to measure the running time of a program implementing the algorithm.
There are obvious drawbacks to such an approach. They are
Dependence on the speed of a particular computer
Dependence on the quality of a program implementing the algorithm
The compiler used in generating the machine code
The difficulty of clocking the actual running time of the program.
Since we are in need to measure algorithm efficiency, we should have a metric that
does not depend on these extraneous factors.
One possible approach is to count the number of times each of the algorithm's
operations is executed. This approach is both difficult and unnecessary.
The main objective is to identify the most important operation of the algorithm, called
the basic operation, the operation contributing the most to the total running time, and
compute the number of times the basic operation is executed.
As a rule, it is not difficult to identify the basic operation of an algorithm.
WORST CASE, BEST CASE AND AVERAGE CASE EFFICIENCES
It is reasonable to measure an algorithm's efficiency as a function of a parameter
indicating the size of the algorithm's input.
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But there are many algorithms for which running time depends not only on an input
size but also on the specifics of a particular input.
Example, sequential search. This is a straightforward algorithm that searches for a
given item (some search key K) in a list of n elements by checking successive elements
of the list until either a match with the search key is found or the list is exhausted.
Here is the algorithm's pseudo code, in which, for simplicity, a list is implemented as
an array. (It also assumes that the second condition A[i] i= K will not be checked if the
first one, which checks that the array's index does not exceed its upper bound, fails.)
ALGORITHM Sequential Search(A[0..n -1], K)
//Searches for a given value in a given array by sequential search
//Input: An array A[0..n -1] and a search key K
//Output: Returns the index of the first element of A that matches K
// or -1 ifthere are no matching elements
i0
while i < n and A[i] K do
ii+1
if i < n return i
else return -1
Clearly, the running time of this algorithm can be quite different for the same list size
n.
Worst case efficiency
The worst-case efficiency of an algorithm is its efficiency for the worst-case input of
size n, which is an input (or inputs) of size n for which the algorithm runs the longest
among all possible inputs of that size.
In the worst case, when there are no matching elements or the first matching element
happens to be the last one on the list, the algorithm makes the largest number of key
comparisons among all possible inputs of size n:
C
worst
(n) = n.
The way to determine is quite straightforward
To analyze the algorithm to see what kind of inputs yield the largest value of the basic
operation's count C(n) among all possible inputs of size n and then compute this worst-
case value C
worst
(n)
The worst-case analysis provides very important information about an algorithm's
efficiency by bounding its running time from above. In other words, it guarantees that
for any instance of size n, the running time will not exceed C
worst
(n) its running time
on the worst-case inputs.
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Best case Efficiency
The best-case efficiency of an algorithm is its efficiency for the best-case input of size
n, which is an input (or inputs) of size n for which the algorithm runs the fastest among
all possible inputs of that size.
We can analyze the best case efficiency as follows.
First, determine the kind of inputs for which the count C (n) will be the smallest among
all possible inputs of size n. (Note that the best case does not mean the smallest input; it
means the input of size n for which the algorithm runs the fastest.)
Then ascertain the value of C (n) on these most convenient inputs.
Example- for sequential search, best-case inputs will be lists of size n with their first
elements equal to a search key; accordingly, C
best
(n) = 1.
The analysis of the best-case efficiency is not nearly as important as that of the worst-
case efficiency.
But it is not completely useless. For example, there is a sorting algorithm (insertion
sort) for which the best-case inputs are already sorted arrays on which the algorithm
works very fast.
Thus, such an algorithm might well be the method of choice for applications dealing
with almost sorted arrays. And, of course, if the best-case efficiency of an algorithm is
unsatisfactory, we can immediately discard it without further analysis.
Average case efficiency
It yields the information about an algorithm about an algorithms behaviour on a
typical and random input.
To analyze the algorithm's average-case efficiency, we must make some assumptions
about possible inputs of size n.
The investigation of the average case efficiency is considerably more difficult than
investigation of the worst case and best case efficiency.
It involves dividing all instances of size n .into several classes so that for each instance
of the class the number of times the algorithm's basic operation is executed is the same.
Then a probability distribution of inputs needs to be obtained or assumed so that the
expected value of the basic operation's count can then be derived.
The average number of key comparisions C
avg
(n) can be computed as follows,
let us consider again sequential search. The standard assumptions are,
In the case of a successful search, the probability of the first match occurring in the ith
position of the list is pin for every i, and the number of comparisons made by the
algorithm in such a situation is obviously i.
In the case of an unsuccessful search, the number of comparisons is n with the
probability of such a search being (1 - p). Therefore,
p p p p
C
avg
(n) = [ 1 . + 2. + . + i . + .. + n . ] + n .(1 - p)
n n n n
= p
[1 + 2 + 3 +. + i +. + n] + n (1 - p)
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n
= p n ( n +1)
+ n ( 1 - p)
n 2
p ( n + 1)
= + n ( 1 - p)
2
Example, if p = 1 (i.e., the search must be successful), the average number of key
comparisons made by sequential search is (n + 1) /2.
If p = 0 (i.e., the search must be unsuccessful), the average number of key comparisons
will be n because the algorithm will inspect all n elements on all such inputs.
1.2.5 Asymptotic Notations
Step count is to compare time complexity of two programs that compute same function and
also to predict the growth in run time as instance characteristics changes. Determining
exact step count is difficult and not necessary also. Because the values are not exact
quantities. We need only comparative statements like c
1
n
2
t
p
(n) c
2
n
2
.
For example, consider two programs with complexities c
1
n
2
+ c
2
n and c
3
n respectively. For
small values of n, complexity depend upon values of c
1
, c
2
and c
3
. But there will also be an
n beyond which complexity of c
3
n is better than that of c
1
n
2
+ c
2
n.This value of n is called
break-even point. If this point is zero, c
3
n is always faster (or at least as fast). Common
asymptotic functions are given below.
Function Name
1 Constant
log n Logarithmic
n Linear
n log n n log n
n
2
Quadratic
n
3
Cubic
2
n
Exponential
n! Factorial
Big Oh Notation (O)
O(g(n)) = { f(n) : there exist positive constants c and n
0
such that 0 f(n) cg(n) for all n
n
0
}
It is the upper bound of any function. Hence it denotes the worse case complexity of any
algorithm. We can represent it graphically as
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Fig 1.1
Find the Big Oh for the following functions:
Linear Functions
Example 1.6
f(n) = 3n + 2
General form is f(n) cg(n)
When n 2, 3n + 2 3n + n = 4n
Hence f(n) = O(n), here c = 4 and n
0
= 2
When n 1, 3n + 2 3n + 2n = 5n
Hence f(n) = O(n), here c = 5 and n
0
= 1
Hence we can have different c,n
0
pairs satisfying for a given function.
Example
f(n) = 3n + 3
When n 3, 3n + 3 3n + n = 4n
Hence f(n) = O(n), here c = 4 and n
0
= 3
Example
f(n) = 100n + 6
When n 6, 100n + 6 100n + n = 101n
Hence f(n) = O(n), here c = 101 and n
0
= 6
Quadratic Functions
Example 1.9
f(n) = 10n
2
+ 4n + 2
When n 2, 10n
2
+ 4n + 2 10n
2
+ 5n
When n 5, 5n n
2
, 10n
2
+ 4n + 2 10n
2
+ n
2
= 11n
2
Hence f(n) = O(n
2
), here c = 11 and n
0
= 5
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Example 1.10
f(n) = 1000n
2
+ 100n - 6
f(n) 1000n
2
+ 100n for all values of n.
When n 100, 5n n
2
, f(n) 1000n
2
+ n
2
= 1001n
2
Hence f(n) = O(n
2
), here c = 1001 and n
0
= 100
Exponential Functions
Example 1.11
f(n) = 6*2
n
+ n
2
When n 4, n
2
2
n
So f(n) 6*2
n
+ 2
n
= 7*2
n
Hence f(n) = O(2
n
), here c = 7 and n
0
= 4
Constant Functions
Example 1.12
f(n) = 10
f(n) = O(1), because f(n) 10*1
Omega Notation ()
(g(n)) = { f(n) : there exist positive constants c and n
0
such that 0 cg(n) f(n) for all n
n
0
}
It is the lower bound of any function. Hence it denotes the best case complexity of any
algorithm. We can represent it graphically as
Fig 1.2
Example 1.13
f(n) = 3n + 2
3n + 2 > 3n for all n.
Hence f(n) = (n)
Similarly we can solve all the examples specified under Big Oh.
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Theta Notation ()
(g(n)) = {f(n) : there exist positive constants c
1
,c
2
and n
0
such that c
1
g(n) f(n) c
2
g(n) for
all n n
0
}
If f(n) = (g(n)), all values of n right to n
0
f(n) lies on or above c
1
g(n) and on or below
c
2
g(n). Hence it is asymptotic tight bound for f(n).
Fig 1.3
Example 1.14
f(n) = 3n + 2
f(n) = (n) because f(n) = O(n) , n 2.
Similarly we can solve all examples specified under BigOh.
Little-O Notation
For non-negative functions, f(n) and g(n), f(n) is little o of g(n) if and only if f(n) = O(g(n)),
but f(n) (g(n)). This is denoted as "f(n) = o(g(n))".
This represents a loose bounding version of Big O. g(n) bounds from the top, but it does
not bound the bottom.
Little Omega Notation
For non-negative functions, f(n) and g(n), f(n) is little omega of g(n) if and only if f(n) =
(g(n)), but f(n) (g(n)). This is denoted as "f(n) = (g(n))".
Much like Little Oh, this is the equivalent for Big Omega. g(n) is a loose lower boundary of
the function f(n); it bounds from the bottom, but not from the top.
Conditional asymptotic notation
Many algorithms are easier to analyse if initially we restrict our attention to instances
whose size satisfies a certain condition, such as being a power of 2. Consider, for example,
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the divide and conquer algorithm for multiplying large integers that we saw in the
Introduction. Let n be the size of the integers to be multiplied.
The algorithm proceeds directly if n = 1, which requires a microseconds for an appropriate
constant a. If n>1, the algorithm proceeds by multiplying four pairs of integers of size
n/2 (or three if we use the better algorithm).
Moreover, it takes a linear amount of time to carry out additional tasks. For simplicity, let
us say that the additional work takes at most bn microseconds for an appropriate constant b.
Properties of Big-Oh Notation
Generally, we use asymptotic notation as a convenient way to examine what can happen in
a function in the worst case or in the best case. For example, if you want to write a function
that searches through an array of numbers and returns the smallest one:
function find-min(array a[1..n])
let j :=
for i := 1 to n:
j := min(j, a[i])
repeat
return j
end
Regardless of how big or small the array is, every time we run find-min, we have to
initialize the i and j integer variables and return j at the end. Therefore, we can just think of
those parts of the function as constant and ignore them.
So, how can we use asymptotic notation to discuss the find-min function? If we search
through an array with 87 elements, then the for loop iterates 87 times, even if the very first
element we hit turns out to be the minimum. Likewise, for n elements, the for loop iterates
n times. Therefore we say the function runs in time O(n).
function find-min-plus-max(array a[1..n])
// First, find the smallest element in the array
let j := ;
for i := 1 to n:
j := min(j, a[i])
repeat
let minim := j
// Now, find the biggest element, add it to the smallest and
j := ;
for i := 1 to n:
j := max(j, a[i])
repeat
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let maxim := j
// return the sum of the two
return minim + maxim;
end
What's the running time for find-min-plus-max? There are two for loops, that each iterate n
times, so the running time is clearly O(2n). Because 2 is a constant, we throw it away and
write the running time as O(n). Why can you do this? If you recall the definition of Big-O
notation, the function whose bound you're testing can be multiplied by some constant. If
f(x)=2x, we can see that if g(x) = x, then the Big-O condition holds. Thus O(2n) = O(n).
