Branch predictor friendly tree traversal - algorithm

I have an AVL tree and I need to traverse it in ascending and descending order.
I implemented a simple algorithm, where knowing the tree size in advance, I allocate an array and assign 0 to a counter, then I traverse the tree as follows:
void traverseAscending(Node cur) {
if(cur.left != null) traverseAscending(cur.left);
outVals[totOuts] = cur.data;
totOuts++;
if(cur.right != null) traverseAscending(cur.right);
}
This is the classics we've all been taught. However, it's slow likely because the branches are mispredicted all the time.
How to traverse the tree in a way friendly for branch predictor?
UPDATE: answering the comments,
I came to the conclusion that it's branching that is slow because I profiled the application.
The cache should not be an issue because I have multiple relatively small trees that fit the cache.
Indeed, the share of this method in the profiler decreases over time, but I would think it's because the algorithm changes so the bottlenecks change. The first ~10 minutes of running this method takes ~6% of the runtime.

Related

Splay tree real life applications

Where would you use splay-tree in production. I mean a REAL LIFE example.
I was thinking about implementing autocomplete using tries and splay trees. For a large dataset it's not a good idea to traverse through trie from node x to the leaves to return results, so the idea was of having a splay tree inside a node in trie, so when user entered 'sta' it will go to s-t-a, 'a' - node and then return the top 5 elements in the splay tree (by BFS/level traversing, which doesn't necessarily mutates/modifies the tree)
Of course after the autocomplete variant was picked, we should traverse up the trie and update all splay trees inside those nodes.
Since splay trees are sensitive in concurrent environments I was questioning its' usage in production
Your ideas?
Splay trees are not a good match for data which rarely or never changes, particularly in a threaded environment. The extra mutations during read operations defeat memory caches and can create unnecessary lock contention. In any case, for read-only data structures, you can do a one-time computation of an optimal tree. Even if that computation is slow, it will have no impact on the long-term execution time.
I'm not entirely persuaded by the claim that large tries are slow, and certainly not in the case of autocompleters. On even not-so-modern hardware, the cost of a trie traversal is trivial compared to the time it takes for the user to type a character, or even the time it takes for the underlying keyboard driver and input processor to deliver the keypress to your application.
If you really need to optimise a trie, there is good reason to believe that a hybrid data structure with a trie at the root combined with a linear (or binary) search once the alternatives can fit in a cache line. This maximizes the benefit of the trie's large fan-out while avoiding the poor caching behaviour and excessive storage overhead at the end of the lines.
Splay trees are most useful (if they are useful at all) on data structures which are modified frequently. The ckassic example is a "rope" data structure (a tree of string segments), which is one way to attempt to optimise a text editor by avoiding large string copies. Compared with a deterministic tree-balancing algorithm such as RB-trees, the splay tree algorithm has the benefit of simplicity, as well as only touching nodes which form part of the tree traversal.
However, the ready availability of self-balancing tree libraries (part of the standard libraries of many modern programming languages) combined with often-disappointing empirical results make the splay algorithm a niche product at best, although it is certainly a fascinating idea.
I found a quite interesting usage of splay trees in Network load optimisations, it's called SplayNet. A Autonomous System (I think under Facebook) has implemented this maybe around 2015 and they have somehow managed with this to lower their internal communication load by around 40%(?).
So there is a good usage for Splaytrees!
Few weeks ago i was also reading about Splaytrees being usefully depending on the spread in the sequence of Search. If there is none you could also use f.a. binary trees or some static trees. But in the moment there is one, Splaytrees perform (if you use unlimited time) better.
In my thesis I use splay trees as pre processed data collection for the actual searching. So the splay tree only stores the results of the most common search requests. In the next step the search starts from the splay tree given node ... I think this is useful for big datasets, specially if it's stored on different computers/storages, so your program has a better guess where to start.
To say it the easy way - my splaytrees stores the FAQ of the given datastructure/dataset :)

