Most Recently Used Index - DS&A / Interview Question - algorithm

Recently got the following question on an interview with FAANG. Could not understand for the life of me the optimal solution that the interviewer described, and after struggling with it for awhile, I've come here for help. The question is:
Design a most recently used index retriever. The retriever will be fed (in a stream) integers, and your class has to return the most recently used index for all integers that have been fed.
The class should implement two functions: stream(x) and get_index(x).
stream(x) consumes the given integer x and does not return anything. get_index(x) returns the most recently used index of the given integer x.
Example:
r = Retriever()
r.stream(1)
r.stream(2)
r.get_index(1) # should return 1
r.get_index(2) # should return 0 since it's the most recently used
r.stream(1)
r.get_index(1) # should return 0 since it was most recently used in the previous line
Another example with duplicates:
r = Retriever()
r.stream(1)
r.stream(2)
r.stream(2)
r.get_index(1) # should return 1, not 2
Pretty simple, right? The tough part that I'm struggling with, is how to get the optimal solution, which apparently can implement both stream and get_index in O(logN) time.
All I have going on is the fact that the interviewer mentioned that it is possible with a Binary Tree.

Implement a balanced, threaded binary tree (like AVL) and enrich each node with a size attribute that should always represent the number of nodes in its subtree (including itself). Unlike with binary search trees, an insertion always happens at the left-most leaf, where the new node becomes its left child. This way that new node has index 1 at that moment. By rebalancing (e.g. AVL rotations) the tree remains balanced.
Accompany this with a hash map that maps a value to a node in the tree. If a value is streamed again, this map will point to the node, which can then be removed (using AVL mechanics -- don't forget size updates in the ancestor nodes). After this removal, it is inserted again as would happen with a new value.
To get the node at a given index, one can walk down the tree, using the size information to choose the correct child, and eventually find the right node and corresponding value.

Keep track of the current "time". The "time" is just a counter that increments by 1 when an integer is fed.
Maintain a map: integer -> time last fed.
The index of an integer is just the difference between the current time, and the time this integer was fed.
A map can be implemented either as a hashmap, or as a binary tree.
Below is an implementation of class Retriever in python. The map is a python dict, which is a hashmap behind the scene.
class Retriever:
def __init__(self):
self.current_time = 0
self.time_last_seen = {}
def feed(self, x):
self.current_time += 1
self.time_last_seen[x] = self.current_time
def get_index(self, x):
if x in self.time_last_seen:
return self.current_time - self.time_last_seen[x]
else:
raise KeyError(x)
r = Retriever()
r.feed(1)
r.feed(2)
print( r.get_index(1) ) # 1
print( r.get_index(2) ) # 0
r.feed(1)
print( r.get_index(1) ) # 0
r.feed(3)
r.feed(1)
r.feed(1)
print( r.get_index(3) ) # 2

Related

What is the most efficient algorithm/data structure for finding the smallest range containing a point?

Given a data set of a few millions of price ranges, we need to find the smallest range that contains a given price.
The following rules apply:
Ranges can be fully nested (ie, 1-10 and 5-10 is valid)
Ranges cannot be partially nested (ie, 1-10 and 5-15 is invalid)
Example:
Given the following price ranges:
1-100
50-100
100-120
5-10
5-20
The result for searching price 7 should be 5-10
The result for searching price 100 should be 100-120 (smallest range containing 100).
What's the most efficient algorithm/data structure to implement this?
Searching the web, I only found solutions for searching ranges within ranges.
I've been looking at Morton count and Hilbert curve, but can't wrap my head around how to use them for this case.
Thanks.
Because you did not mention this ad hoc algorithm, I'll propose this as a simple answer to your question:
This is a python function, but it's fairly easy to understand and convert it in another language.
def min_range(ranges, value):
# ranges = [(1, 100), (50, 100), (100, 120), (5, 10), (5, 20)]
# value = 100
# INIT
import math
best_range = None
best_range_len = math.inf
# LOOP THROUGH ALL RANGES
for b, e in ranges:
# PICK THE SMALLEST
if b <= value <= e and e - b < best_range_len:
best_range = (b, e)
best_range_len = e - b
print(f'Minimal range containing {value} = {best_range}')
I believe there are more efficient and complicated solutions (if you can do some precomputation for example) but this is the first step you must take.
EDIT : Here is a better solution, probably in O(log(n)) but it's not trivial. It is a tree where each node is an interval, and has a child list of all strictly non overlapping intervals that are contained inside him.
Preprocessing is done in O(n log(n)) time and queries are O(n) in worst case (when you can't find 2 ranges that don't overlap) and probably O(log(n)) in average.
2 classes: Tree that holds the tree and can query:
class tree:
def __init__(self, ranges):
# sort the ranges by lowest starting and then greatest ending
ranges = sorted(ranges, key=lambda i: (i[0], -i[1]))
# recursive building -> might want to optimize that in python
self.node = node( (-float('inf'), float('inf')) , ranges)
def __str__(self):
return str(self.node)
def query(self, value):
# bisect is for binary search
import bisect
curr_sol = self.node.inter
node_list = self.node.child_list
while True:
# which of the child ranges can include our value ?
i = bisect.bisect_left(node_list, (value, float('inf'))) - 1
# does it includes it ?
if i < 0 or i == len(node_list):
return curr_sol
if value > node_list[i].inter[1]:
return curr_sol
else:
# if it does then go deeper
curr_sol = node_list[i].inter
node_list = node_list[i].child_list
Node that holds the structure and information:
class node:
def __init__(self, inter, ranges):
# all elements in ranges will be descendant of this node !
import bisect
self.inter = inter
self.child_list = []
for i, r in enumerate(ranges):
if len(self.child_list) == 0:
# append a new child when list is empty
self.child_list.append(node(r, ranges[i + 1:bisect.bisect_left(ranges, (r[1], r[1] - 1))]))
else:
# the current range r is included in a previous range
# r is not a child of self but a descendant !
if r[0] < self.child_list[-1].inter[1]:
continue
# else -> this is a new child
self.child_list.append(node(r, ranges[i + 1:bisect.bisect_left(ranges, (r[1], r[1] - 1))]))
def __str__(self):
# fancy
return f'{self.inter} : [{", ".join([str(n) for n in self.child_list])}]'
def __lt__(self, other):
# this is '<' operator -> for bisect to compare our items
return self.inter < other
and to test that:
ranges = [(1, 100), (50, 100), (100, 120), (5, 10), (5, 20), (50, 51)]
t = tree(ranges)
print(t)
print(t.query(10))
print(t.query(5))
print(t.query(40))
print(t.query(50))
Preprocessing that generates disjoined intervals
(I call source segments as ranges and resulting segments as intervals)
For ever range border (both start and end) make tuple: (value, start/end fiels, range length, id), put them in array/list
Sort these tuples by the first field. In case of tie make longer range left for start and right for end.
Make a stack
Make StartValue variable.
Walk through the list:
if current tuple contains start:
if interval is opened: //we close it
if current value > StartValue: //interval is not empty
make interval with //note id remains in stack
(start=StartValue, end = current value, id = stack.peek)
add interval to result list
StartValue = current value //we open new interval
push id from current tuple onto stack
else: //end of range
if current value > StartValue: //interval is not empty
make interval with //note id is removed from stack
(start=StartValue, end = current value, id = stack.pop)
add interval to result list
if stack is not empty:
StartValue = current value //we open new interval
After that we have sorted list of disjointed intervals containing start/end value and id of the source range (note that many intervals might correspond to the same source range), so we can use binary search easily.
If we add source ranges one-by-one in nested order (nested after it parent), we can see that every new range might generate at most two new intervals, so overall number of intervals M <= 2*N and overall complexity is O(Nlog N + Q * logN) where Q is number of queries
Edit:
Added if stack is not empty section
Result for your example 1-100, 50-100, 100-120, 5-10, 5-20 is
1-5(0), 5-10(3), 10-20(4), 20-50(0), 50-100(1), 100-120(2)
Since pLOPeGG already covered the ad hoc case, I will answer the question under the premise that preporcessing is performed in order to support multiple queries efficiently.
General data structures for efficient queries on intervals are the Interval Tree and the Segment Tree
What about an approach like this. Since we only allow nested and not partial-nesting. This looks to be a do-able approach.
Split segments into (left,val) and (right,val) pairs.
Order them with respect to their vals and left/right relation.
Search the list with binary search. We get two outcomes not found and found.
If found check if it is a left or right. If it is a left go right until you find a right without finding a left. If it is a right go left until you find a left without finding a right. Pick the smallest.
If not found stop when the high-low is 1 or 0. Then compare the queried value with the value of the node you are at and then according to that search right and left to it just like before.
As an example;
We would have (l,10) (l,20) (l,30) (r,45) (r,60) (r,100) when searching for say, 65 you drop on (r,100) so you go left and can't find a spot with a (l,x) such that x>=65 so you go left until you get balanced lefts and rights and first right and last left is your interval. The reprocessing part will be long but since you will keep it that way. It is still O(n) in worst-case. But that worst case requires you to have everything nested inside each other and you searching for the outer-most.