This rule is general for the various asymptotic notations.
Recurrence
When an algorithm contains a recursive call to itself, its running time can often be
described by a recurrence
Recurrence Equation
A recurrence relation is an equation that recursively defines a sequence. Each term of the
sequence is defined as a function of the preceding terms. A difference equation is a specific
type of recurrence relation.
An example of a recurrence relation is the logistic map:
1.3 Another Example: Fibonacci numbers
The Fibonacci numbers are defined using the linear recurrence relation
with seed values:
Explicitly, recurrence yields the equations:
etc.
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We obtain the sequence of Fibonacci numbers which begins:
0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, ...
It can be solved by methods described below yielding the closed form expression which
involve powers of the two roots of the characteristic polynomial t
2
= t + 1; the generating
function of the sequence is the rational function t / (1 t t
2
).
Solving Recurrence Equation
i. substitution method
The substitution method for solving recurrences entails two steps:
1. Guess the form of the solution.
2. Use mathematical induction to find the constants and show that the solution
works. The name comes from the substitution of the guessed answer for the
function when the inductive hypothesis is applied to smaller values. This method is
powerful, but it obviously
can be applied only in cases when it is easy to guess the form of the answer. The
substitution method can be used to establish either upper or lower bounds on a
recurrence. As an example, let us determine an upper bound on the recurrence
which is similar to recurrences (4.2) and (4.3). We guess that the solution is T (n) = O(n lg
n).Our method is to prove that T (n) cn lg n for an appropriate choice of the constant c >
0. We start by assuming that this bound holds for n/2, that is, that T (n/2) c n/2
lg(n/2).
Substituting into the recurrence yields
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where the last step holds as long as c 1.
Mathematical induction now requires us to show that our solution holds for the boundary
conditions. Typically, we do so by showing that the boundary conditions are suitable as
base cases for the inductive proof. For the recurrence (4.4), we must show that we can
choose the constant c large enough so that the bound T(n) = cn lg n works for the boundary
conditions as well. This requirement can sometimes lead to problems. Let us assume, for
the sake of argument, that T (1) = 1 is the sole boundary condition of the recurrence. Then
for n = 1, the bound T (n) = cn lg n yields T (1) = c1 lg 1 = 0, which is at odds with T (1) =
1. Consequently, the base case of our inductive proof fails to hold.
This difficulty in proving an inductive hypothesis for a specific boundary condition can be
easily overcome. For example, in the recurrence (4.4), we take advantage of asymptotic
notation only requiring us to prove T (n) = cn lg n for n n0, where n0 is a constant of our
choosing. The idea is to remove the difficult boundary condition T (1) = 1 from
consideration
1. In the inductive proof.
Observe that for n > 3, the recurrence does not depend directly on T
(1). Thus, we can replace T (1) by T (2) and T (3) as the base cases in the inductive proof,
letting n0 = 2. Note that we make a distinction between the base case of the recurrence (n =
1) and the base cases of the inductive proof (n = 2 and n = 3). We derive from the
recurrence that T (2) = 4 and T (3) = 5. The inductive proof that T (n) cn lg n for some
constant c 1 can now be completed by choosing c large enough so that T (2) c2 lg 2 and
T (3) c3 lg 3. As it turns out, any choice of c 2 suffices for the base cases of n = 2 and n
= 3 to hold. For most of the recurrences we shall examine, it is straightforward to extend
boundary conditions to make the inductive assumption work for small n.
2. The iteration method
The method of iterating a recurrence doesn't require us to guess the answer, but it may
require more algebra than the substitution method. The idea is to expand (iterate) the
recurrence and express it as a summation of terms dependent only on n and the initial
conditions. Techniques for evaluating summations can then be used to provide bounds on
the solution.
As an example, consider the recurrence
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T(n) = 3T(n/4) + n.
We iterate it as follows:
T(n) = n + 3T(n/4)
= n + 3 (n/4 + 3T(n/16))
= n + 3(n/4 + 3(n/16 + 3T(n/64)))
= n + 3 n/4 + 9 n/16 + 27T(n/64),
where n/4/4 = n/16 and n/16/4 = n/64 follow from the identity (2.4).
How far must we iterate the recurrence before we reach a boundary condition? The ith term
in the series is 3
i
n/4
ii
. The iteration hits n = 1 when n/4
ii
= 1 or, equivalently, when i
exceeds log
4
n. By continuing the iteration until this point and using the bound n/4
ii
n/4
i
,
we discover that the summation contains a decreasing geometric series:
3. The master method
The master method provides a "cookbook" method for solving recurrences of the form
where a DQGb > 1 are constants and f (n) is an asymptotically positive function.
The master method requires memorization of three cases, but then the solution of
many recurrences can be determined quite easily, often without pencil and paper.
The recurrence (4.5) describes the running time of an algorithm that divides a
problem of size
n into a subproblems, each of size n/b, where a and b are positive constants. The a
subproblems are solved recursively, each in time T (n/b). The cost of dividing the
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problem and combining the results of the subproblems is described by the function
f (n). (That is, using the notation from Section 2.3.2, f(n) = D(n)+C(n).) For example,
the recurrence arising from the MERGE-SORT procedure has a = 2, b = 2, and f (n)
n).
As a matter of technical correctness, the recurrence isn't actually well defined
because n/b might not be an integer. Replacing each of the a terms T (n/b) with
either T (n/b) or T (n/b) doesn't affect the asymptotic behavior of the
recurrence, however. We normally find it convenient, therefore, to omit the floor
and ceiling functions when writing divide-and- conquer recurrences of this form.
1.4 Analysis of Linear Search
Linear Search, as the name implies is a searching algorithm which obtains its result by
traversing a list of data items in a linear fashion. It will start at the beginning of a list, and
mosey on through until the desired element is found, or in some cases is not found. The
aspect of Linear Search which makes it inefficient in this respect is that if the element is not
in the list it will have to go through the entire list. As you can imagine this can be quite
cumbersome for lists of very large magnitude, keep this in mind as you contemplate how
and where to implement this algorithm. Of course conversely the best case for this would
be that the element one is searching for is the first element of the list, this will be elaborated
more so in the Analysis & Conclusion section of this tutorial.
Linear Search Steps:
Step 1 - Does the item match the value Im looking for?
Step 2 - If it does match return, youve found your item!
Step 3 - If it does not match advance and repeat the process.
Step 4 - Reached the end of the list and still no value found? Well obviously the item
is not in the list! Return -1 to signify you have not found your value.
As always, visual representations are a bit more clear and concise so let me present one for
you now. Imagine you have a random assortment of integers for this list:
Legend:
-The key is blue
-The current item is green.
-Checked items are red
Ok so here is our number set, my lucky number happens to be 7 so lets put this value as
the key, or the value in which we hope Linear Search can find. Notice the indexes of the
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array above each of the elements, meaning this has a size or length of 5. I digress let us
look at the first term at position 0. The value held here 3, which is not equal to 7. We move
on.
--0 1 2 3 4 5
[ 3 2 5 1 7 0 ]
So we hit position 0, on to position 1. The value 2 is held here. Hmm still not equal to 7.
We march on.
--0 1 2 3 4 5
[ 3 2 5 1 7 0 ]
Position 2 is next on the list, and sadly holds a 5, still not the number were looking for.
Again we move up one.
--0 1 2 3 4 5
[ 3 2 5 1 7 0 ]
Now at index 3 we have value 1. Nice try but no cigar lets move forward yet again.
--0 1 2 3 4 5
[ 3 2 5 1 7 0 ]
Ah Ha! Position 4 is the one that has been harboring 7, we return the position in the array
which holds 7 and exit.
--0 1 2 3 4 5
[ 3 2 5 1 7 0 ]
As you can tell, the algorithm may work find for sets of small data but for incredibly large
data sets I dont think I have to convince you any further that this would just be down right
inefficient to use for exceeding large sets. Again keep in mind that Linear Search has its
place and it is not meant to be perfect but to mold to your situation that requires a search.
Also note that if we were looking for lets say 4 in our list above (4 is not in the set) we
would traverse through the entire list and exit empty handed. I intend to do a tutorial on
Binary Search which will give a much better solution to what we have here however it
requires a special case.
//linearSearch Function
int linearSearch(int data[], int length, int val) {
for (int i = 0; i <= length; i++) {
if (val == data[i]) {
return i;
}//end if
}//end for
return -1; //Value was not in the list
}//end linearSearch Function
Analysis & Conclusion
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As we have seen throughout this tutorial that Linear Search is certainly not the absolute
best method for searching but do not let this taint your view on the algorithm itself. People
are always attempting to better versions of current algorithms in an effort to make existing
ones more efficient. Not to mention that Linear Search as shown has its place and at the
very least is a great beginners introduction into the world of searching algorithms. With
this is mind we progress to the asymptotic analysis of the Linear Search:
Worst Case:
The worse case for Linear Search is achieved if the element to be found is not in the list at
all. This would entail the algorithm to traverse the entire list and return nothing. Thus the
worst case running time is:
O(N).
Average Case:
The average case is in short revealed by insinuating that the average element would be
somewhere in the middle of the list or N/2. This does not change since we are dividing by a
constant factor here, so again the average case would be:
O(N).
Best Case:
The best case can be a reached if the element to be found is the first one in the list. This
would not have to do any traversing spare the first one giving this a constant time
complexity or:
O(1).
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IMPORTANT QUESTIONS
PART-A
1. Define Algorithm & Notion of algorithm.
2. What is analysis framework?
3. What are the algorithm design techniques?
4. How is an algorithms time efficiency measured?
5. Mention any four classes of algorithm efficiency.
6. Define Order of Growth.
7. State the following Terms.
(i) Time Complexity
(ii) Space Complexity
8. What are the various asymptotic Notations?
9. What are the important problem types?
10. Define algorithmic Strategy (or) Algorithmic Technique.
11. What are the various algorithm strategies (or) algorithm Techniques?
12. What are the ways to specify an algorithm?
13. Define Best case Time Complexity .
14. Define Worst case Time Complexity.
15. Define Average case time complexity.
16. What are the Basic Efficiency Classes.
17. Define Asymptotic Notation.
18. How to calculate the GCD value?
PART-B
1. (a) Describe the steps in analyzing & coding an algorithm. (10)
(b) Explain some of the problem types used in the design of algorithm. (6)
2. (a) Discuss the fundamentals of analysis framework . (10)
(b) Explain the various asymptotic notations used in algorithm design. (6)
3. (a) Explain the general framework for analyzing the efficiency of algorithm. (8)
(b) Explain the various asymptotic efficiencies of an algorithm. (8)
4. (a) Explain the basic efficiency classes. (10)
(b) Explain briefly the concept of algorithmic strategies. (6)
5. Describe briefly the notions of complexity of an algorithm. (16)
6. (a) What is Pseudo-code? Explain with an example. (8)
(b) Find the complexity C(n) of the algorithm for the worst case, best case and average
case.(Evaluate average case complexity for n=3,Where n is the number of inputs) (8)
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UNIT II: DIVIDE AND CONQUER, GREEDY METHOD
Divide and conquer General method Binary search Finding maximum and minimum
Merge sort Greedy algorithms General method Container loading Knapsack
problem
2.1. DIVIDE AND CONQUER
Divide and Conquer is one of the best-known general algorithm design technique. Divide-
and-conquer algorithms work according to the following general plan:
1. A problem's instance is divided into several smaller instances of the same problem,
ideally of about the same size.