Pattern for Frequently Updated Sorted Data

Let's say you're composing a blogging website. It displays recent blog posts by multiple authors sorted by "priority". Highest priority on top. Priority is determined by some formula involving:
how recently the post was published
how many comments it attracted
Order must always be accurate in real-time.
Sorting by priority is easy. The problem is let's say our website is hugely popular and comments fly in at the hundreds-per-minute rate. They fly in on dozens of posts.
Is there a pattern to handle this scenario? In other words, can we do any better than just updating the priority field whenever there's a comment on a post, and then sorting posts each and every time the page is loaded? Caching post order doesn't help much because heavy user activity causes order to change frequently.
With "pattern" I'm speaking from both a code and database schema point of view.
You can use a balanced binary tree (e.g. a red-black tree) to store the sorted index, which should make it quicker to update than if you were sorting the entire index every time.
Using Java-ish pseudocode this would look like
Tree tree;
Node {
int priority;
incrementPriority() {
priority = priority + 1;
if(priority > tree.nextHighestNode(this)) {
tree.remove(this);
tree.add(this);
}
}
decrementPriority() {
priority = priority - 1;
if(priority < tree.nextLowestNode(this)) {
tree.remove(this);
tree.add(this);
}
}
}
If changing a node's priority means that it's in an invalid tree location (meaning that it is higher than what ought to be the next-highest node, or lower than what ought to be the next-lowest node), then it's removed and re-added to the tree (which takes care of rebalancing itself). Insertion is O(log(n)), but usually (when there's no insertions/removals) updating the priority is a constant time operation.
Red-black trees are how balanced binary trees are usually implemented, but there are alternatives e.g. a Tango tree is probably more appropriate here since it's an online implementation. The biggest problem is going to be with concurrency - ideally you would want to be able to implement the nodes' priority fields using some sort of AtomicInteger (permits atomic increments and decrements; quite a few languages have something like this) so that you won't need to lock the field each time you change it, but it will be difficult to atomically compare the priority to the adjacent nodes' priorities.
As an alternative, you can store everything in an array or a linked list and swap adjacent elements when their priorities change - this way you won't need to do a full sort each time, and unlike the balanced binary tree where removing and inserting an element is O(log(n)), swapping two adjacent array/list elements is constant time. The only problem is that adding an entirely new element will be costly with an array as you will need to shift all of the array's elements; it will be O(n) with a list as well because you'll need to traverse the list until you find the correct location to insert the item, but this is probably preferable to the array because you won't need to shift any adjacent elements (which will reduce the amount of locking you need to do).

Implement an immutable deque as a balanced binary tree?