Efficient tree implementation in MATLAB

Tree class in MATLAB
I am implementing a tree data structure in MATLAB. Adding new child nodes to the tree, assigning and updating data values related to the nodes are typical operations that I expect to execute. Each node has the same type of data associated with it. Removing nodes is not necessary for me. So far, I've decided on a class implementation inheriting from the handle class to be able to pass references to nodes around to functions that will modify the tree.
Edit: December 2nd
First of all, thanks for all the suggestions in the comments and answers so far. They have already helped me to improve my tree class.
Someone suggested trying digraph introduced in R2015b. I have yet to explore this, but seeing as it does not work as a reference parameter similarly to a class inheriting from handle, I am a bit sceptical how it will work in my application. It is also at this point not yet clear to me how easy it will be to work with it using custom data for nodes and edges.
Edit: (Dec 3rd) Further information on the main application: MCTS
Initially, I assumed the details of the main application would only be of marginal interest, but since reading the comments and the answer by #FirefoxMetzger, I realise that it has important implications.
I am implementing a type of Monte Carlo tree search algorithm. A search tree is explored and expanded in an iterative manner. Wikipedia offers a nice graphical overview of the process:
In my application I perform a large number of search iterations. On every search iteration, I traverse the current tree starting from the root until a leaf node, then expand the tree by adding new nodes, and repeat. As the method is based on random sampling, at the start of each iteration I do not know which leaf node I will finish at on each iteration. Instead, this is determined jointly by the data of nodes currently in the tree, and the outcomes of random samples. Whatever nodes I visit during a single iteration have their data updated.
Example: I am at node n which has a few children. I need to access data in each of the children and draw a random sample that determines which of the children I move to next in the search. This is repeated until a leaf node is reached. Practically I am doing this by calling a search function on the root that will decide which child to expand next, call search on that node recursively, and so on, finally returning a value once a leaf node is reached. This value is used while returning from the recursive functions to update the data of the nodes visited during the search iteration.
The tree may be quite unbalanced such that some branches are very long chains of nodes, while others terminate quickly after the root level and are not expanded further.
Current implementation
Below is an example of my current implementation, with example of a few of the member functions for adding nodes, querying the depth or number of nodes in the tree, and so on.
classdef stree < handle
% A class for a tree object that acts like a reference
% parameter.
% The tree can be traversed in both directions by using the parent
% and children information.
% New nodes can be added to the tree. The object will automatically
% keep track of the number of nodes in the tree and increment the
% storage space as necessary.
properties (SetAccess = private)
% Hold the data at each node
Node = { [] };
% Index of the parent node. The root of the tree as a parent index
% equal to 0.
Parent = 0;
num_nodes = 0;
size_increment = 1;
maxSize = 1;
end
methods
function [obj, root_ID] = stree(data, init_siz)
% New object with only root content, with specified initial
% size
obj.Node = repmat({ data },init_siz,1);
obj.Parent = zeros(init_siz,1);
root_ID = 1;
obj.num_nodes = 1;
obj.size_increment = init_siz;
obj.maxSize = numel(obj.Parent);
end
function ID = addnode(obj, parent, data)
% Add child node to specified parent
if obj.num_nodes < obj.maxSize
% still have room for data
idx = obj.num_nodes + 1;
obj.Node{idx} = data;
obj.Parent(idx) = parent;
obj.num_nodes = idx;
else
% all preallocated elements are in use, reserve more memory
obj.Node = [
obj.Node
repmat({data},obj.size_increment,1)
];
obj.Parent = [
obj.Parent
parent
zeros(obj.size_increment-1,1)];
obj.num_nodes = obj.num_nodes + 1;
obj.maxSize = numel(obj.Parent);
end
ID = obj.num_nodes;
end
function content = get(obj, ID)
%% GET Return the contents of the given node IDs.
content = [obj.Node{ID}];
end
function obj = set(obj, ID, content)
%% SET Set the content of given node ID and return the modifed tree.
obj.Node{ID} = content;
end
function IDs = getchildren(obj, ID)
% GETCHILDREN Return the list of ID of the children of the given node ID.
% The list is returned as a line vector.
IDs = find( obj.Parent(1:obj.num_nodes) == ID );
IDs = IDs';
end
function n = nnodes(obj)
% NNODES Return the number of nodes in the tree.
% Equal to root + those whose parent is not root.
n = 1 + sum(obj.Parent(1:obj.num_nodes) ~= 0);
assert( obj.num_nodes == n);
end
function flag = isleaf(obj, ID)
% ISLEAF Return true if given ID matches a leaf node.
% A leaf node is a node that has no children.
flag = ~any( obj.Parent(1:obj.num_nodes) == ID );
end
function depth = depth(obj,ID)
% DEPTH return depth of tree under ID. If ID is not given, use
% root.
if nargin == 1
ID = 0;
end
if obj.isleaf(ID)
depth = 0;
else
children = obj.getchildren(ID);
NC = numel(children);
d = 0; % Depth from here on out
for k = 1:NC
d = max(d, obj.depth(children(k)));
end
depth = 1 + d;
end
end
end
end
However, performance at times is slow, with operations on the tree taking up most of my computation time. What specific ways would there be to make the implementation more efficient? It would even be possible to change the implementation to something else than the handle inheritance type if there are performance gains.
Profiling results with current implementation
As adding new nodes to the tree is the most typical operation (along with updating the data of a node), I did some profiling on that.
I ran the profiler on the following benchmarking code with Nd=6, Ns=10.