2. The smaller instances are solved (typically recursively, though sometimes a different
algorithm is employed when instances become small enough).
3. If necessary, the solutions obtained for the smaller instances are combined
to get a solution to the original problem.
The divide-and-conquer technique is diagrammed, which depicts the case of dividing a
problem into two smaller sub problems,
Problem of size n
Sub problem of
size n/2
Sub problem of
size n/2
Solution to sub problem 1 Solution to sub problem 2
Solution to the original
problem
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Examples of divide and conquer method are Binary search, Quick sort,
2.2. GENERAL METHOD
e.g. Merge sort.
As an example, let us consider the problem of computing the sum of n numbers a
0
, ... a
n-
1.
If n > 1, we can divide the problem into two instances of the same problem. They are To
compute the sum of the first n/2numbers
To compute the sum of the remaining [n/2]numbers. (Of course, if n = 1, we simply
return a
0
as the answer.)
Once each of these two sums is computed (by applying the same method, i.e.,
recursively),
we can add their values to get the sum in question. i.e.,
a
0
+ . . . + a
n-1
=( a
0
+ ....+ a
n/2)
+ (a
n/2
+ . . . . + a
n-1)
More generally, an instance of size n can be divided into several instances of size nib,
with a of them needing to be solved. (Here, a and b are constants; a1 and b > 1.).
Assuming that size n is a power of b, to simplify our analysis, we get the following
recurrence for the running time T(n).
T(n)=aT(n/b)+f(n)
This is called the general divide and-conquer recurrence. Where f(n) is a function that
accounts for the time spent on dividing the problem into smaller ones and on combining
their solutions. (For the summation example, a = b = 2 and f (n) = 1.
Obviously, the order of growth of its solution T(n) depends on the values of the constants
a and b and the order of growth of the function f (n). The efficiency analysis of many
divide-and-conquer algorithms is greatly simplified by the following theorem.
2.2.1. MASTER THEOREM
If f(n) (n
d
) where d 0 in recurrence equation is given by ,
(n
d
) if a < b
d
T(n) (n
d
log n) if a = b
d
(n
1ogb a
) if a > b
d
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(Analogous results hold for the O and notations, too.)
For example, the recurrence equation for the number of additions A(n) made by the
divide-and-conquer summation algorithm (see above) on inputs of size n = 2
k
is
A(n) = 2A(n/2) + 1.
Thus, for this example, a = 2, b = 2, and d = 0; hence, since a > b
d
,
A(n) (n
1ogb a
) = (n
1ogz
2) = (n).
ADVANTAGES:
The time spent on executing the problem using divide and conquer is smaller then other
methods.
The divide and conquer approach provides an efficient algorithm in computer science.
The divide and conquer technique is ideally suited for parallel computation in which each
sub problem can be solved simultaneously by its own processor.
Merge sort is a perfect example of a successful application of the divide-and conquer
technique.
It sorts a given array Al O .. n - 1) by dividing it into two halves A [O n/2 - 1] and A[
n/2..n - 1], sorting each of them recursively, and then merging the two smaller sorted
arrays into a single sorted one.
ALGORITHM Mergesort (A[O .. n - 1])
//Sorts array A[O .. n - 1] by recursive mergesort
//Input: An array A[O .. n - 1] of orderable elements
//Output: Array A[O... n - 1] sorted in nondecreasing order
if n > 1
copy A [O n/2 - 1] to B [O n/2 - 1]
copy A[ n/2..n - 1] to C[0... n/2 - 1]
Mergesort (B [O n/2 - 1])
Mergesort (C[0... n/2 - 1])
Mergesort(B,C,A)
STEPS TO BE FOLLOWED
The first step of the merge sort is to chop the list into two.
If the list has even length, split the list into two equal sub lists.
If the list has odd length, divide the list into two by making the first sub list one entry
greater than the second sub list.
then split both the sub list into two and go on until each of the sub lists are of size one.
finally, start merging the individual sub lists to obtain a sorted list.
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The operation of the algorithm for the array of elements 8,3,2,9,7,1,5,4 is explained as
follows,
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AN EXAMPLE OF MERGE SORT OPEERATION
The merging of two sorted arrays can be done as follows. Two pointers (array indices)
are initialized to point to the first elements of the arrays being merged.
Then the elements pointed to are compared and the smaller of them is added to a new
array or list being constructed.
Then the index of the smaller element is incremented to point to its immediate
successor in the array.
This operation is continued until one of the two given arrays is exhausted
Then the remaining elements of the other array are copied to the end of the new
array.
ALGORITHM : Merge Sort B(0....p-1), C(0....q-1), A(0....p + q -1)
// Merges two sorted arrays into one sorted array .
// Input: Array B (0....p-1) and C (0....q-1) both sorted
//Output: Sorted array A (0....p + q -1) of the elements of B and C
i I 0; j I0 ;kI 0
while i<p and j<q do
if B[i] C[j]
A[k] IB[i];i Ii+1
else A[k] I C[j] jI j+1
k Ik+1
if i=p
copy C[j....q-1] to A[k....p+q-1]
else copy B[i....p-1] to A[k....p+q-1]
2.2.2 EFFICIENCY OF MERGE SORT
The recurrence relation for the number of key comparison C (n) is
C (n) = 2 C (n/2) + C
merge
(n) for n>1, C (1) = 0
Assume, n is a power of 2. C
merge
(n) is the number of key comparison performed during
the merge sort.
In the merging of two sorted array after one comparison is made the total number of
elements in the two array still to be processed and sorted is reduced by one.
Hence in the worst case neither of the two arrays becomes empty before the other one
contains just one element . Therefore, for the worst case,
C
worst
(n)=2 C
worst
(n / 2)+n-1 for n > 1, C
worst
(1)=0
C
merge
(n) = n 1
and we have the recurrence
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Hence, according to the Master Theorem, C
worst
(n) (n log n) . In fact, it is easy to find
the exact solution to the worst-case recurrence for n = 2
k
C
worst
(n) = n log
2
n - n + 1
2.3. BINARY SEARCH
The binary search algorithm is one of the most efficient searching techniques which
require the list to be sorted in ascending order.
To search for an element in the list, the binary search algorithms split the list and locate
the middle element of the list.
The middle of the list is calculated as
Middle:=(l+r) div 2
n number of element in list
The algorithm works by comparing a search key element k with the array middle
element a[m]
After comparison, any one of the following three conditions occur.
1. If the search key element k is greater than a[m],then the search element is only in the
upper or second half and eliminate the element present in the lower half.Now the value
of l is middle m+1.
2. If the search key element k is less than a[m], then the search element is only in the
lower or first half. No need to check in the upper half. Now the value of r is middle m -
1.
3. If the search key element k is equal to a[m], then the search key element is found in
the position m. Hence the search operation is complete.
EXAMPLE:
The list of element are 3,14,27,31,39,42,55,70,74,81,85,93,98 and searching for k=70 in
the list.
index 0 1 2 3 4 5 6 7 8 9 10 11 12
value l m r
m middle element
m = n div 2
=13 div 2
m = 6
If k>a[m], then ,l =7. So, the search element is present in second half .
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Now the array becomes
7 8 9 10 11 12
l r
m = (l + r ) div 2 = 19 div 2
m = 9
7 8 9 10 11 12
l m r
Here k<a[m]
70 < 81
So, the element is present in the first half
Now, the array becomes
7 8
l r
Now m = (l +r) div 2
= (7 +8) div 2
m = 7
7 8
l,m r
Now k = a[m]
70 =70
70 74 93 81 85 98
70 74 93 81 85 98
70 74
70 74
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Hence, the search key element 70 is found in the position 7 and the search operation is
completed.
ALGORITHM: Binary search (A[0..n 1],k)
//Implements nonrecursive binary search
// Input:: An array A[0..n 1] sorted in ascending order and a search key k
// Output: An index of the arrays element that is equal to k or -1 if there is no
// such element
l 0; r n 1
while l<= r do
m (l + r)/ 2
if k = A[m] return m
else if k < A[m] r m 1
else l m+ 1
return -1
2.3.1. EFFICIENCY OF BINARY SEARCH
The standard way to analyze the efficiency is to count number of times search key is
compared with an element of the array.
WORST CASE ANALYSIS
The worst case include all array that do not contain a search key.
The recurrence relation for C
worst
(n) is
C
worst
(n)=C
w
( n/2) + 1 ,for n > 1 --------(1)
C
worst
(1)=1
For n = 2
k
Equation (1) becomes
C
worst
(2
k
) = k + 1
C
worst
(2
k
) = log
2
n + 1 -------(2)
n is positive integer,
C
worst
(n
) = log
2
n +1 -------(3)
C
worst
(n
) =log
2
(n +1) -------(4)
In equation (1) put n = 2i.
L.H.S becomes
C
worst
(n
) = log
2
n + 1
= log
2
2i + 1
= og
2
2 + log
2
i + 1
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= 1 + log
2
i + 1
=2 + log
2
i
C
worst
(n
) =2 + log
2
i
R.H.S becomes
C
worst
n
/ 2 + 1= C
worst
2i /2
+ 1
=C
worst
(i) + 1
= log
2
i + 1 + 1
= 2 + log
2
i
C
worst
n
/ 2 + 1 =2 + log
2
i
L.H.S =R.H.S
Hence
C
worst
(n
) = log
2
n + 1 and
C
worst
(i ) = log
2
i + 1 are same
Hence
C
worst
(n) = (log n)
From equation (4) to search a element in a array of 1000 elements ,binary search takes.
log
2
10
3
+ 1 = 10 key comparison
AVERAGE CASE ANALYSIS:
Average number of key comparison made by the binary search is slightly smaller than
worst case.
Cavg (n) log
2
n
The average number of comparison in the successful search is
C
yes
avg
(n) log
2
n 1
The average number of comparison in the unsuccessful search is
C
no
avg
(n) log
2
(n + 1)
ADVANTAGES
1. In this method elements are eliminated by half each time .So it is very faster than the
sequential search.
2. It requires less number of comparisons than sequential search to locate the search key
element.
DISADVANTAGES
1. An insertion and deletion of a record requires many records in the existing table be
physically moved in order to maintain the records in sequential order.
2. The ratio between insertion/deletion and search time is very high.
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2.4. GREEDY TECHNIQUES
The greedy approach suggests constructing a solution through a sequence of steps, each
expanding a partially constructed solution obtained so far, until a complete solution to the
problem is reached. On each stepand this is the central point of this techniquethe
choice made must be
Feasible, i.e., it has to satisfy the problems constraints.
Locally optimal, i.e., it has to be the best local choice among all feasible
choices available on that step.
Irrevocable, i.e., once made, it cannot be changed on subsequent steps of the
algorithm.
2.5. GENERAL METHOD
2.5.1. PRIMS ALGORITHM
Definition:
A spanning tree of a connected graph is its connected acyclic subgraph (i.e., a tree) that
contains all the vertices of the graph. A minimum spanning tree of a weighted connected
graph is its spanning tree of the smallest weight, where the weight of a tree is defined as the
sum of the weights on all its edges. The minimum spanning tree problem is the problem of
finding a minimum spanning tree for a given weighted connected graph.
Two serious difficulties to construct Minimum Spanning Tree
1. The number of spanning trees grows exponentially with the graph size (at least for
dense graphs).
2. Generating all spanning trees for a given graph is not easy.
Figure: Graph and its spanning trees; T
1
is the Minimum Spanning Tree
Prims algorithm constructs a minimum spanning tree through a sequence of expanding
subtrees. The initial subtree in such a sequence consists of a single vertex selected
arbitrarily from the set V of the graphs vertices. On each iteration, we expand the current
tree in the greedy manner by simply attaching to it the nearest vertex not in that tree. The
algorithm stops after all the graphs vertices have been included in the tree being
constructed. Since the algorithm expands a tree by exactly one vertex on each of its
iterations, the total number of such iterations is n-1, where n is the number of vertices in the
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graph. The tree generated by the algorithm is obtained as the set of edges used for the tree
expansions.