I've been thinking for a while about how to go about implementing a deque (that is, a double-ended queue) as an immutable data structure.
There seem to be different ways of doing this. AFAIK, immutable data structures are generally hierarchical, so that major parts of it can be reused after modifying operations such as the insertion or removal of an item.
Eric Lippert has two articles on his blog about this topic, along with sample implementations in C#.
Both of his implementations strike me as more elaborate than is actually necessary. Couldn't deques simply be implemented as binary trees, where elements can only be inserted or removed on the very "left" (the front) and on the very "right" (the back) of the tree?
o
/ \
… …
/ \
… …
/ \ / \
front --> L … … R <-- back
Additionally, the tree would be kept reasonably balanced with rotations:
right rotations upon insertion at the front or upon removal from the back, and
left rotations upon removal from the front or insertion at the back.
Eric Lippert is, in my opinion, a very smart person whom I deeply respect, yet he apparently didn't consider this approach. Thus I wonder, was it for a good reason? Is my suggested way of implementing deques naïve?
As Daniel noted, implementing immutable deques with well-known balanced search trees like AVL or red-black trees gives Θ(lg n) worst case complexity. Some of the implementations Lippert discusses may seem elaborate at first glance, but there are many immutable deques with o(lg n) worst or average or amortized complexity that are built from balanced trees along with two simple ideas:
Reverse the Spines
To perform deque operations on a traditional balanced search tree, we need access to the ends, but we only have access to the center. To get to the left end, we must navigate left child pointers until we finally reach a dead end. It would be preferable to have a pointer to the left and right ends without all that navigation effort. In fact, we really don't need access to the root node very often. Let's store a balanced search tree so that access to the ends is O(1).
Here is an example in C of how you might normally store an AVL tree:
struct AVLTree {
const char * value;
int height;
struct AVLTree * leftChild;
struct AVLTree * rightChild;
};
To set up the tree so that we can start at the edges and move towards the root, we change the tree and store all of the pointers along the paths from the root to the left and rightmost children in reverse. (These paths are called the left and right spine, respectively). Just like reversing a singly-linked list, the last element becomes the first, so the leftmost child is now easily accessible.
This is a little tricky to understand. To help explain it, imagine that you only did this for the left spine:
struct LeftSpine {
const char * value;
int height;
struct AVLTree * rightChild;
struct LeftSpine * parent;
};
In some sense, the leftmost child is now the "root" of the tree. If you drew the tree this way, it would look very strange, but if you simply take your normal drawing of a tree and reverse all of the arrows on the left spine, the meaning of the LeftSpine struct should become clearer. Access to the left side of the tree is now immediate. The same can be done for the right spine:
struct RightSpine {
double value;
int height;
struct AVLTree * leftChild;
struct RightSpine * parent;
};
If you store both a left and a right spine as well as the center element, you have immediate access to both ends. Inserting and deleting may still be Ω(lg n), because rebalancing operations may require traversing the entire left or right spine, but simply viewing to the left and rightmost elements is now O(1).
An example of this strategy is used to make purely functional treaps with implementations in SML and Java (more documentation). This is also a key idea in several other immutable deques with o(lg n) performance.
Bound the Rabalancing Work
As noted above, inserting at the left or rightmost end of an AVL tree can require Ω(lg n) time for traversing the spine. Here is an example of an AVL tree that demonstrates this:
A full binary tree is defined by induction as:
A full binary tree of height 0 is an empty node.
A full binary tree of height n+1 has a root node with full binary trees of height n as children.
Pushing an element onto the left of a full binary tree will necessarily increase the maximum height of the tree. Since the AVL trees above store that information in each node, and since every tree along the left spine of a full binary tree is also a full binary tree, pushing an element onto the left of an AVL deque that happens to be a full binary tree will require incrementing Ω(lg n) height values along the left spine.
(Two notes on this: (a) You can store AVL trees without keeping the height in the node; instead you keep only balance information (left-taller, right-taller, or even). This doesn't change the performance of the above example. (b) In AVL trees, you might need to do not only Ω(lg n) balance or height information updates, but Ω(lg n) rebalancing operations. I don't recall the details of this, and it may be only on deletions, rather than insertions.)