function T = benchmark(Nd, Ns)
% Tree benchmark. Nd: tree depth, Ns: number of nodes per layer
% Initialize tree
T = stree(rand, 10000);
add_layers(1, Nd);
function add_layers(node_id, num_layers)
if num_layers == 0
return;
end
child_id = zeros(Ns,1);
for s = 1:Ns
% add child to current node
child_id(s) = T.addnode(node_id, rand);
% recursively increase depth under child_id(s)
add_layers(child_id(s), num_layers-1);
end
end
end
Results from the profiler:
R2015b performance
It has been discovered that R2015b improves the performance of MATLAB's OOP features. I redid the above benchmark and indeed observed an improvement in performance:
So this is already good news, although further improvements are of course accepted ;)
Reserving memory differently
It was also suggested in the comments to use
obj.Node = [obj.Node; data; cell(obj.size_increment - 1,1)];
to reserve more memory rather than the current approach with repmat. This improved performance slightly. I should note that my benchmark code is for dummy data, and since the actual data is more complicated this is likely to help. Thanks! Profiler results below:
Questions on even further increasing performance
Perhaps there is an alternative way to maintain memory for the tree that is more efficient? Sadly, I typically don't know ahead of time how many nodes there will be in the tree.
Adding new nodes and modifying the data of existing nodes are the most typical operations I do on the tree. As of now, they actually take up most of the processing time of my main application. Any improvements on these functions would be most welcome.
Just as a final note, I would ideally like to keep the implementation as pure MATLAB. However, options such as MEX or using some of the integrated Java functionalities may be acceptable.
TL:DR You deep copy the entire data stored on each insertation, initialize the parent and Node cell bigger then what you expect to need.
Your data does have a tree structure, however you are not utilising this in your implementation. Instead the implemented code is a computational hungry version of a look up table (actually 2 tables), that stores the data and the relational data for the tree.
The reasons I am saying this are the following:
To insert you call stree.addnote(parent, data), which will store all data in the tree object stree's fields Node = {} and Parent = []
you seem to know prior which element in your tree you want to access as the search code is not given (if you use stree.getchild(ID) for it I have some bad news)
once you processed a node you trace it back using find() which is a list search
By no means does that mean the implementation is clumsy for the data, it may even be the best, depending on what you are doing. However it does explain your memory allocation issues and gives hints on how to resolve them.
Keep Data as lookup table
One of the ways to store data is to keep the underlying look up table. I would only do this, if you know the ID of the first element you want to modify without searching for it. This case allows you to make your structure more efficient in two steps.
First initialise your arrays bigger then what you expect you need to store the data. If the look up table's capacity is exceeded, a new one is initialized, which is X fields larger, and a deep-copy of the old data is made. If you need to expand capcity once or twice (during all insertations) it might not be an issue, but in your case a deep copy is made for ever insertation!
Second I would change the internal structure and merge the two tables Node and Parent. The reason for this is that back-propagation in your code takes O(depth_from_root * n), where n is the number of nodes in your table. This is because find() will iterate over the entire table for each parent.
Instead you can implement something similar to
table = cell(n,1) % n bigger then expected value
end_pointer = 1 % simple pointer to the first free value
function insert(data,parent_ID)
if end_pointer < numel(table)
content.data = data;
content.parent = parent_ID;
table{end_pointer} = content;
end_pointer = end_pointer + 1;
else
% need more space, make sure its enough this time
table = [table cell(end_pointer,1)];
insert(data,parent_ID);
end
end
function content = get_value(ID)
content = table(ID);
end
This instantly gives you access to the parent's ID without the need to find() it first, saving n iterations each step, so afford becomes O(depth). If you do not know your initial node, then you have to find() that one, which costs O(n).
Note that this structure has no need for is_leaf(), depth(), nnodes() or get_children(). If you still need those I need more insight in what you want to do with your data, as this highly influences a proper structure.
Tree Structure
This structure makes sense, if you never know the first node's ID and thus allways have to search for it.
The benefit is that the search for an arbitrary note works with O(depth), so searching is O(depth) instead of O(n) and back propagating is O(depth^2) instead of O(depth + n). Note that depth can be anything from log(n) for a perfectly balanced tree, that may be possible depending on your data, to n for the degenerated tree, that just is a linked list.
However to suggest something proper I would require more insight, as every tree structure kind of has its own nich. From what I can see so far, I'd suggest an unbalanced tree, that is 'sorted' by the simple order given by a nodes wanted parent. This may be further optimized depending on
is it possible to define a total order on your data
how do you treat double values (same data appearing twice)
what scale is your data (thousands, millions, ...)
is a lookup / search allways paired with back propagation
how long are the chains of 'parent-child' on your data (or how balanced and deep will the tree be using this simple order)
is there allways just one parent or is the same element inserted twice with different parents
I'll happily provide example code for above tree, just leave me a comment.
EDIT:
In your case an unbalanced tree (that is construted paralell to doing the MCTS) seems to be the best option. The code below assumes that the data is split in state and score and further that a state is unique. If it isn't this will still work, however there is a possible optimisation to increase MCTS preformance.
classdef node < handle
% A node for a tree in a MCTS
properties
state = {}; %some state of the search space that identifies the node
score = 0;
childs = cell(50,1);
num_childs = 0;
end
methods
function obj = node(state)
% for a new node simulate a score using MC
obj.score = simulate_from(state); % TODO implement simulation state -> finish
obj.state = state;
end
function value = update(obj)
% update the this node using MC recursively
if obj.num_childs == numel(obj.childs)
% there are to many childs, we have to expand the table
obj.childs = [obj.childs cell(obj.num_childs,1)];
end
if obj.do_exploration() || obj.num_childs == 0
% explore a potential state
state_to_explore = obj.explore();
%check if state has already been visited
terminate = false;
idx = 1;
while idx <= obj.num_childs && ~terminate
if obj.childs{idx}.state_equals(state_to_explore)
terminate = true;
end
idx = idx + 1;
end
%preform the according action based on search
if idx > obj.num_childs
% state has never been visited
% this action terminates the update recursion
% and creates a new leaf
obj.num_childs = obj.num_childs + 1;
obj.childs{obj.num_childs} = node(state_to_explore);
value = obj.childs{obj.num_childs}.calculate_value();
obj.update_score(value);
else
% state has been visited at least once
value = obj.childs{idx}.update();
obj.update_score(value);
end
else
% exploit what we know already
best_idx = 1;
for idx = 1:obj.num_childs
if obj.childs{idx}.score > obj.childs{best_idx}.score
best_idx = idx;
end
end
value = obj.childs{best_idx}.update();
obj.update_score(value);
end
value = obj.calculate_value();
end
function state = explore(obj)
%select a next state to explore, that may or may not be visited
%TODO
end
function bool = do_exploration(obj)
% decide if this node should be explored or exploited
%TODO
end
function bool = state_equals(obj, test_state)
% returns true if the nodes state is equal to test_state
%TODO
end
function update_score(obj, value)
% updates the score based on some value
%TODO
end
function calculate_value(obj)
% returns the value of this node to update previous nodes
%TODO
end
end
end
A few comments on the code:
depending on the setup the obj.calculate_value() might not be needed. E.g. if it is some value that can be computed by evaluating the child's scores alone
if a state can have multiple parents it makes sense to reuse the note object and cover it in the structure
as each node knows all its children a subtree can be easily generated using node as root node
searching the tree (without any update) is a simple recursive greedy search
depending on the branching factor of your search, it might be worth to visit each possible child once (upon initialization of the node) and later do randsample(obj.childs,1) for exploration as this avoids copying / reallocating of the child array
the parent property is encoded as the tree is updated recursively, passing value to the parent upon finishing the update for a node
The only time I reallocate memory is when a single node has more then 50 childs any I only do reallocation for that individual node
This should run a lot faster, as it just worries about whatever part of the tree is chosen and does not touch anything else.
I know that this might sound stupid... but how about keeping the number of free nodes instead of total number of nodes? This would require comparison against a constant (which is zero), which is single property access.
One other voodoo improvement would be moving .maxSize near .num_nodes, and placing both those before the .Node cell. Like this their position in memory won't change relative to the beginning of the object because of the growth of .Node property (the voodoo here being me guessing the internal implementation of objects in MATLAB).
Later Edit When I profiled with the .Node moved at the end of the property list, the bulk of the execution time was consumed by extending the .Node property, as expected (5.45 seconds, compared to 1.25 seconds for the comparison you mentioned).
You can try to allocate a number of elements that is proportional to the number of elements you have actually filled: this is the standard implementation for std::vector in c++
obj.Node = [obj.Node; data; cell(q * obj.num_nodes,1)];
I don't remember exactly but in MSCC q is 1 while it is .75 for GCC.
This is a solution using Java. I don't like it very much, but it does its job. I implemented the example you extracted from wikipedia.
import javax.swing.tree.DefaultMutableTreeNode
% Let's create our example tree
top = DefaultMutableTreeNode([11,21])
n1 = DefaultMutableTreeNode([7,10])
top.add(n1)
n2 = DefaultMutableTreeNode([2,4])
n1.add(n2)
n2 = DefaultMutableTreeNode([5,6])
n1.add(n2)
n3 = DefaultMutableTreeNode([2,3])
n2.add(n3)
n3 = DefaultMutableTreeNode([3,3])
n2.add(n3)
n1 = DefaultMutableTreeNode([4,8])
top.add(n1)
n2 = DefaultMutableTreeNode([1,2])
n1.add(n2)
n2 = DefaultMutableTreeNode([2,3])
n1.add(n2)
n2 = DefaultMutableTreeNode([2,3])
n1.add(n2)
n1 = DefaultMutableTreeNode([0,3])
top.add(n1)
% Element to look for, your implementation will be recursive
searching = [0 1 1];
idx = 1;
node(idx) = top;
for item = searching,
% Java transposes the matrices, remember to transpose back when you are reading
node(idx).getUserObject()'
node(idx+1) = node(idx).getChildAt(item);
idx = idx + 1;
end
node(idx).getUserObject()'
% We made a new test...
newdata = [0, 1]
newnode = DefaultMutableTreeNode(newdata)
% ...so we expand our tree at the last node we searched
node(idx).add(newnode)
% The change has to be propagated (this is where your recursion returns)
for it=length(node):-1:1,
itnode=node(it);
val = itnode.getUserObject()'
newitemdata = val + newdata
itnode.setUserObject(newitemdata)
end
% Let's see if the new values are correct
searching = [0 1 1 0];
idx = 1;
node(idx) = top;
for item = searching,
node(idx).getUserObject()'
node(idx+1) = node(idx).getChildAt(item);
idx = idx + 1;
end
node(idx).getUserObject()'