Pseudocode of this algorithm
The nature of Prims algorithm makes it necessary to provide each vertex not in the current
tree with the information about the shortest edge connecting the vertex to a tree vertex. We
can provide such information by attaching two labels to a vertex: the name of the nearest
tree vertex and the length (the weight) of the corresponding edge. Vertices that are not
adjacent to any of the tree vertices can be given the label indicating their infinite distance
to the tree vertices a null label for the name of the nearest tree vertex. With such labels,
finding the next vertex to be added to the current tree T = (V
T
, E
T
) become simple task of
finding a vertex with the smallest distance label in the set V - V
T
. Ties can be broken
arbitrarily.
After we have identified a vertex u* to be added to the tree, we need to perform two
operations:
Move u* from the set VV
T
to the set of tree vertices V
T
.
For each remaining vertex U in VV
T
- that is connected to u* by a shorter edge than
the us current distance label, update its labels by u* and the weight of the edge
between u* and u, respectively.
The following figure demonstrates the application of Prims algorithm to a specific graph.
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Fig: Graph given to find minimum spanning tree
Fig: Application of Prims algorithm
2.6. CONTAINER LOADING
The greedy algorithm constructs the loading plan of a single container layer by layer from
the bottom up. At the initial stage, the list of available surfaces contains only the initial
surface of size L x W with its initial position at height 0. At each step, the algorithm picks
the lowest usable surface and then determines the box type to be packed onto the surface,
the number of the boxes and the rectangle area the boxes to be packed onto, by the
procedure select layer.
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The procedure select layer calculates a layer of boxes of the same type with the highest
evaluation value. The procedure select layer uses breadth-limited tree search heuristic to
determine the most promising layer, where the breadth is different depending on the
different depth level in the tree search. The advantage is that the number of nodes expanded
is polynomial to the maximal depth of the problem, instead of exponentially growing with
regard to the problem size. After packing the specified number of boxes onto the surface
according to the layer arrangement, the surface is divided into up to three sub-surfaces by
the procedure divide surfaces.
Then, the original surface is deleted from the list of available surfaces and the newly
generated sub-surfaces are inserted into the list. Then, the algorithm selects the new lowest
usable surface and repeats the above procedures until no surface is available or all the
boxes have been packed into the container. The algorithm follows a similar basic
framework.
The pseudo-code of the greedy algorithm is given by the greedy heuristic procedure.
procedure greedy heuristic()
list of surface := initial surface of L x W at height 0
list of box type := all box types
while (there exist usable surfaces) and (not all boxes are
packed) do
select the lowest usable surface as current surface
set depth := 0
set best layer := select layer(list of surface, list of box
type, depth)
pack best layer on current surface
reduce the number of the packed box type by the packed
amount
set a list of new surfaces := divide surfaces(current surface,
best layer, list of box type)
delete current surface from the list of surfaces
insert each surface in list of new surfaces into list of
surfaces
end while
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Fig: Division of the Loading Surface
Given a layer of boxes of the same type arranged by the G4-heuristic, the layer is always
packed in the bottom-left corner of the loading surface.
As illustrated in above Figure, up to three sub-surfaces are to be created from the original
loading surface by the procedure divide surfaces, including the top surface, which is above
the layer just packed, and the possible spaces that might be left at the sides.
If l = L or w = W, the original surface is simply divided into one or two sub-surfaces, the
top surface and a possible side surface. Otherwise, two possible division variants exist, i.e.,
to divide into the top surface, the surface (B,C,E,F) and the surface (F,G,H, I), or to divide
into the top surface, the surface (B,C,D, I) and the surface (D,E,G,H).
The divisions are done according to the following criteria, which are similar to those in [2]
and [5]. The primary criterion is to minimize the total unusable area of the division variant.
If none of the remaining boxes can be packed onto a sub-surface, the area of the sub-
surface is unusable. The secondary criterion is to avoid the creation of long narrow strips.
The underlying rationale is that narrow areas might be difficult to fill subsequently. More
specifically, if Ll W w, the loading surface is divided into the top surface, the surface
(B,C,E,F) and the surface (F,G,H, I). Otherwise, it is divided into the top surface, the
surface (B,C,D, I) and the surface (D,E,G,H).
2.6.1. Algorithm for Container Loading
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2.7. KNAPSACK PROBLEM
The knapsack problem or rucksack problem is a problem in combinatorial optimization:
Given a set of items, each with a weight and a value, determine the number of each item to
include in a collection so that the total weight is less than a given limit and the total value is
as large as possible. It derives its name from the problem faced by someone who is
constrained by a fixed-size knapsack and must fill it with the most useful items.
The problem often arises in resource allocation with financial constraints. A similar
problem also appears in combinatorics, complexity theory, cryptography and applied
mathematics.
The decision problem form of the knapsack problem is the question "can a value of at least
V be achieved without exceeding the weight W?"
E.g.
A thief enters a store and sees the following items:
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His Knapsack holds 4 pounds.
What should he steal to maximize profit?
Fractional Knapsack Problem
Thief can take a fraction of an item.
$100
$10
$120
2 pd 2 pd 3 pd
A
B
C
2 pounds of item A
2 pounds of item C
2 pds
A
$100
2 pds
C
$80
Solution = +
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IMPORTANT QUESTIONS
PART-A
1. Give the time efficiency & Drawback of merge sort Algorithm.
2. What is the difference between DFS & BFS?
3. What is the Brute Force Algorithmic Strategy?
4. State the time complexity of following:
(i) Bubble sort
(ii) Selection sort
(iii) Sequential search
(iv) Brute force string matching
5. What are the features of Brute force String matching algorithm?
6. Define Divide & Conquer Technique.
7. State Masters Theorem.
8. Define Merge sort & explain three steps of Merge sort.
9. Define Quick sort & explain three steps of Quick sort.
10. Define Binary Search.
11. What are the applications of binary search?
12. State advantages & Disadvantages of binary search.
13. Explain Binary search tree.
14. What is the recurrence relation for divide & conquer?
15. Explain Decrease & Conquer.
16. What are the variations of Decrease & Conquer?
17. What are the applications of decrease by constant?
18. Write any four advantages of insertion sort.
19. What is Greedy method?
20. Compare Greedy algorithm & Dynamic programming.
21. Define Knapsacks problem.
PART-B
1. Explain Quick sort algorithm with suitable Example. (16)
2. (a) Write an algorithm to sort a set of N numbers using insertion sort. (8)
(b) Expalin the difference between depth first search & Breadth first
search.(8)
3. (a) Write a pseudo code for divide & conquer algorithm for merging two
sorted arrays in to a single sorted one. Explain with example. (12)
(b) Set up & solve a recurrence relation for the number of key comparisons
made by above pseudo code. (4)
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4. Design a recursive Decrease-by-one algorithm for sorting the n real
numbers in any array with an example & also determine the number of key
comparisons & time efficiency of the algorithm. (16)
5. (a) Give an algorithm for selection sort & analyze your algorithm. (10)
(b) Give Strength & Weakness of Brute force algorithm. (6)
.
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UNIT III DYNAMIC PROGRAMMING
Dynamic programming General method Multistage graphs All-pair shortest paths
Optimal binary search trees 0/1 Knapsack Traveling salesperson problem
3.1. DYNAMIC PROGRAMMING
Dynamic programming is a technique for solving problems with overlapping subproblems.
Typically, these subproblems arise from a recurrence relating a solution to a given problem
with solutions to its smaller subproblems of the same type. Rather than solving overlapping
subproblems again and again, dynamic programming suggests solving each of the smaller
subproblems only once and recording the results in a table from which we can then obtain a
solution to the original problem.
E.g. Fibonacci Numbers
0,1,1,2,3,5,8,13,21,34,...,
which can be defined by the simple recurrence
F(0) = 0, F(1)=1.
and two initial conditions
F(n) = F(n-1) + F(n-2) for n 2
3.2. GENERAL METHOD -
COMPUTING A BINOMIAL COEFFICIENT
Computing a binomial coefficient is a standard example of applying dynamic programming
to a nonoptimization problem.
Of the numerous properties of binomial coefficients, we concentrate on two:
C(n,k) = C(n-1,k-1) + C(n-1,k) for n > k > 0 and
C(n, 0) = C(n, n) = 1.
3.2.1. Pseudocode for Binomial Coefficient
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3.3. MULTISTAGE GRAPHS
ALL PAIR SHORTESET PATH - FLOYDS ALGORITHM
Given a weighted connected graph (undirected or directed), the all-pair shortest paths
problem asks to find the distances (the lengths of the shortest paths) from each vertex to all
other vertices. It is convenient to record the lengths of shortest paths in an n-by-n matrix D
called the distance matrix: the element d
ij
in the ith row and the jth column of this matrix
indicates the length of the shortest path from the ith vertex to the jth vertex (1 i,j n). We
can generate the distance matrix with an algorithm called Floyds algorithm. It is
applicable to both undirected and directed weighted graphs provided that they do not
contain a cycle of a negative length.
Fig: (a) Digraph. (b) Its weight matrix. (c) Its distance matrix.
Floyds algorithm computes the distance matrix of a weighted graph with vertices through
a series of n-by-n matrices:
Each of these matrices contains the lengths of shortest paths with certain constraints on the
paths considered for the matrix. Specifically, the element in the ith row and the jth
column of matrix D (k=0,1,. . . ,n) is equal to the length of the shortest path among all paths
from the ith vertex to the jth vertex with each intermediate vertex, if any, numbered not
higher than k. In particular, the series starts with D
(0)
, which does not allow any
intermediate vertices in its paths; hence, D
(0)
is nothing but the weight matrix of the graph.
The last matrix in the series, D
(n)
, contains the lengths of the shortest paths among all paths
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that can use all n vertices as intermediate and hence is nothing but the distance matrix
being sought.
Fig: Underlying idea of Floyds algorithm
3.3.1. Pseudocode for Floyds Algorithms
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Fig: Application of Floyds algorithm to the graph shown. Updated elements are
shown in bold.
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3.4. OPTIMAL BINARY SEARCH TREES
A binary search trees principal application is to implement a dictionary, a set of elements
with the operations of searching, insertion, and deletion.
In an optimal binary search tree, the average number of comparisons in a search is the
smallest possible.
Fig: Two out of 14 possible binary search trees with keys A, B, C. and D
As an example, consider four keys A, B, C, and D to be searched for with probabilities 0.1,
0.2, 0.4, and 0.3, respectively. The above figure depicts two out of 14 possible binary
search trees containing these keys. The average number of comparisons in a successful
search in the first of this trees is 0.11 + 0.22 + 0.43 + 0.34 =2.9 while for the second one
it is 0.12+0.21 +0.42+0.33 = 2.1. Neither of these two trees is, in fact, optimal.
For this example, we could find the optimal tree by generating all 14 binary search trees
with these keys. As a general algorithm, this exhaustive search approach is unrealistic: the
total number of binary search trees with n keys is equal to the nth Catalan number
which grows to infinity as fast as 4
n
/n
1.5
.
If we count tree levels starting with 1 (to make the comparison numbers equal the keys
levels), the following recurrence relation is obtained:
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Thus, we have the recurrence
Fig: Binary search tree with root a
k
and
two optimal binary search subtrees and
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Fig: Table of the dynamic programming algorithm for constructing an optimal
binary search tree
EXAMPLE 1: Let us illustrate the algorithm by applying it to the four-key set.