In order to achieve o(lg n) deque operations, we need to limit this work. Immutable deques represented by balanced trees usually use at least one of the following strategies:
Anticipate where rebalancing will be needed. If you are using a tree that requires o(lg n) rebalancing but you know where that rebalancing will be needed and you can get there quickly enough, you can perform your deque operations in o(lg n) time. Deques that use this as a strategy will store not just two pointers into the deque (the ends of the left and right spines, as discussed above), but some small number of jump pointers to places higher along the spines. Deque operations can then access the roots of the trees pointed to by the jump pointers in O(1) time. If o(lg n) jump pointers are maintained for all of the places where rebalancing (or changing node information) will be needed, deque operations can take o(lg n) time.
(Of course, this makes the tree actually a dag, since the trees on the spines pointed to by jump pointers are also pointed to by their children on the spine. Immutable data structures don't usually get along with non-tree graphs, since replacing a node pointed to by more than one other node requires replacing all of the other nodes that point to it. I have seen this fixed by just eliminating the non-jump pointers, turning the dag back into a tree. One can then store a singly-linked list with jump pointers as a list of lists. Each subordinate list contains all of the nodes between the head of that list and its jump pointer. This requires some care to deal with partially overlapping jump pointers, and a full explanation is probably not appropriate for this aside.)
This is one of the tricks used by Tsakalidis in his paper "AVL Trees for localized search" to allow O(1) deque operations on AVL trees with a relaxed balance condition. It is also the main idea used by Kaplan and Tarjan in their paper "Purely functional, real-time deques with catenation" and a later refinement of that by Mihaesau and Tarjan. Munro et al.'s "Deterministic Skip Lists" also deserves a mention here, though translating skip lists to an immutable setting by using trees sometimes changes the properties that allow such efficient modification near the ends. For examples of the translation, see Messeguer's "Skip trees, an alternative data structure to Skip lists in a concurrent approach", Dean and Jones's "Exploring the duality between skip lists and binary search trees", and Lamoureux and Nickerson's "On the Equivalence of B-trees and deterministic skip lists".
Do the work in bulk. In the full binary tree example above, no rebalancing is needed on a push, but Ω(lg n) nodes need to have their height or balance information updated. Instead of actually doing the incrementation, you could simply mark the spine at the ends as needing incrementation.
One way to understand this process is by analogy to binary numbers. (2^n)-1 is represented in binary by a string of n 1's. When adding 1 to this number, you need to change all of the 1's to 0's and then add a 1 at the end. The following Haskell encodes binary numbers as non-empty strings of bits, least significant first.
data Bit = Zero | One
type Binary = (Bit,[Bit])
incr :: Binary -> Binary
incr (Zero,x) = (One,x)
incr (One,[]) = (Zero,[One])
incr (One,(x:xs)) =
let (y,ys) = incr (x,xs)
in (Zero,y:ys)z
incr is a recursive function, and for numbers of the form (One,replicate k One), incr calls itself Ω(k) times.
Instead, we might represent groups of equal bits by only the number of bits in the group. Neighboring bits or groups of bits are combined into one group if they are equal (in value, not in number). We can increment in O(1) time:
data Bits = Zeros Int | Ones Int
type SegmentedBinary = (Bits,[Bits])
segIncr :: SegmentedBinary -> SegmentedBinary
segIncr (Zeros 1,[]) = (Ones 1,[])
segIncr (Zeros 1,(Ones n:rest)) = (Ones (n+1),rest)
segIncr (Zeros n,rest) = (Ones 1,Zeros (n-1):rest)
segIncr (Ones n,[]) = (Zeros n,[Ones 1])
segIncr (Ones n,(Zeros 1:Ones m:rest)) = (Zeros n,Ones (m+1):rest)
segIncr (Ones n,(Zeros p:rest)) = (Zeros n,Ones 1:Zeros (p-1):rest)
Since segIncr is not recursive and doesn't call any functions other than plus and minus on Ints, you can see it takes O(1) time.
Some of the deques mentioned in the section above entitled "Anticipate where rebalancing will be needed" actually use a different numerically-inspired technique called "redundant number systems" to limit the rebalancing work to O(1) and locate it quickly. Redundant numerical representations are fascinating, but possibly too far afield for this discussion. Elmasry et al.'s "Strictly-regular number system and data structures" is not a bad place to start reading about that topic. Hinze's "Bootstrapping one-sided flexible arrays" may also be useful.
In "Making data structures persistent", Driscoll et al. describe lazy recoloring, which they attribute to Tsakalidis. They apply it to red-black trees, which can be rebalanced after insertion or deletion with O(1) rotations (but Ω(lg n) recolorings) (see Tarjan's "Updataing a balanced tree in O(1) rotations"). The core of the idea is to mark a large path of nodes that need to be recolored but not rotated. A similar idea is used on AVL trees in the older versions of Brown & Tarjan's "A fast merging algorithm". (Newer versions of the same work use 2-3 trees; I have not read the newer ones and I do not know if they use any techniques like lazy recoloring.)