How to adapt Fenwick tree to answer range minimum queries

Fenwick tree is a data-structure that gives an efficient way to answer to main queries:
add an element to a particular index of an array update(index, value)
find sum of elements from 1 to N find(n)
both operations are done in O(log(n)) time and I understand the logic and implementation. It is not hard to implement a bunch of other operations like find a sum from N to M.
I wanted to understand how to adapt Fenwick tree for RMQ. It is obvious to change Fenwick tree for first two operations. But I am failing to figure out how to find minimum on the range from N to M.
After searching for solutions majority of people think that this is not possible and a small minority claims that it actually can be done (approach1, approach2).
The first approach (written in Russian, based on my google translate has 0 explanation and only two functions) relies on three arrays (initial, left and right) upon my testing was not working correctly for all possible test cases.
The second approach requires only one array and based on the claims runs in O(log^2(n)) and also has close to no explanation of why and how should it work. I have not tried to test it.
In light of controversial claims, I wanted to find out whether it is possible to augment Fenwick tree to answer update(index, value) and findMin(from, to).
If it is possible, I would be happy to hear how it works.
Yes, you can adapt Fenwick Trees (Binary Indexed Trees) to
Update value at a given index in O(log n)
Query minimum value for a range in O(log n) (amortized)
We need 2 Fenwick trees and an additional array holding the real values for nodes.
Suppose we have the following array:
index 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
value 1 0 2 1 1 3 0 4 2 5 2 2 3 1 0
We wave a magic wand and the following trees appear:
Note that in both trees each node represents the minimum value for all nodes within that subtree. For example, in BIT2 node 12 has value 0, which is the minimum value for nodes 12,13,14,15.
Queries
We can efficiently query the minimum value for any range by calculating the minimum of several subtree values and one additional real node value. For example, the minimum value for range [2,7] can be determined by taking the minimum value of BIT2_Node2 (representing nodes 2,3) and BIT1_Node7 (representing node 7), BIT1_Node6 (representing nodes 5,6) and REAL_4 - therefore covering all nodes in [2,7]. But how do we know which sub trees we want to look at?
Query(int a, int b) {
int val = infinity // always holds the known min value for our range
// Start traversing the first tree, BIT1, from the beginning of range, a
int i = a
while (parentOf(i, BIT1) <= b) {
val = min(val, BIT2[i]) // Note: traversing BIT1, yet looking up values in BIT2
i = parentOf(i, BIT1)
}
// Start traversing the second tree, BIT2, from the end of range, b
i = b
while (parentOf(i, BIT2) >= a) {
val = min(val, BIT1[i]) // Note: traversing BIT2, yet looking up values in BIT1
i = parentOf(i, BIT2)
}
val = min(val, REAL[i]) // Explained below
return val
}
It can be mathematically proven that both traversals will end in the same node. That node is a part of our range, yet it is not a part of any subtrees we have looked at. Imagine a case where the (unique) smallest value of our range is in that special node. If we didn't look it up our algorithm would give incorrect results. This is why we have to do that one lookup into the real values array.
To help understand the algorithm I suggest you simulate it with pen & paper, looking up data in the example trees above. For example, a query for range [4,14] would return the minimum of values BIT2_4 (rep. 4,5,6,7), BIT1_14 (rep. 13,14), BIT1_12 (rep. 9,10,11,12) and REAL_8, therefore covering all possible values [4,14].
Updates
Since a node represents the minimum value of itself and its children, changing a node will affect its parents, but not its children. Therefore, to update a tree we start from the node we are modifying and move up all the way to the fictional root node (0 or N+1 depending on which tree).
Suppose we are updating some node in some tree:
If new value < old value, we will always overwrite the value and move up
If new value == old value, we can stop since there will be no more changes cascading upwards
If new value > old value, things get interesting.
If the old value still exists somewhere within that subtree, we are done
If not, we have to find the new minimum value between real[node] and each tree[child_of_node], change tree[node] and move up
Pseudocode for updating node with value v in a tree:
while (node <= n+1) {
if (v > tree[node]) {
if (oldValue == tree[node]) {
v = min(v, real[node])
for-each child {
v = min(v, tree[child])
}
} else break
}
if (v == tree[node]) break
tree[node] = v
node = parentOf(node, tree)
}
Note that oldValue is the original value we replaced, whereas v may be reassigned multiple times as we move up the tree.
Binary Indexing
In my experiments Range Minimum Queries were about twice as fast as a Segment Tree implementation and updates were marginally faster. The main reason for this is using super efficient bitwise operations for moving between nodes. They are very well explained here. Segment Trees are really simple to code so think about is the performance advantage really worth it? The update method of my Fenwick RMQ is 40 lines and took a while to debug. If anyone wants my code I can put it on github. I also produced a brute and test generators to make sure everything works.
I had help understanding this subject & implementing it from the Finnish algorithm community. Source of the image is http://ioinformatics.org/oi/pdf/v9_2015_39_44.pdf, but they credit Fenwick's 1994 paper for it.
The Fenwick tree structure works for addition because addition is invertible. It doesn't work for minimum, because as soon as you have a cell that's supposed to be the minimum of two or more inputs, you've lost information potentially.
If you're willing to double your storage requirements, you can support RMQ with a segment tree that is constructed implicitly, like a binary heap. For an RMQ with n values, store the n values at locations [n, 2n) of an array. Locations [1, n) are aggregates, with the formula A(k) = min(A(2k), A(2k+1)). Location 2n is an infinite sentinel. The update routine should look something like this.
def update(n, a, i, x): # value[i] = x
i += n
a[i] = x
# update the aggregates
while i > 1:
i //= 2
a[i] = min(a[2*i], a[2*i+1])
The multiplies and divides here can be replaced by shifts for efficiency.
The RMQ pseudocode is more delicate. Here's another untested and unoptimized routine.
def rmq(n, a, i, j): # min(value[i:j])
i += n
j += n
x = inf
while i < j:
if i%2 == 0:
i //= 2
else:
x = min(x, a[i])
i = i//2 + 1
if j%2 == 0:
j //= 2
else:
x = min(x, a[j-1])
j //= 2
return x