Key A B C D
Probability 0.1 0.2 0.4 0.3
The initial tables look like this:
Let us compute C[1, 2]:
Thus, out of two possible binary trees containing the first two keys, A and B, the root of the
optimal tree has index 2 (i.e., it contains B), and the average number of comparisons in a
successful search in this tree is 0.4.
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Thus, the average number of key comparisons in the optimal tree is equal to 1.7. Since R[1,
4] = 3, the root of the optimal three contains the third key, i.e., C. Its left subtree is made up
of keys A and B, and its right subtree contains just key D.
To find the specific structure of these subtrees, we find first their roots by consulting the
root table again as follows. Since R[1, 2] = 2, the root of the optima] tree containing A and
B is B, with A being its left child (and the root of the one-node tree: R[1, 1] = 1). Since
R[4, 4] = 4, the root of this one-node optimal tree is its only key V. The following figure
presents the optimal tree in its entirety.
Figure: Optimal binary search tree for the example
Pseudocode of the dynamic programming algorithm
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3.5. 0/1 KNAPSACK PROBLEM
Let i be the highest-numbered item in an optimal solution S for W pounds. Then S` = S - {i}
is an optimal solution for W - w
i
pounds and the value to the solution S is V
i
plus the value
of the subproblem.
We can express this fact in the following formula: define c[i, w] to be the solution for
items 1,2, . . . , i and maximum weight w. Then
0 if i = 0 or w = 0
c[i,w]
=
c[i-1, w] if w
i
0
max [v
i
+ c[i-1, w-w
i
], c[i-1,
w]}
if i>0 and w
w
i
This says that the value of the solution to i items either include i
th
item, in which case it is v
i
plus a subproblem solution for (i - 1) items and the weight excluding w
i
, or does not include
i
th
item, in which case it is a subproblem's solution for (i - 1) items and the same weight.
That is, if the thief picks item i, thief takes v
i
value, and thief can choose from items w - w
i
,
and get c[i - 1, w - w
i
] additional value. On other hand, if thief decides not to take item i,
thief can choose from item 1,2, . . . , i- 1 upto the weight limit w, and get c[i - 1, w] value.
The better of these two choices should be made.
Although the 0-1 knapsack problem, the above formula for c is similar to LCS formula:
boundary values are 0, and other values are computed from the input and "earlier" values of
c. So the 0-1 knapsack algorithm is like the LCS-length algorithm given in CLR for finding
a longest common subsequence of two sequences.
The algorithm takes as input the maximum weight W, the number of items n, and the two
sequences v = <v
1
, v
2
, . . . , v
n
> and w = <w
1
, w
2,
. . . , w
n
>. It stores the c[i, j] values in the
table, that is, a two dimensional array, c[0 . . n, 0 . . w] whose entries are computed in a
row-major order. That is, the first row of c is filled in from left to right, then the second
row, and so on. At the end of the computation, c[n, w] contains the maximum value that
can be picked into the knapsack.
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dynamic-0-1-knapsack (v, w, n, w)
for w = 0 to w
do c[0, w] = 0
for i=1 to n
do c[i, 0] = 0
for w=1 to w
do iff w
i
w
then if v
i
+ c[i-1, w-w
i
]
then c[i, w] = v
i
+ c[i-1, w-w
i
]
else c[i, w] = c[i-1, w]
else
c[i, w] = c[i-1, w]
The set of items to take can be deduced from the table, starting at c[n. w] and tracing
backwards where the optimal values came from. If c[i, w] = c[i-1, w] item i is not part of
the solution, and we are continue tracing with c[i-1, w]. Otherwise item i is part of the
solution, and we continue tracing with c[i-1, w-W].
Analysis
This dynamic-0-1-kanpsack algorithm takes (nw) times, broken up as follows: (nw) times
to fill the c-table, which has (n +1).(w +1) entries, each requiring (1) time to compute.
O(n) time to trace the solution, because the tracing process starts in row n of the table and
moves up 1 row at each step.
3.6. TRAVELING SALESMAN PROBLEM
We will be able to apply the dynamic programming technique to instances of the traveling
salesman problem, if we come up with a reasonable lower bound on tour lengths.
One very simple lower bound can be obtained by finding the smallest element in the
intercity distance matrix D and multiplying it by the number of cities it. But there is a less
obvious and more informative lower bound, which does not require a lot of work to
compute.
It is not difficult to show that we can compute a lower bound on the length I of any tour as
follows.
For each city i, 1 i n, find the sum s
i
of the distances from city i to the two nearest
cities; compute the sums of these n numbers; divide the result by 2, and, it all the distances
are integers, round up the result to the nearest integer:
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lb=S/2
Fig: (a) Weighted graph.
b) State-space tree of the branch-and- bound algorithm applied to this graph.
(The list of vertices in a node specifies a beginning part of the
Hamiltonian circuits represented by the node.)
For example, for the instance of the above figure, formula yields
lb = [(1 + 3) + (3 + 6) + (1 + 2) + (3 + 4) + (2 + 3)] /2 = 14.
We now apply the branch and bound algorithm, with the bounding function given by
formula, to find the shortest Hamiltonian circuit for the graph of the above figure (a). To
reduce the amount of potential work, we take advantage of two observations.
First, without loss of generality, we can consider only tours that start at a.
Second, because our graph is undirected, we can generate only tours in which b is visited
before c. In addition, after visiting n-1 = 4 cities, a tour has no choice but to visit the
remaining unvisited city and return to the starting one. The state-space tree tracing the
algorithms application is given in the above figure (b).
The comments we made at the end of the preceding section about the strengths and
weaknesses of backtracking are applicable to branch-and-bound as well. To reiterate the
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main point: these state-space tree techniques enable us to solve many large instances of
difficult combinatorial problems.
As a rule, however, it is virtually impossible to predict which instances will be solvable in a
realistic amount of time and which will not.
Incorporation of additional information, such as symmetry of a games board, can widen
the range of solvable instances. Along this line, a branch-and- bound algorithm can be
sometimes accelerated by knowledge of the objective functions value of some nontrivial
feasible solution.
The information might be obtainablesay, by exploiting specifics of the data or even, for
some problems, generated randomlybefore we start developing a state-space tree. Then
we can use such a solution immediately as the best one seen so far rather than waiting for
the branch-and-bound processing to lead us to the first feasible solution.
In contrast to backtracking, solving a problem by branch-and-bound ha both the challenge
and opportunity of choosing an order of node generation and finding a good bounding
function.
Though the best-first rule we used above is a sensible approach, it mayor may not lead to a
solution faster than other strategies.
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IMPORTANT QUESTIONS
PART A
1. Define dynamic programming.
2. What are the multistage of graphs?
3. What are all the shortest paths in binary search?
4. Define Binary Search.
5. What are the applications of binary search?
6. State advantages & Disadvantages of binary search.
7. Explain Binary search tree.
8. What are the two types of searching algorithm?
9. Define the Following Terms:
(i) Tree Edge
(ii) Back Edge
(iii) Cross Edge
10. State the following terms:
(i) Balanced Tree
(ii) Unbalanced Tree
11. What is height of balanced tree?
12. What is balance factor?
13. Define rotation.
PART B
1Solve the all pair shortest path problem for the diagraph with the
weighted matrix given below:-
a b c d
a 0 3
b 2 0
c 7 0 1
d 6 0
2.Define AVL tree.Explain the construction sequence of AVL tree with
simple example.
3 (a) Give an algorithm for selection sort & analyze your algorithm. (10)
(b) Give Strength & Weakness of Brute force algorithm. (6)
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4 . Give a suitable example & explain the Breadth first search &
Depth first search. (16)
5. Find the number of comparisons made by the sentinel version
of sequential search algorithm for in,
(i)Worst case
(ii)Average case (16)
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UNIT IV BACKTRACKING
Backtracking General method 8 Queens Problem Sum of subsets Graph coloring
Hamiltonian problem Knapsack problem
4.1. BACKTRACKING
Many problems are difficult to solve algorithmically. Backtracking makes it possible to
solve at least some large instances of difficult combinatorial problems.
4.1.1.. GENERAL METHOD
x The principal idea is to construct solutions one component at a time and evaluate
such partially constructed candidates as follows.
x If a partially constructed solution can be developed further without violating the
problems constraints, it is done by taking the first remaining legitimate option for
the next component.
x If there is no legitimate option for the next component, no alternatives for any
remaining component need to be considered. In this case, the algorithm backtracks
to replace the last component of the partially constructed solution with its next
option.
4.1.2. STATE-SPACE TREE
It is convenient to implement this kind of processing by constructing a tree of choices being
made, called the state-space tree. Its root represents an initial state before the search for a
solution begins. The nodes of the first level in the tree represent the choices made for the
first component of a solution; the nodes of the second level represent the choices for the
second component, and so on.
A node in a state-space tree is said to be promising if it corresponds to a partially
constructed solution that may still lead to a complete solution; otherwise, it is called
nonpromising.
Leaves represent either nonpromising dead ends or complete solutions found by the
algorithm.
4.2. N-QUEENS PROBLEM
The problem is to place it queens on an n-by-n chessboard so that no two queens attack
each other by being in the same row or in the same column or on the same diagonal. For n
= 1, the problem has a trivial solution, and it is easy to see that there is no solution for n = 2
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and n =3. So let us consider the four-queens problem and solve it by the backtracking
technique. Since each of the four queens has to be placed in its own row, all we need to do
is to assign a column for each queen on the board presented in the following figure.
Fig: Board for the Four-queens problem
Steps to be followed
We start with the empty board and then place queen 1 in the first possible position of its
row, which is in column 1 of row 1.
Then we place queen 2, after trying unsuccessfully columns 1 and 2, in the first
acceptable position for it, which is square (2,3), the square in row 2 and column 3. This
proves to be a dead end because there i no acceptable position for queen 3. So, the
algorithm backtracks and puts queen 2 in the next possible position at (2,4).
Then queen 3 is placed at (3,2), which proves to be another dead end.
The algorithm then backtracks all the way to queen 1 and moves it to (1,2). Queen 2
then goes to (2,4), queen 3 to (3,1), and queen 4 to (4,3), which is a solution to the
problem.
The state-space tree of this search is given in the following figure.
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Fig: State-space tree of solving the four-queens problem by back tracking.
(x denotes an unsuccessful attempt to place a queen in the indicated column.
The numbers above the nodes indicate the order in which the nodes are generated)
If other solutions need to be found, the algorithm can simply resume its operations at the
leaf at which it stopped. Alternatively, we can use the boards symmetry for this purpose.
4.3. SUBSET-SUM PROBLEM
Subset-Sum Problem is finding a subset of a given set S = {s
1
,s
2
.s
n
} of n positive
integers whose sum is equal to a given positive integer d.
For example, for S = {1, 2, 5, 6, 8) and d = 9, there are two solutions: {1, 2, 6} and {1, 8}.
Of course, some instances of this problem may have no solutions.
It is convenient to sort the sets elements in increasing order. So we will assume that
s
1
s
2
. s
n
The state-space tree can be constructed as a binary tree as that in the following figure
for the instances S = (3, 5, 6, 7) and d = 15.
The root of the tree represents the starting point, with no decisions about the given
elements made as yet.
Its left and right children represent, respectively, inclusion and exclusion ofs1 in a set
being sought.
Similarly, going to the left from a node of the first level corresponds to inclusion of s2,
while going to the right corresponds to its exclusion, and soon.
Thus, a path from the root to a node on the ith level of the tree indicates which of the
first i numbers have been included in the subsets represented by that node.