Randomize. Treaps, mentioned above, can be implemented in a functional setting so that they perform deque operations on O(1) time on average. Since deques do not need to inspect their elements, this average is not susceptible to malicious input degrading performance, unlike simple (no rebalancing) binary search trees, which are fast on average input. Treaps use an independent source of random bits instead of relying on randomness from the data.
In a persistent setting, treaps may be susceptible to degraded performance from malicious input with an adversary who can both (a) use old versions of a data structure and (b) measure the performance of operations. Because they do not have any worst-case balance guarantees, treaps can become quite unbalanced, though this should happen rarely. If an adversary waits for a deque operation that takes a long time, she can initiate that same operation repeatedly in order to measure and take advantage of a possibly unbalanced tree.
If this is not a concern, treaps are an attractively simple data structure. They are very close to the AVL spine tree described above.
Skip lists, mentioned above, might also be amenable to functional implementations with O(1) average-time deque operations.
The first two techniques for bounding the rebalancing work require complex modifications to data structures while usually affording a simple analysis of the complexity of deque operations. Randomization, along with the next technique, have simpler data structures but more complex analysis. The original analysis by Seidel and Aragon is not trivial, and there is some complex analysis of exact probabilities using more advanced mathematics than is present in the papers cited above -- see Flajolet et al.'s "Patterns in random binary search trees".
Amortize. There are several balanced trees that, when viewed from the roots up (as explained in "Reverse the Spines", above), offer O(1) amortized insertion and deletion time. Individual operations can take Ω(lg n) time, but they put the tree in such a nice state that a large number of operations following the expensive operation will be cheap.
Unfortunately, this kind of analysis does not work when old versions of the tree are still around. A user can perform operations on the old, nearly-out-of-balance tree many times without any intervening cheap operations.
One way to get amortized bounds in a persistent setting was invented by Chris Okasaki. It is not simple to explain how the amortization survives the ability to use arbitrary old versions of a data structure, but if I remember correctly, Okasaki's first (as far as I know) paper on the subject has a pretty clear explanation. For more comprehensive explanations, see his thesis or his book.
As I understand it, there are two essential ingredients. First, instead of just guaranteeing that a certain number of cheap operations occur before each expensive operation (the usual approach to amortization) you actually designate and set up that specific expensive operation before performing the cheap operations that will pay for it. In some cases, the operation is scheduled to be started (and finished) only after many intervening cheap steps. In other cases, the operation is actually scheduled only O(1) steps in the future, but cheap operations may do part of the expensive operation and then reschedule more of it for later. If an adversary looking to repeat an expensive operation over and over again is actually reusing the same scheduled operation each time. This sharing is where the second ingredient comes in.
The computation is set up using laziness. A lazy value is not computed immediately, but, once performed, its result is saved. The first time a client needs to inspect a lazy value, its value is computed. Later clients can use that cached value directly, without having to recompute it.
#include <stdlib.h>
struct lazy {
int (*oper)(const char *);
char * arg;
int* ans;
};
typedef struct lazy * lazyop;
lazyop suspend(int (*oper)(const char *), char * arg) {
lazyop ans = (lazyop)malloc(sizeof(struct lazy));
ans->oper = oper;
ans->arg = arg;
return ans;
}
void force(lazyop susp) {
if (0 == susp) return;
if (0 != susp->ans) return;
susp->ans = (int*)malloc(sizeof(int));
*susp->ans = susp->oper(susp->arg);
}
int get(lazyop susp) {
force(susp);
return *susp->ans;
}
Laziness constructs are included in some MLs, and Haskell is lazy by default. Under the hood, laziness is a mutation, which leads some authors to call it a "side effect". That might be considered bad if that kind of side effect doesn't play well with whatever the reasons were for selecting an immutable data structure in the first place, but, on the other hand, thinking of laziness as a side effect allows the application of traditional amortized analysis techniques to persistent data structures, as mentioned in a paper by Kaplan, Okasaki, and Tarjan entitled "Simple Confluently Persistent Catenable Lists".