Weighted Item Algorithm

I would like to learn how to select weighted items. For example : I want to fetch questions from a pool but if some one can't give right answer to a question, that causes this question to double its weight and increase the probability of being selected again later on.
Have a class which keeps the item:weight pairs (key=item:value=weight) in a hash table.
The class should also maintain a total_weight variable, which is the sum of all the weights in the hash table. The class' methods to add_item, remove_item, and update_weight for an item should keep the total_weight updated. This avoids having to recalculate the total for every choice.
To choose an item:
Use a random number such that 1<=random_number<=total_weight.
Iterate over the item:weight pairs in the hash table, summing the weights until the random number is <= that running sum. When that happens, the key of the pair you're on is the chosen item.
This is like rolling an imaginary die whose size is the sum of all the weights. For every roll, each item has its own range of numbers on the die, with the size of each range equal to its item's weight. If the roll result falls within an item's range, that item is the chosen one.
Editing to add the following sample code after the request in the comment below. Tested this with Python 2.5.2:
from random import randint # Import randint function from random module.
class WeightedCollection(object):
def __init__(self):
self.total_weight = 0
self.items = {} # This is a python dictionary == a hash table
def add_item(self, item, weight):
self.items[item] = weight
self.total_weight += weight
def remove_item(self, item):
self.total_weight -= self.items[item] # Subtracts the weight.
del(self.items[item])
def update_weight(self, item, new_weight):
self.total_weight += (new_weight - self.items[item])
self.items[item] = new_weight
def get_random_item(self):
''' Returns random selection but weighted by item weights. '''
# Result of call below is 1 <= random_number <= self.total_weight...
random_number = randint(1, self.total_weight)
sum_so_far = 0
# For every item and its weight...
for item, weight in self.items.iteritems():
sum_so_far += weight
if random_number <= sum_so_far:
return item
# Usage demo...
questions = WeightedCollection()
questions.add_item('What is your name?', 1)
questions.add_item('What is your favorite color?', 50)
questions.add_item('What is the meaning to life?', 100)
print 'Here is what the dictionary looks like:'
print questions.items
print ''
print "Total weight:", questions.total_weight
print ''
print 'Some sample random picks...'
for i in range(5):
print questions.get_random_item()
And here is the output:
Here is what the dictionary looks like:
{'What is the meaning to life?': 100, 'What is your name?': 1, 'What is your favorite color?': 50}
Total weight: 151
Some sample random picks...
What is your favorite color?
What is the meaning to life?
What is the meaning to life?
What is your favorite color?
What is the meaning to life?
Keep around an array of the candidate items. If one item has weight 2, put it in the array twice, generally if one has weight n put it in there n times. Then select a random element from the array. Ta-daaa.
I like #André Hoffmann's idea of using a binary tree, in which every leaf node corresponds to a question, and every intermediate node stores the sum of the weight of its child nodes. But he says the tree needs to be re-created every time a weight changes.
Actually, this need not be the case! When you change the weight of a given leaf, you only need to update the weights of those nodes between it and the root of the tree. But...you also need some way to find the node within the tree, if you want to modify it.
So my suggestion is to use a self-balancing binary tree (e.g. a red-black tree, AVL tree, etc), which is ordered by the question ID. Operations on the tree need to maintain the property that the weight of any node is equal to the sum of the weights of its children.
With this data structure, the root node's weight W is equal to the sum of the weights of all the questions. You can retrieve a question either by question ID, or by a random weight (between zero and W). This operation, as well as insertions, deletions, or updating the weight of a question are all O(log n).
Have a look at this this(scroll down for the code).
EDIT for the critics:)
The code on this thread I linked shows how to implement a binary tree approach that actually works with weights and doesn't store masses of elements in an array to achieve a weighted probability. Then again, it's pretty inefficient when the weights change very often as the binary tree has to be re-created every time a weight changes.
EDIT2:
See Todd Owen's post about using self-balancing trees. The tree obviously does not have to be re-created every time a weight changes. That part just isn't included in the implementation I linked and needs to be added if your weights change a lot.