We record the value of s the sum of these numbers, in the node, Ifs is equal to d. we
have a solution to the problem.
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We can either, report this result and stop or, if all the solutions need to he found,
continue by backtracking to the nodes parent.
If s is not equal to d, we can terminate the node as nonpromising if either of the two
inequalities holds:
4.3.1. Pseudocode For Backtrack Algorithms
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Fig: Complete state-space tree of the backtracking algorithm
(applied to the instance S = (3, 5, 6, 7) and d = 15 of the subset-sum problem. The number
inside a node is the sum of the elements already included in subsets represented by the
node. The inequality below a leaf indicates the reason for its termination)
4.4. GRAPH COLORING
A coloring of a graph is an assignment of a color to each vertex of the graph so that no two
vertices connected by an edge have the same color. It is not hard to see that our problem is
one of coloring the graph of incompatible turns using as few colors as possible.
The problem of coloring graphs has been studied for many decades, and the theory of
algorithms tells us a lot about this problem. Unfortunately, coloring an arbitrary graph with
as few colors as possible is one of a large class of problems called "NP-complete
problems," for which all known solutions are essentially of the type "try all possibilities."
A k-coloring of an undirected graph G = (V, E) is a function c : V {1, 2,..., k} such that
c(u) c(v) for every edge (u, v) E. In other words, the numbers 1, 2,..., k represent the k
colors, and adjacent vertices must have different colors. The graph-coloring problem is to
determine the minimum number of colors needed to color a given graph.
a. Give an efficient algorithm to determine a 2-coloring of a graph if one
exists.
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b. Cast the graph-coloring problem as a decision problem. Show that your
decision problem is solvable in polynomial time if and only if the graph-
coloring problem is solvable in polynomial time.
c. Let the language 3-COLOR be the set of graphs that can be 3-colored. Show
that if 3-COLOR is NP-complete, then your decision problem from part (b)
is NP-complete.
To prove that 3-COLOR is NP-complete, we use a reduction from 3-CNF-
SAT. Given a formula of m clauses on n variables x, x,..., x, we construct
a graph G = (V, E) as follows.
The set V consists of a vertex for each variable, a vertex for the negation of
each variable, 5 vertices for each clause, and 3 special vertices: TRUE,
FALSE, and RED. The edges of the graph are of two types: "literal" edges
that are independent of the clauses and "clause" edges that depend on the
clauses. The literal edges form a triangle on the special vertices and also
form a triangle on x, x, and RED for i = 1, 2,..., n.
d. Argue that in any 3-coloring c of a graph containing the literal edges,
exactly one of a variable and its negation is colored c(TRUE) and the other
is colored c(FALSE).
Argue that for any truth assignment for , there is a 3-coloring of the graph
containing just the literal edges.
The widget is used to enforce the condition corresponding to a clause (x y z). Each clause
requires a unique copy of the 5 vertices that are heavily shaded; they connect as shown to
the literals of the clause and the special vertex TRUE.
e. Argue that if each of x, y, and z is colored c(TRUE) or c(FALSE), then the
widget is 3-colorable if and only if at least one of x, y, or z is colored
c(TRUE).
f. Complete the proof that 3-COLOR is NP-complete.
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Fig: The widget corresponding to a clause (x y z), used in Problem
4.5. HAMILTONIAN CIRCUIT PROBLEM
As our next example, let us consider the problem of finding a Hamiltonian circuit in the
graph of Figure 11.3a. Without loss of generality, we can assume that if a Hamiltonian
circuit exists, it starts at vertex a. Accordingly, we make vertex a the root of the state-space
tree (Figure 11.3b).
The first component of our future solution, if it exists, is a first intermediate vertex of a
Hamiltonian cycle to be constructed. Using the alphabet order to break the three-way tie
among the vertices adjacent to a, we select vertex b. From b, the algorithm proceeds to c,
then to d, then to e, and finally to f, which proves to be a dead end. So the algorithm
backtracks from f to e, then to d. and then to c, which provides the first alternative for the
algorithm to pursue.
Going from c to e eventually proves useless, and the algorithm has to backtrack from e to c
and then to b. From there, it goes to the vertices f, e, c, and d, from which it can
legitimately return to a, yielding the Hamiltonian circuit a, b, f, e, c, d, a. If we wanted to
find another Hamiltonian circuit, we could continue this process by backtracking from the
leaf of the solution found.
Figure 11.3: (a) Graph. (b) State-space tree for finding a Hamiltonian circuit. The
numbers above the nodes of the tree indicate the order in which the nodes are
generated.
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4.6. KNAPSACK PROBLEM
The knapsack problem or rucksack problem is a problem in combinatorial optimization:
Given a set of items, each with a weight and a value, determine the number of each item to
include in a collection so that the total weight is less than a given limit and the total value is
as large as possible.
It derives its name from the problem faced by someone who is constrained by a fixed-size
knapsack and must fill it with the most useful items.
The problem often arises in resource allocation with financial constraints. A similar
problem also appears in combinatorics, complexity theory, cryptography and applied
mathematics.
The decision problem form of the knapsack problem is the question "can a value of at least
V be achieved without exceeding the weight W?"
E.g. A thief enters a store and sees the following items:
His Knapsack holds 4 pounds.
What should he steal to maximize profit?
Fractional Knapsack Problem
Thief can take a fraction of an item.
$100
$10 $120
2 pd 2 pd
3 pd
A B
C
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0-1 Knapsack Problem
Thief can only take or leave item. He cant take a fraction.
Fractional Knapsack has a greedy solution
Sort items by decreasing cost per pound
Solution = 3 pounds of item C
3 pds
C
$120
2 pounds of item A
2 pounds of item C
2 pds
A
$100
2 pds
C
$80
Solution = +
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If knapsack holds k=5 pds, solution is:
1 pds A
3 pds B
1 pds C
General Algorithm-O(n):
Given:
weight w1 w2 wn
cost c1 c2 cn
Knapsack weight limit K
1. Calculate vi = ci / wi for i = 1, 2, , n
2. Sort the item by decreasing vi
3. Find j, s.t.
w1 + w2 ++ wj d k < w1 + w2 ++ wj+1
Answer is
{ wi pds item i, for i d j
K-6idj wi pds item j+1
200
140
240
150
cost
weight
A
B
C
D
1
pd
3
pd
2
pd
5
pd
30 70 80 200
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IMPORTANT QUESTIONS
PART-A
1. Define Backtracking.
2. What are the applications of backtracking?
3. What are the algorithm design techniques?
4. Define n-queens problem.
5. Define Hamiltonian Circuit problem.
6. Define sum of subset problem.
7. What is state space tree?
8. Define Branch & Bound method.
9. Define assignment problem.
10. What is promising & non-promising node?
11. Define Knapsacks problem.
12. Define Travelling salesman problem.
13. State principle of backtracking.
14. Compare Backtracking & Branch and Bound techniques with an example.
15. What are the applications of branch & bound?(or) What are the examples
of branch & bound?
16.In Backtracking method,how the problem can be categorized?
17.How should be determine the solution in backtracking algorithm?
18.Obtain all possible solutions to 4-Queens problem.
19.Generate atleast 3-solutions for 5-Queens problem.
20.Draw a pruned state space tree for a given sum of subset problem:
S={3,4,5,6} and d=13
PART-B:
1. Explain the n-Queens problem & discuss the possible solutions. (16)
2. Solve the following instance of the knapsack problem by the branch &
bound algorithm. (16)
3. Discuss the solution for Travelling salesman problem using branch &
bound technique. (16)
4. Apply backtracking technique to solve the following instance of subset
sum problem : S={1,3,4,5} and d=11 (16)
5. Explain subset sum problem & discuss the possible solution strategies using
backtracking. (16)
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UNIT V TRAVERSALS, BRANCH AND BOUND
Graph traversals Connected components Spanning trees Biconnected components
Branch and Bound General methods (FIFO and LC) 0/1 Knapsack problem
Introduction to NP-hard and NP-completeness
5.1. GRAPH TRAVERSALS - BREADTH FIRST SEARCH
WORKING PRINCIPLE:
1. It starts from the arbitrary vertex
2. It visits all vertices adjacent to starting vertex.
3. Then all unvisited vertices between two edjes apart from it.
4. If there still remain unvisited vertices, the algorithm has to be restarted at an
arbitrary vertex of another connected component of the graph.
Queue is used to trace BFS.
The queue is initialized with the traversal's starting vertex, which is marked as visited.
On each iteration, the algorithm identifies all unvisited vertices that are adjacent to the front
vertex, marks them as visited, and adds them to the queue; after that, the front vertex is
removed from the queue.
5.1.1. BREADTH FIRST SEARCH FOREST
Similarly to a DFS traversal, it is useful to accompany a BFS traversal by constructing
the so-called breadth-first search forest.
1. The traversal's starting vertex serves as the root of the first tree in such a forest.
2. New unvisited vertex is reached for the first time, the vertex is attached as a child to
the vertex it is being reached from with an edge called a tree edge.
3. If an edge leading to a previously visited vertex other than its immediate
predecessor (i.e., its parent in the tree) is encountered, the edge is noted as a cross
edge.
Here is a pseudo code of the breadth-first search.
ALGORITHM BFS(G)
//Implements a breadth-first search traversal of a given graph
//Input: Graph G = (V, E)
//Output: Graph G with its vertices marked with consecutive integers in the order they
have been visited by the BFS traversal mark each vertex in V with 0 as a mark of being
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"unvisited"
count 0
for each vertex v in V do
if v is marked with 0
bfs(v)
bfs(v)
//visits all the unvisited vertices connected to vertex v and assigns them the numbers in
the order they are visited via global variable count
count count + 1; mark v with count and initialize a queue with v
while the queue is not empty do
for each vertex w in V adjacent to the front's vertex v do
if w is marked with 0
count count + 1; mark w with count add w to the queue
remove vertex v from the front of the queue
5.1.2. EFFICIENCY
Breadth-first search has the same efficiency as depth-first search:
BFS can be used to check the connectivity and acyclicity of a graph as same as DFS.
for the adjacency linked list representation.
5.1.3. ORDERING OF VERTICES
It yields a single ordering of vertices because the queue is a FIFO (first-in first-out)
structure, and hence the order in which vertices are added to the queue is the same order in
which they are removed from it.
As to the structure of a BFS forest, it can also have two kinds of edges: tree edges and
cross edges. Tree edges are the ones used to reach previously unvisited vertices. Cross
edges connect vertices to those visited before but, unlike back edges in a DFS tree, they
connect either siblings or cousins on the same or adjacent levels of a BFS tree.
5.1.4. APPLICATION OF BFS
Finally, BFS can be used to
Check connectivity and acydicity of a graph
BFS can be used for finding a path with the fewest number of edges between two given
vertices.
This figure explains the BFS algorithm to find the minimum edge path.
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(a) (b)
a) Graph. (b) Part of its BFS tree that identifies the minimum-edge path from a to g.
5.1.5. PROCEDURE TO FIND THE FEWEST NUMBER OF EDGES BETWEEN
TWO VERTICES:
Start a BFS traversal at one of the given edge
Stop it as soon as the other vertex is reached.
For example, path a-b-e-g in the graph has the fewest number of edges among all
the paths between
5.2. DEPTH FIRST SEARCH
WORKING PRINCIPLE
Depth-first search starts visiting vertices of a graph at an arbitrary vertex by marking
it as having been visited.
On each iteration, the algorithm proceeds to an unvisited vertex that is adjacent to the
one it is currently in.
The algorithm stops, when there is no unvisited adjacent unvisited vertex.
At a dead end, the algorithm backs up one edge to the vertex it came from and tries to
continue visiting unvisited vertices from there.