Consider again the adversary from above who is attempting to repeatedly force the computation of an expensive operation. After the first force of the lazy value, every remaining force is cheap.
In his book, Okasaki explains how to build deques with O(1) amortized time required for each operation. It is essentially a B+-tree, which is a tree where all of the elements are stored at the leaves, nodes may vary in how many children they have, and every leaf is at the same depth. Okasaki uses the spine-reversal method discussed above, and he suspends (that is, stores as a lazy value) the spines above the leaf elements.
A structure by Hinze and Paterson called "Finger trees: a simple general-purpose data structure" is halfway between the deques designed by Okasaki and the "Purely functional representations of catenable sorted lists" of Kaplan and Tarjan. Hinze and Paterson's structure has become very popular.
As a evidence of how tricky the amortized analysis is to understand, Hinze and Paterson's finger trees are frequently implemented without laziness, making the time bounds not O(1) but still O(lg n). One implementation that seems to use laziness is the one in functional-dotnet. That project also includes an implementation of lazy values in C# which might help explain them if my explanation above is lacking.
Could deques be implemented as binary trees? Yes, and their worst-case complexity when used persistently would be no worse than those presented by Eric Lippert. However, Eric's trees are actually not complicated enough to get O(1) deque operations in a persistent setting, though only by a small complexity margin (making the center lazy) if you are willing to accept amortized performance. A different but also simple view of treaps can get O(1) expected performance in a functional setting, assuming an adversary who is not too tricky. Getting O(1) worst-case deque operations with a tree-like structure in a functional setting requires a good bit more complexity than Eric's implementations.
Two final notes (though this is a very interesting topic and I reserve the right to add more later) :-)
Nearly all of the deques mentioned above are finger search trees as well. In a functional setting this means they can be split at the ith element in O(lg(min(i,n-i))) time and two trees of size n and m can be concatenated in O(lg(min(n,m))) time.
I know of two ways of implementing deques that don't use trees. Okasaki presents one in his book and thesis and the paper I linked to above. The other uses a technique called "global rebuilding" and is presented in Chuang and Goldberg's "Real-time deques, multihead Turing machines, and purely functional programming".
If you use a balanced binary tree, insertions and removals on both ends are O(lg N) (both average and worst case).
The approach used in Eric Lippert's implementations is more efficient, running in constant time in the average case (the worst case still is O(lg N)).
Remember that modifying an immutable tree involves rewriting all parents of the node you are modifying. So for a deque, you do not want the tree to be balanced; instead you want the L and R nodes to be as close to the root as possible, whereas nodes in the middle of the tree can be further away.
The other answers are all awesome. I will add to them that I chose the finger tree implementation of a deque because it makes an unusual and interesting use of the generic type system. Most data structures are recursive in their structure, but this technique puts the recursion also in the type system which I had not seen before; I thought it might be of general interest.
Couldn't deques simply be implemented
as binary trees, where elements can
only be inserted or removed on the
very "left" (the front) and on the
very "right" (the back) of the tree?
Absolutely. A modified version of a height-balanced tree, AVL trees in particular, would be very easy to implement. However it means filling tree-based queue with n elements requires O(n lg n) time -- you should shoot for a deque which has similar performance characteristics as the mutable counterpart.
You can create a straightforward immutable deque with amortized constant time operations for all major operations using two stacks, a left and right stack. PushLeft and PushRight correspond to pushing values on the left and right stack respectively. You can get Deque.Hd and Deque.Tl from the LeftStack.Hd and LeftStack.Tl; if your LeftStack is empty, set LeftStack = RightStack.Reverse and RightStack = empty stack.
type 'a deque = Node of 'a list * 'a list // '
let peekFront = function
| Node([], []) -> failwith "Empty queue"
| Node(x::xs, ys) -> x
| Node([], ys) -> ys |> List.rev |> List.head
let peekRear = function
| Node([], []) -> failwith "Empty queue"
| Node(xs, y::ys) -> y
| Node(xs, []) -> xs |> List.rev |> List.head
let pushFront v = function
| Node(xs, ys) -> Node(v::xs, ys)
let pushRear v = function
| Node(xs, ys) -> Node(xs, v::ys)
let tl = function
| Node([], []) -> failwith "Empty queue"
| Node([], ys) -> Node(ys |> List.rev |> List.tail, [])
| Node(x::xs, ys) -> Node(xs, ys)
This is a very common implementation, and its very easy to optimize for better performance.