Hashing a Tree Structure

I've just come across a scenario in my project where it I need to compare different tree objects for equality with already known instances, and have considered that some sort of hashing algorithm that operates on an arbitrary tree would be very useful.
Take for example the following tree:
O
/ \
/ \
O O
/|\ |
/ | \ |
O O O O
/ \
/ \
O O
Where each O represents a node of the tree, is an arbitrary object, has has an associated hash function. So the problem reduces to: given the hash code of the nodes of tree structure, and a known structure, what is a decent algorithm for computing a (relatively) collision-free hash code for the entire tree?
A few notes on the properties of the hash function:
The hash function should depend on the hash code of every node within the tree as well as its position.
Reordering the children of a node should distinctly change the resulting hash code.
Reflecting any part of the tree should distinctly change the resulting hash code
If it helps, I'm using C# 4.0 here in my project, though I'm primarily looking for a theoretical solution, so pseudo-code, a description, or code in another imperative language would be fine.
UPDATE
Well, here's my own proposed solution. It has been helped much by several of the answers here.
Each node (sub-tree/leaf node) has the following hash function:
public override int GetHashCode()
{
int hashCode = unchecked((this.Symbol.GetHashCode() * 31 +
this.Value.GetHashCode()));
for (int i = 0; i < this.Children.Count; i++)
hashCode = unchecked(hashCode * 31 + this.Children[i].GetHashCode());
return hashCode;
}
The nice thing about this method, as I see it, is that hash codes can be cached and only recalculated when the node or one of its descendants changes. (Thanks to vatine and Jason Orendorff for pointing this out).
Anyway, I would be grateful if people could comment on my suggested solution here - if it does the job well, then great, otherwise any possible improvements would be welcome.
If I were to do this, I'd probably do something like the following:
For each leaf node, compute the concatenation of 0 and the hash of the node data.
For each internal node, compute the concatenation of 1 and the hash of any local data (NB: may not be applicable) and the hash of the children from left to right.
This will lead to a cascade up the tree every time you change anything, but that MAY be low-enough of an overhead to be worthwhile. If changes are relatively infrequent compared to the amount of changes, it may even make sense to go for a cryptographically secure hash.
Edit1: There is also the possibility of adding a "hash valid" flag to each node and simply propagate a "false" up the tree (or "hash invalid" and propagate "true") up the tree on a node change. That way, it may be possible to avoid a complete recalculation when the tree hash is needed and possibly avoid multiple hash calculations that are not used, at the risk of slightly less predictable time to get a hash when needed.
Edit3: The hash code suggested by Noldorin in the question looks like it would have a chance of collisions, if the result of GetHashCode can ever be 0. Essentially, there is no way of distinguishing a tree composed of a single node, with "symbol hash" 30 and "value hash" 25 and a two-node tree, where the root has a "symbol hash" of 0 and a "value hash" of 30 and the child node has a total hash of 25. The examples are entirely invented, I don't know what expected hash ranges are so I can only comment on what I see in the presented code.
Using 31 as the multiplicative constant is good, in that it will cause any overflow to happen on a non-bit boundary, although I am thinking that, with sufficient children and possibly adversarial content in the tree, the hash contribution from items hashed early MAY be dominated by later hashed items.
However, if the hash performs decently on expected data, it looks as if it will do the job. It's certainly faster than using a cryptographic hash (as done in the example code listed below).
Edit2: As for specific algorithms and minimum data structure needed, something like the following (Python, translating to any other language should be relatively easy).
#! /usr/bin/env python
import Crypto.Hash.SHA
class Node:
def __init__ (self, parent=None, contents="", children=[]):
self.valid = False
self.hash = False
self.contents = contents
self.children = children
def append_child (self, child):
self.children.append(child)
self.invalidate()
def invalidate (self):
self.valid = False
if self.parent:
self.parent.invalidate()
def gethash (self):
if self.valid:
return self.hash
digester = crypto.hash.SHA.new()
digester.update(self.contents)
if self.children:
for child in self.children:
digester.update(child.gethash())
self.hash = "1"+digester.hexdigest()
else:
self.hash = "0"+digester.hexdigest()
return self.hash
def setcontents (self):
self.valid = False
return self.contents
Okay, after your edit where you've introduced a requirement that the hashing result should be different for different tree layouts, you're only left with option to traverse the whole tree and write its structure to a single array.
That's done like this: you traverse the tree and dump the operations you do. For an original tree that could be (for a left-child-right-sibling structure):
[1, child, 2, child, 3, sibling, 4, sibling, 5, parent, parent, //we're at root again
sibling, 6, child, 7, child, 8, sibling, 9, parent, parent]
You may then hash the list (that is, effectively, a string) the way you like. As another option, you may even return this list as a result of hash-function, so it becomes collision-free tree representation.
But adding precise information about the whole structure is not what hash functions usually do. The way proposed should compute hash function of every node as well as traverse the whole tree. So you may consider other ways of hashing, described below.
If you don't want to traverse the whole tree:
One algorithm that immediately came to my mind is like this. Pick a large prime number H (that's greater than maximal number of children). To hash a tree, hash its root, pick a child number H mod n, where n is the number of children of root, and recursively hash the subtree of this child.
This seems to be a bad option if trees differ only deeply near the leaves. But at least it should run fast for not very tall trees.
If you want to hash less elements but go through the whole tree:
Instead of hashing subtree, you may want to hash layer-wise. I.e. hash root first, than hash one of nodes that are its children, then one of children of the children etc. So you cover the whole tree instead of one of specific paths. This makes hashing procedure slower, of course.
--- O ------- layer 0, n=1
/ \
/ \
--- O --- O ----- layer 1, n=2
/|\ |
/ | \ |
/ | \ |
O - O - O O------ layer 2, n=4
/ \
/ \
------ O --- O -- layer 3, n=2
A node from a layer is picked with H mod n rule.
The difference between this version and previous version is that a tree should undergo quite an illogical transformation to retain the hash function.
The usual technique of hashing any sequence is combining the values (or hashes thereof) of its elements in some mathematical way. I don't think a tree would be any different in this respect.
For example, here is the hash function for tuples in Python (taken from Objects/tupleobject.c in the source of Python 2.6):
static long
tuplehash(PyTupleObject *v)
{
register long x, y;
register Py_ssize_t len = Py_SIZE(v);
register PyObject **p;
long mult = 1000003L;
x = 0x345678L;
p = v->ob_item;
while (--len >= 0) {
y = PyObject_Hash(*p++);
if (y == -1)
return -1;
x = (x ^ y) * mult;
/* the cast might truncate len; that doesn't change hash stability */
mult += (long)(82520L + len + len);
}
x += 97531L;
if (x == -1)
x = -2;
return x;
}
It's a relatively complex combination with constants experimentally chosen for best results for tuples of typical lengths. What I'm trying to show with this code snippet is that the issue is very complex and very heuristic, and the quality of the results probably depend on the more specific aspects of your data - i.e. domain knowledge may help you reach better results. However, for good-enough results you shouldn't look too far. I would guess that taking this algorithm and combining all the nodes of the tree instead of all the tuple elements, plus adding their position into play will give you a pretty good algorithm.
One option of taking the position into account is the node's position in an inorder walk of the tree.
Any time you are working with trees recursion should come to mind:
public override int GetHashCode() {
int hash = 5381;
foreach(var node in this.BreadthFirstTraversal()) {
hash = 33 * hash + node.GetHashCode();
}
}
The hash function should depend on the hash code of every node within the tree as well as its position.
Check. We are explicitly using node.GetHashCode() in the computation of the tree's hash code. Further, because of the nature of the algorithm, a node's position plays a role in the tree's ultimate hash code.
Reordering the children of a node should distinctly change the resulting hash code.
Check. They will be visited in a different order in the in-order traversal leading to a different hash code. (Note that if there are two children with the same hash code you will end up with the same hash code upon swapping the order of those children.)