The algorithm eventually halts, when there is no unvisited unvisited vertex.
Stack is used totrace the operation of depth-first search.
Push a vertex onto the stack when the vertex is reached for the first time (i.e., the
visit of the vertex starts), and pop a vertex off the stack when it becomes a dead end
(i.e., the visit of the vertex ends).
5.2.1. DEPTH FIRST SEARCH FOREST
It is also very useful to accompany a depth-first search traversal by constructing the so
called depth-first search forest.
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The traversal's starting vertex serves as the root of the first tree in such a forest.
Whenever a new unvisited vertex is reached for the first time, it is attached as a child to the
vertex from which it is being reached. Such an edge is called a tree edge because the set of
all such edges forms a forest.
The algorithm may also encounter an edge leading to a previously visited vertex other
than its immediate predecessor (i.e., its parent in the tree). Such an edge is called a back
edge because it connects a vertex to its ancestor, other than the parent, in the depth-first
search forest.
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Here is a pseudo code of the depth-first search.
5.2.2. ALGORITHM DFS(G)
Algorithm Dfs(G)
//Implements a depth-first search traversal of a given graph
//Input: Graph G = (V, E)
//0utput: Graph G with its vertices marked with consecutive integers in the
order they've been first encountered by the DFS traversal mark each vertex in V
with 0 as a mark of being "unvisited"
count 0
for each vertex v in V do
if v is marked with 0
dfs (v)
dfs(v)
//visits recursively all the unvisited vertices connected to vertex v and assigns
them the numbers in the order they are encountered via global variable count
count count + 1; mark v with count
for each vertex w in V adjacent to v do
if w is marked with 0
dfs(w)
(a) (c) (d)
(b)
Fig: Example of a DFS traversal
(a) Graph. (b) Traversal's stack (the first subscript number indicates the order in which
a vertex was visited, i.e., pushed onto the stack; the second one indicates the order in
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which it became a dead-end, i.e., popped off the stack). (c) DFS forest (with the tree
edges shown with solid lines and the back edges shown with dashed lines).
A DFS traversal itself and the forest-like representation of a graph it provides have
proved to be extremely helpful for the development of efficient algorithms for checking
many important properties of graphs.
DFS yields two orderings of vertices:
1. The order in which the vertices are reached for the first time (pushed onto the stack)
2. The order in which the vertices become dead ends (popped off the stack).
These orders are qualitatively different, and various applications can take advantage of
either of them.
5.2.3. APPLICATIONS OF DFS
DFS is used for
Checking connectivity of the graph
Checking a cyclicity of a graph.
Checking connectivity of the graph
Checking a graph's connectivity can be done as follows.
Start a DFS traversal at an arbitrary vertex
Check, after the algorithm halts, whether all the graph's vertices will have been
visited.
If they have, the graph is connected; otherwise, it is not connected
Checking a cyclicity of a graph
If there is a back edge in DFS forest , then the graph is acyclic.
If there is a back edge,from some vertex u to its ancestor v (e.g., the back edge
from d to a in Figure 5.5c), the graph has a cycle that comprises the path from :J to u
via a sequence of tree edges in the DFS forest followed by the back edge from u to
v.
Articulation point
A vertex of a connected graph is said to be its articulation point if its removal with all
edges incident to it breaks the graph into disjoint pieces.
5.3. CONNECTED COMPONENT
A connected component of a graph G is a maximal connected induced subgraph, that is, a
connected induced subgraph that is not itself a proper subgraph of any other connected
subgraph of G
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A graph and one of its subgraphs.
The above Figure is a connected graph. It has only one connected component, namely
itself. Following figure is a graph with two connected components.
An unconnected graph.
5.3.1. BICONNECTED COMPONENTS
An articulation point of a graph is a vertex v such that when we remove v and all edges
incident upon v , we break a connected component of the graph into two or more pieces.
A connected graph with no articulation points is said to be biconnected. Depth-first search
is particularly useful in finding the biconnected components of a graph.
The problem of finding articulation points is the simplest of many important problems
concerning the connectivity of graphs. As an example of applications of connectivity
algorithms, we may represent a communication network as a graph in which the vertices
are sites to be kept in communication with one another.
A graph has connectivity k if the deletion of any k-1 vertices fails to disconnect the graph.
For example, a graph has connectivity two or more if and only if it has no articulation
points, that is, if and only if it is biconnected.
The higher the connectivity of a graph, the more likely the graph is to survive the failure of
some of its vertices, whether by failure of the processing units at the vertices or external
attack.
We shall here give a simple depth-first search algorithm to find all the articulation points of
a connected graph, and thereby test by their absence whether the graph is biconnected.
1. Perform a depth-first search of the graph, computing dfnumber [v] for each vertex v. In
essence, dfnumber orders the vertices as in a preorder traversal of the depth-first spanning
tree.
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2. For each vertex v, compute low [v], which is the smallest dfnumber of v or of any
vertex w reachable from v by following down zero or more tree edges to a descendant x of
v (x may be v) and then following a back edge (x, w). We compute low [v] for all
vertices v by visiting the vertices in a postorder traversal. When we process v, we have
computed low [y] for every child y of v. We take low [v] to be the minimum of a.
dfnumber [v],b. dfnumber [z] for any vertex z for which there is a back edge (v, z) and c.
low [y] for any child y of v.
Now we find the articulation points as follows.
a. The root is an articulation point if and only if it has two or more children. Since there
are no cross edges, deletion of the root must disconnect the subtrees rooted at its children,
as a disconnects {b, d, e} from {c, f, g} in Fig..
b. A vertex v other than the root is an articulation point if and only if there is some child w
of v such that low [w] dfnumber [v]. In this case, v disconnects w and its descendants
from the rest of the graph. Conversely, if low [w] < dfnumber [v], then there must be a way
to get from w down the tree and back to a proper ancestor of v (the vertex whose dfnumber
is low [w]), and therefore deletion of v does not disconnect w or its descendants from the
rest of the graph.
5.4. SPANNING TREES
A spanning tree for G is a free tree that connects all the vertices in V
5.4.1. MINIMUM-COST SPANNING TREES
Suppose G = (V, E) is a connected graph in which each edge (u, v) in E has a cost c(u, v)
attached to it. The cost of a spanning tree is the sum of the costs of the edges in the tree.
A typical application for minimum-cost spanning trees occurs in the design of
communications networks. The vertices of a graph represent cities and the edges possible
communications links between the cities. The cost associated with an edge represents the
cost of selecting that link for the network. A minimum-cost spanning tree represents a
communications network that connects all the cities at minimal cost.
5.4.2. The MST Property
There are several different ways to construct a minimum-cost spanning tree. Many of these
methods use the following property of minimum-cost spanning trees, which we call the
MST property
Let G = (V, E) be a connected graph with a cost function defined on the edges. Let U be
some proper subset of the set of vertices V. If (u, v) is an edge of lowest cost such that u
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U and v V-U, then there is a minimum-cost spanning tree that includes (u, v) as an edge.
The proof hat every minimum-cost spanning tree satisfies the MST property is not hard.
Suppose to the contrary that there is no minimum-cost spanning tree for G that includes (u,
v). Let T be any minimum-cost spanning tree for G. Adding (u, v) to T must introduce a
cycle, since T is a free tree and therefore satisfies property (2) for free trees. This cycle
involves edge (u, v). Thus, there must e another edge (u', v') in T such that u' U and v'
V-U, as illustrated in Fig. 7.5. If not, there could be no way for the cycle to get from u to v
without following the edge (u, v) a second time. Deleting the edge (u', v') breaks the
cycle and yields a spanning tree T' whose
5.4.3. PRIMS ALGORITHM
Definition:
A spanning tree of a connected graph is its connected acyclic subgraph (i.e., a tree) that
contains all the vertices of the graph. A minimum spanning tree of a weighted connected
graph is its spanning tree of the smallest weight, where the weight of a tree is defined as the
sum of the weights on all its edges. The minimum spanning tree problem is the problem of
finding a minimum spanning tree for a given weighted connected graph.
Two serious difficulties to construct Minimum Spanning Tree
1. The number of spanning trees grows exponentially with the graph size (at least for
dense graphs).
2. Generating all spanning trees for a given graph is not easy.
Figure: Graph and its spanning trees; T
1
is the Minimum Spanning Tree
Prims algorithm constructs a minimum spanning tree through a sequence of expanding
subtrees. The initial subtree in such a sequence consists of a single vertex selected
arbitrarily from the set V of the graphs vertices.
On each iteration, we expand the current tree in the greedy manner by simply attaching
to it the nearest vertex not in that tree. The algorithm stops after all the graphs vertices
have been included in the tree being constructed.
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Since the algorithm expands a tree by exactly one vertex on each of its iterations, the
total number of such iterations is n-1, where n is the number of vertices in the graph.
The tree generated by the algorithm is obtained as the set of edges used for the tree
expansions.
The nature of Prims algorithm makes it necessary to provide each vertex not in the
current tree with the information about the shortest edge connecting the vertex to a tree
vertex.
We can provide such information by attaching two labels to a vertex: the name of the
nearest tree vertex and the length (the weight) of the corresponding edge.
Vertices that are not adjacent to any of the tree vertices can be given the label
indicating their infinite distance to the tree vertices a null label for the name of the
nearest tree vertex.
With such labels, finding the next vertex to be added to the current tree T = (V
T
, E
T
)
become simple task of finding a vertex with the smallest distance label in the set V -
V
T
. Ties can be broken arbitrarily.
After we have identified a vertex u* to be added to the tree, we need to perform two
operations:
o Move u* from the set VV
T
to the set of tree vertices V
T
.
o For each remaining vertex U in VV
T
- that is connected to u* by a
shorter edge than the us current distance label, update its labels by u*
and the weight of the edge between u* and u, respectively.
Pseudocode of this algorithm
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The following figure demonstrates the application of Prims algorithm to a specific graph.
Fig: Graph given to find minimum spanning tree
Fig: Application of Prims algorithm
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5.4.4. KRUSKALS ALGORITHM
This is another greedy algorithm for the minimum spanning tree problem that also always
yields an optimal solution.
Kruskals algorithm looks at a minimum spanning tree for a weighted connected graph G =
{V, E} as an acyclic subgraph with |V|-1 edges for which the sum of the edge weights is
the smallest. Consequently, the algorithm constructs a minimum spanning tree as an
expanding sequence of subgraphs, which are always acyclic but are not necessarily
connected on the intermediate stages of the algorithm.
The correctness of Kruskals algorithm can be proved by repeating the essential steps of
the proof of Prims algorithm. The fact that E
T
is actually a tree in Prims algorithm, but
generally just an acyclic subgraph in Kruskals algorithm turns out to be an obstacle
that can be overcome.
Applying Prims and Kruskals algorithms to the same small graph by hand may create
an impression that the latter is simpler than the former. This impression is wrong
because, on each of its iterations, Kruskals algorithm has to check whether the addition
of the next edge to the edges already selected would create a cycle.
It is not difficult to see that a new cycle is created if and only if the new edge connects
two vertices already connected by a path, i.e., if and only if the two vertices belong to
the same connected component. Note also that each connected component of a
subgraph generated by Kruskals algorithm is a tree because it has no cycles.
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Fig: Graph given to find minimum spanning tree
Fig: Application of Kruskals algorithm
5.5. BRANCH-AND-BOUND
Backtracking is to cut off a branch of the problems state-space tree as soon as we can
deduce that it cannot lead to a solution.
This idea can be strengthened further if we deal with an optimization problem, one that
seeks to minimize or maximize an objective function, usually subject to some constraints.