Binary Search Tree for specific intent

We all know there are plenty of self-balancing binary search trees (BST), being the most famous the Red-Black and the AVL. It might be useful to take a look at AA-trees and scapegoat trees too.
I want to do deletions insertions and searches, like any other BST. However, it will be common to delete all values in a given range, or deleting whole subtrees. So:
I want to insert, search, remove values in O(log n) (balanced tree).
I would like to delete a subtree, keeping the whole tree balanced, in O(log n) (worst-case or amortized)
It might be useful to delete several values in a row, before balancing the tree
I will most often insert 2 values at once, however this is not a rule (just a tip in case there is a tree data structure that takes this into account)
Is there a variant of AVL or RB that helps me on this? Scapegoat-trees look more like this, but would also need some changes, anyone who has got experience on them can share some thougts?
More precisely, which balancing procedure and/or removal procedure would help me keep this actions time-efficient?
It is possible to delete a range of values a BST in O(logn + objects num).
The easiest way I know is to work with the Deterministic Skip List data structure (you might want to read a bit about this data structure before you go on).
In the deterministic skip list all of the real values are stored in the bottom level, and there are pointers on upper levels to them. Insert, search and remove are done in O(logn).
The range deletion operation can be done according to the following algorithm:
Find the first element in the range - O(logn)
Go forward in the linked list, and remove all elements that are still in the range. If there are elements with pointers to the upper levels - remove them too, until reaching the topmost level (removal from a linked list) - O(number of deleted objects)
Fix the pointers to fit deterministic skip list (2-3 elements between every pointer upward)
The total complexity of the range delete is O(logn + number of objects in the range).
Notice that if you choose to work with a random skip list, you get the same complexity, but on average, and not worst case. The plus is that you don't have to fix the upper level pointers to meet the 2-3 demand.
A deterministic skip list has a 1-1 mapping to a 2-3 tree, so with some more work, the procedure described above could work for a 2-3 tree as well.
Long ago in the pre-STL days I wrote my own B-Tree (BST) algorithm because I had a rather large data set at the time (roughly 700K items in 2 trees that were interdependent). I found that rebalancing after every 100-200 insertions/deletions was the peak performance I could get at the time based on experimentation on 486 and SGI hardware. This number may be different now, or maybe not since it does appear to be an algorithmic optimization limit unless you convert to a parallel model.
In short, you could apply a modification trigger for the rebalancing, and allow for forced rebalancing when you've completed all your modifications.
The improvement was remarkable. The initial straight load was not complete after 25m (killed the process). Rebalancing as we went also was killed after 15m. The restricted modification loads with a rebalance every 100 mods loaded and ran in less than 3m. Note that during the "run" portion, there were 0-8 modification to the tree per initial entry. You really need to consider whether you always need to be in-balance when the tree will be modified again in the near term.
Hmm, what about B-trees? They are also balanced, and if you choose a big-order one --- it depends on how many items do you have ---, you will save a bunch of object creation/destruction times.
To 2. If you have a B-tree of order 100, you can remove up to 100 items by one function call.
To 3. This feature can be applied to almost any of the trees, just implement a RemoveSome() function that removes N items and does a rebalance. For B-trees, it's a bit trickier, but can be done.
Note: I supposed you're a programmer. If you need a complete, tested, off-the-shelf solution, you need another answer.
It should be easy to implement deleting a node and its sub nodes in an AVL tree if every node stores its height instead of a balance factor. After deleting a node keep rotating until the two child nodes differ by no more than one. Then move up the tree and repeat. The only real difference from a normal deletion will be a while instead of an if for testing the heights.
The Set implementation in the OCaml standard library is a purely functional AVL tree that satisfies all of your requirements and, in particular, has very efficient implementations of set theoretic operations (union, intersection, difference). Insertion and deletion are O(log n). You can remove subtrees and runs of elements by representing them as a set and using set difference. You can insert two elements simultaneously by creating a 2-element set and applying set union.

In place min-max tree invalidation problems

I’m trying to build a parallel implementation of a min-max search. My current approach is to materialize the tree to a small depth and then do the normal thing from each of these nodes.
The simple way to do this is to compute the heuristic value for each leaf and then sweep up and compute the min/max. The problem is that it this omits alpha/beta pruning at the upper levels and makes for a major performance hit.
My first “solution” to that was to push the min/max up after each leaf is computed. This gives updating value so I can scan up the tree and check if a leaf should be pruned.
The problem is that it's totally broken. (2 days of debugging to notice that, darn I feel stupid)
Now for the question:
Is there a way to build a min-max tree that allows the leafs to be evaluated in random order and also allows alpha/beta pruning?
Check out parallel game tree search, e.g. this paper.
I think I have found a solution but I don't like it in a few regards:
Annotate the tree with the number of unfinished children.
After a leaf is evaluated, update it's parent, decrement the parent's count
If that count just reached zero, update it's parent, decrement that count
Lather, rise, repeat
Alpha/beta pruning works as expected.
The problems with this is that with random order evaluation, a lot more nodes will get evaluated before stuff starts getting pruned. On the other hand, that might be mitigated by better ordering of the leafs.

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