Reflecting any part of the tree should distinctly change the resulting hash code
Check. Again the nodes would be visited in a different order leading to a different hash code. (Note that there are circumstances where the reflection could lead to the same hash code if every node is reflected into a node with the same hash code.)
The collision-free property of this will depend on how collision-free the hash function used for the node data is.
It sounds like you want a system where the hash of a particular node is a combination of the child node hashes, where order matters.
If you're planning on manipulating this tree a lot, you may want to pay the price in space of storing the hashcode with each node, to avoid the penalty of recalculation when performing operations on the tree.
Since the order of the child nodes matters, a method which might work here would be to combine the node data and children using prime number multiples and addition modulo some large number.
To go for something similar to Java's String hashcode:
Say you have n child nodes.
hash(node) = hash(nodedata) +
hash(childnode[0]) * 31^(n-1) +
hash(childnode[1]) * 31^(n-2) +
<...> +
hash(childnode[n])
Some more detail on the scheme used above can be found here: http://computinglife.wordpress.com/2008/11/20/why-do-hash-functions-use-prime-numbers/
I can see that if you have a large set of trees to compare, then you could use a hash function to retrieve a set of potential candidates, then do a direct comparison.
A substring that would work is just use lisp syntax to put brackets around the tree, write out the identifiere of each node in pre-order. But this is computationally equivalent to a pre-order comparison of the tree, so why not just do that?
I've given 2 solutions: one is for comparing the two trees when you're done (needed to resolve collisions) and the other to compute the hashcode.
TREE COMPARISON:
The most efficient way to compare will be to simply recursively traverse each tree in a fixed order (pre-order is simple and as good as anything else), comparing the node at each step.
So, just create a Visitor pattern that successively returns the next node in pre-order for a tree. i.e. it's constructor can take the root of the tree.
Then, just create two insces of the Visitor, that act as generators for the next node in preorder. i.e. Vistor v1 = new Visitor(root1), Visitor v2 = new Visitor(root2)
Write a comparison function that can compare itself to another node.
Then just visit each node of the trees, comparing, and returning false if comparison fails. i.e.
Module
Function Compare(Node root1, Node root2)
Visitor v1 = new Visitor(root1)
Visitor v2 = new Visitor(root2)
loop
Node n1 = v1.next
Node n2 = v2.next
if (n1 == null) and (n2 == null) then
return true
if (n1 == null) or (n2 == null) then
return false
if n1.compare(n2) != 0 then
return false
end loop
// unreachable
End Function
End Module
HASH CODE GENERATION:
if you want to write out a string representation of the tree, you can use the lisp syntax for a tree, then sample the string to generate a shorter hashcode.
Module
Function TreeToString(Node n1) : String
if node == null
return ""
String s1 = "(" + n1.toString()
for each child of n1
s1 = TreeToString(child)
return s1 + ")"
End Function
The node.toString() can return the unique label/hash code/whatever for that node. Then you can just do a substring comparison from the strings returned by the TreeToString function to determine if the trees are equivalent. For a shorter hashcode, just sample the TreeToString Function, i.e. take every 5 character.
End Module
I think you could do this recursively: Assume you have a hash function h that hashes strings of arbitrary length (e.g. SHA-1). Now, the hash of a tree is the hash of a string that is created as a concatenation of the hash of the current element (you have your own function for that) and hashes of all the children of that node (from recursive calls of the function).
For a binary tree you would have:
Hash( h(node->data) || Hash(node->left) || Hash(node->right) )
You may need to carefully check if tree geometry is properly accounted for. I think that with some effort you could derive a method for which finding collisions for such trees could be as hard as finding collisions in the underlying hash function.
A simple enumeration (in any deterministic order) together with a hash function that depends when the node is visited should work.
int hash(Node root) {
ArrayList<Node> worklist = new ArrayList<Node>();
worklist.add(root);
int h = 0;
int n = 0;
while (!worklist.isEmpty()) {
Node x = worklist.remove(worklist.size() - 1);
worklist.addAll(x.children());
h ^= place_hash(x.hash(), n);
n++;
}
return h;
}
int place_hash(int hash, int place) {
return (Integer.toString(hash) + "_" + Integer.toString(place)).hash();
}
class TreeNode
{
public static QualityAgainstPerformance = 3; // tune this for your needs
public static PositionMarkConstan = 23498735; // just anything
public object TargetObject; // this is a subject of this TreeNode, which has to add it's hashcode;
IEnumerable<TreeNode> GetChildParticipiants()
{
yield return this;
foreach(var child in Children)
{
yield return child;
foreach(var grandchild in child.GetParticipiants() )
yield return grandchild;
}
IEnumerable<TreeNode> GetParentParticipiants()
{
TreeNode parent = Parent;
do
yield return parent;
while( ( parent = parent.Parent ) != null );
}
public override int GetHashcode()
{
int computed = 0;
var nodesToCombine =
(Parent != null ? Parent : this).GetChildParticipiants()
.Take(QualityAgainstPerformance/2)
.Concat(GetParentParticipiants().Take(QualityAgainstPerformance/2));
foreach(var node in nodesToCombine)
{
if ( node.ReferenceEquals(this) )
computed = AddToMix(computed, PositionMarkConstant );
computed = AddToMix(computed, node.GetPositionInParent());
computed = AddToMix(computed, node.TargetObject.GetHashCode());
}
return computed;
}
}
AddToTheMix is a function, which combines the two hashcodes, so the sequence matters.
I don't know what it is, but you can figure out. Some bit shifting, rounding, you know...
The idea is that you have to analyse some environment of the node, depending on the quality you want to achieve.
I have to say, that you requirements are somewhat against the entire concept of hashcodes.
Hash function computational complexity should be very limited.
It's computational complexity should not linearly depend on the size of the container (the tree), otherwise it totally breaks the hashcode-based algorithms.
Considering the position as a major property of the nodes hash function also somewhat goes against the concept of the tree, but achievable, if you replace the requirement, that it HAS to depend on the position.
Overall principle i would suggest, is replacing MUST requirements with SHOULD requirements.
That way you can come up with appropriate and efficient algorithm.
For example, consider building a limited sequence of integer hashcode tokens, and add what you want to this sequence, in the order of preference.
Order of the elements in this sequence is important, it affects the computed value.
for example for each node you want to compute:
add the hashcode of underlying object
add the hashcodes of underlying objects of the nearest siblings, if available. I think, even the single left sibling would be enough.
add the hashcode of underlying object of the parent and it's nearest siblings like for the node itself, same as 2.
repeat this to with the grandparents to a limited depth.
//--------5------- ancestor depth 2 and it's left sibling;
//-------/|------- ;
//------4-3------- ancestor depth 1 and it's left sibling;
//-------/|------- ;
//------2-1------- this;
the fact that you are adding a direct sibling's underlying object's hashcode gives a positional property to the hashfunction.
if this is not enough, add the children:
You should add every child, just some to give a decent hashcode.
add the first child and it's first child and it's first child.. limit the depth to some constant, and do not compute anything recursively - just the underlying node's object's hashcode.
//----- this;
//-----/--;
//----6---;
//---/--;
//--7---;
This way the complexity is linear to the depth of the underlying tree, not the total number of elements.
Now you have a sequence if integers, combine them with a known algorithm, like Ely suggests above.
1,2,...7
This way, you will have a lightweight hash function, with a positional property, not dependent on the total size of the tree, and even not dependent on the tree depth, and not requiring to recompute hash function of the entire tree when you change the tree structure.
I bet this 7 numbers would give a hash destribution near to perfect.
Writing your own hash function is almost always a bug, because you basically need a degree in mathematics to do it well. Hashfunctions are incredibly nonintuitive, and have highly unpredictable collision characteristics.
Don't try directly combining hashcodes for Child nodes -- this will magnify any problems in the underlying hash functions. Instead, concatenate the raw bytes from each node in order, and feed this as a byte stream to a tried-and-true hash function. All the cryptographic hash functions can accept a byte stream. If the tree is small, you may want to just create a byte array and hash it in one operation.

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