Note that in the standard terminology of optimization problems, a feasible solution is a
point in the problems search space that satisfies all the problems constraints
(e.g. a Hamiltonian circuit in the traveling salesman problem,
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a subset of items whose total weight does not exceed the knapsacks
capacity),
while an optimal solution is a feasible solution with the best value of the objective function
(e.g., the shortest Hamiltonian circuit, the most valuable subset of items that fit the
knapsack).
Compared to backtracking, branch-and-bound requires two additional items.
A way to provide, for every node of a state-space tree, a bound on the best value of
the objective functions on any solution that can be obtained by adding further
components to the partial solution represented by the node
The value of the best solution seen so far
5.6. GENERAL METHOD
If this information is available, we can compare a nodes bound value with the
value of the best solution seen so far:
if the bound value is not better than the best solution seen so fari.e., not smaller
for a minimization problem and not larger for a maximization problemthe node is
nonpromising and can be terminated (some people say the branch is pruned)
because no solution obtained from it can yield a better solution than the one already
available.
E.g. Termination of search path
In general, we terminate a search path at the current node in a state-space tree of a branch-
and-bound algorithm for any one of the following three reasons:
1. The value of the nodes bound is not better than the value of the best solution seen
so far.
2. The node represents no feasible solutions because the constraints of the problem are
already violated.
3. The subset of feasible solutions represented by the node consists of a single point
(and hence no further choices can be made)in this case we compare the value of
the objective function for this feasible solution with that of the best solution seen so
far and update the latter with the former if the new solution is better.
5.6.1. ASSIGNMENT PROBLEM
Let us illustrate the branch-and-bound approach by applying it to the problem of assigning
n people to n jobs. So that the total cost of the assignment is as small as possible.
An instance of the assignment problem is specified by an n-by-n cost matrix C so that we
can state the problem as follows:
Select one element in each row of the matrix so that no two selected elements are in the
same column and their sum is the smallest possible.
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Demonstrate of solving this problem using the branch-and-bound
This is done by considering the same small instance of the problem:
To find a lower bound on the cost of an optimal selection without actually solving the
problem, we can do several methods.
For example, it is clear that the cost of any solution, including an optimal one, cannot be
smaller than the sum of the smallest elements in each of the matrixs rows.
For the instance here, this sum is 2 +3 + 1 + 4 = 10.
It is important to stress that this is not the cost of any legitimate selection (3 and 1 came
from the same column of the matrix); it is just a lower bound on the cost of any legitimate
selection.
We Can and will apply the same thinking to partially constructed solutions. For example,
for any legitimate selection that selects 9 from the first row, the lower bound will be 9 + 3
+ 1 + 4 = 17.
Fig: Levels 0 and 1 of the state-space tree for the instance of the assignment problem
(being solved with the best-first branch-and- bound algorithm. The number above a node
shows the order in which the node was generated. A nodes fields indicate the job number
assigned to person a, and the lower bound value, lb for this node.)
This problem deals with the order in which the trees nodes will he generated. Rather than
generating a single child of the last promising node as we did in backtracking, we wilt
generate all the children of the most promising node among non-terminated leaves in the
current tree. (Non-terminated, je., still promising, leaves are also called live.)
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To find which of the nodes is most promising, we are comparing the lower bounds of the
live node. It is sensible to consider a node with the best bound as most promising, although
this does not, of course, preclude the possibility that an optimal solution will ultimately
belong to a different branch of the state-space tree.
This variation of the strategy is called the best-first branch-and-bound. Returning to the
instance of the assignment problem given earlier, we start with the root that corresponds to
no elements selected from the cost matrix. As the lower bound value for the root, denoted
lb is 10.
The nodes on the first level of the free correspond to four elements (jobs) in the first row of
the matrix since they are each a potential selection for the first component of the solution.
So we have four live leaves (nodes 1 through 4) that may contain an optimal solution. The
most promising of them is node 2 because it has the smallest lower bound value.
Following our best-first search strategy, we branch out from that node first by considering
the three different ways of selecting an element from the second row and not in the second
columnthe three different jobs that can be assigned to person b.
Figure: Levels 0, 1. and 2 of the state-space tree for the instance of the assignment
problem
(being solved with the best-first branch-and- bound algorithm)
Of the six live leaves (nodes 1, 3, 4, 5, 6, and 7) that may contain an optimal solution, we
again choose the one with the smallest lower bound, node 5.
First, we consider selecting the third columns element from cs row (i.e., assigning person
c to job 3); this leaves us with no choice but to select the element from the fourth column of
ds row (assigning person d to job 4).
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This yields leafs that corresponds to the feasible solution (a 2, b1, c3, d 4) with
(he total cost of 13. Its sibling, node 9, corresponds to the feasible solution {a 2, b 1, c
4, d 3) with the total cost of 25, Since its cost is larger than the cost of the solution
represented by leafs, node 9 is simply terminated.
Note that if its cost were smaller than 13. we would have to replace the information about
the best solution seen so far with the data provided by this node.
Now, as we inspect each of the live leaves of the last state-space tree (nodes 1, 3, 4, 6, and
7 in the following figure), we discover that their lower bound values are not smaller than 13
the value of the best selection seen so far (leaf 8).
Hence we terminate all of them and recognize the solution represented by leaf 8 as the
optima) solution to the problem.
Figure: Complete state-space tree for the instance of the assignment problem
(Solved with the best-first branch-and-bound algorithm)
5.7. KNAPSACK PROBLEM
Illustration
Given n items of known weights w
i
and values v
i
, i = 1,2,..., n, and a knapsack of capacity
W, find the most valuable subset of the items that fit in the knapsack. It is convenient to
order the items of a given instance in descending order by their value-to-weight ratios.
Then the first item gives the best payoff per weight unit and the last one gives the worst
payoff per weight unit, with ties resolved arbitrarily:
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It is natural to structure the state-space tree for this problem as a binary tree constructed as
follows (following figure).
Each node on the ith level of this tree, 0 i n, represents all the subsets of n items that
include a particular selection made from the first i ordered items. This particular selection
is uniquely determined by a path from the root to the node: a branch going to the left
indicates the inclusion of the next item while the branch going to the right indicates its
exclusion.
We record the total weight w and the total value v of this selection in the node, along with
some upper bound ub on the value of any subset that can be obtained by adding zero or
more items to this selection.
A simple way to compute the upper bound ub is to add to v, the total value of the items
already selected, the product of the remaining capacity of the knapsack W - w and the best
per unit payoff among the remaining items, which is v
i+1
/w
i+1
:
As a specific example, let us apply the branch-and-bound algorithm to die same instance of
the knapsack problem.
Fig: Knapsack Problem (The knapsacks capacity W is 10.)
At the root of the state-space tree (in the following figure), no items have been selected as
yet. Hence, both the total weight of the items already selected w and their total value v are
equal to 0.
The value of the upper bound computed by formula (ub=v+(W-w)(v
i+1
/w
i+1
) is $100. Node
1, the left child of the root, represents the subsets that include item, 1.
The total weight and value of the items already included are 4 and $40, respectively; the
value of the upper bound is 40 + (10-4)*6 = $76.
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Fig: State-space tree of the branch-and-bound algorithm for the instance of the
knapsack problem
Node 2 represents the subsets that do not include item 1.
Accordingly, w = 0, v= $0, and ub=0+(10-0)*6=$60.
Since node 1 has a larger upper bound than the upper bound of node 2, it is more promising
for this maximization problem, and we branch from node 1 first. Its childrennodes 3 and
4represent subsets with item 1 and with and without item 2, respectively.
Since the total weight w of every subset represented by node 3 exceeds the knapsacks
capacity, node 3 can be terminated immediately. Node 4 has the same values of w and u as
its parent; the upper bound ub is equal to 40 + (10-4)*5 = $70.
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Selecting node 4 over node 2 for the next branching, we get nodes 5 and 6 by respectively
including and excluding item 3. The total weights and values as well as the upper bounds
for these nodes are computed in the same way as for the preceding nodes.
Branching from node 5 yields node 7, represents no feasible solutions and node 8 that
represents just a single subset {1, 3}.
The remaining live nodes 2 and 6 have smaller upper-bound values than the value of the
solution represented by node 8. Hence, both can be terminated making the subset {1, 3} of
node 8 the optimal solution to the problem.
Solving the knapsack problem by a branch-and-bound algorithm has a rather unusual
characteristic.
Typically, internal nodes of a state-space tree do not define a point of the problems search
space, because some of the solutions components remain undefined. For the knapsack
problem, however, every node of the tree represents a subset of the items given.
We can use this fact to update the information about the best subset seen so far after
generating each new node in the tree. If we did this for the instance investigated above, we
could have terminated nodes 2 & 6 before node 8 was generated because they both are
inferior to the subset of value $65 of node 5.
5.8. INTRODUCTION TO NP-HARD AND NP-COMPLETENESS
P: the class of decision problems that are solvable in O(p(n)) time, where p(n) is a
polynomial of problems input size n
Examples:
b searching
b element uniqueness
b graph connectivity
b graph acyclicity
primality testing (finally proved in 2002)
NP (nondeterministic polynomial): class of decision problems whose proposed solutions
can be verified in polynomial time = solvable by a nondeterministic polynomial algorithm
A nondeterministic polynomial algorithm is an abstract two-stage procedure that:
b generates a random string purported to solve the problem
b checks whether this solution is correct in polynomial time
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E.g. Problem: Is a boolean expression in its conjunctive normal form (CNF) satisfiable, i.e.,
are there values of its variables that makes it true?
This problem is in NP. Nondeterministic algorithm:
b Guess truth assignment
b Substitute the values into the CNF formula to see if it evaluates to true
Example: (A | B | C) & (A | B) & (B | D | E) & (D | E)
Truth assignments:
A B C D E
0 0 0 0 0
. . .
1 1 1 1 1
Checking phase: O(n)
5.8.1. PROBLEMS ARE IN NP?
b Hamiltonian circuit existence
b Partition problem: Is it possible to partition a set of n integers into two disjoint
subsets with the same sum?
b Decision versions of TSP, knapsack problem, graph coloring, and many other
combinatorial optimization problems. (Few exceptions include: MST, shortest
paths)
b All the problems in P can also be solved in this manner (but no guessing is
necessary), so we have:
P NP
b Big question: P = NP ?
NP-complete
problem
NP problems
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NP Hard problem:
Most problems discussed are efficient (poly time)
An interesting set of hard problems: NP-complete.
A decision problem D is NP-complete if its as hard as any problem in NP, i.e.,
x D is in NP
x every problem in NP is polynomial-time reducible to D
Cooks theorem (1971): CNF-sat is NP-complete
Other NP-complete problems obtained through polynomial-time reductions from a known
NP-complete problem
known
NP-complete
problem
NP problems
candidate
f or NP -
completeness
Fig: NP Problems
Examples:
TSP, knapsack, partition, graph-coloring and hundreds of other problems of combinatorial
nature
P = NP would imply that every problem in NP, including all NP-complete
problems, could be solved in polynomial time
If a polynomial-time algorithm for just one NP-complete problem is discovered,
then every problem in NP can be solved in polynomial time, i.e., P = NP
Most but not all researchers believe that P z NP , i.e. P is a proper subset of NP
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IMPORTANT QUESTIONS
PART-A
1. what is back tracking ?
2. Define n-queens problem.
3. Define hamiltonian circuit problem
4. what is subset-sum problem.
5. Define branch and bound.
6. Knapsack problem.
7. Traveling salesman problem.
PART-B
1. Explain Graph traversals.
2. Explain in detail about Knapsack problem.
3. Explain traveling salesman problem with example.
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