Recursion Tree, Solving Recurrence Equations - algorithm

As far as I know There are 4 ways to solve recurrence equations :
1- Recursion trees
2- Substitution
3 - Iteration
4 - Derivative
We are asked to use Substitution, which we will need to guess a formula for output. I read from CLRS book that there is no magic to do this, i was curious if there are any heuristics to do this?
I can certainly have an idea by drawing a recurrence tree or using iteration but, because the output will be in Big-OH or Theta format, formulas doesnt necessarily match.
Does any one have any recommendation for solving recurrence equations using substitution?

Please note that the list of possible ways to solve recurrence equations is definitely not complete, its merely a set of tools they teach Computer Scientists, because they will most likely solve most of your problems.
For exact solutions of recurrence equations mathematicians use a tool called generating functions. Generating functions give you exact solutions, and in general are more powerful than the master theorem.
There is a great resource online to learn about the here. http://www.math.upenn.edu/~wilf/DownldGF.html
If you go through the first couple examples you should get the hang of it in no time.
You need some math background and understand rudimentary taylor series. http://en.wikipedia.org/wiki/Taylor_series
Generating functions are also extremely useful in probability.

For simple ones, just take a "reasonable" guess.
For more complicated ones, I would go ahead and use a recurrence tree — it seems to me to be the easiest "algorithm" for generating a guess. Note that it can be difficult to use a recurrence tree to prove a bound (the details are tough to get right). Recurrence trees are highly useful for forming guesses which are then proven by substitution.
I'm not sure why you're saying the formulas won't match with the output in Big-O or Theta. They typically don't match exactly, but that's part of the point of Big-O. Part of the trick of going back to substitution is knowing how to plug in the Big-O solution to to make the substitution algebra work out. IIRC, CLRS does work out an example or two of this.

Related

How to find proper formula for a dynamic programming algorithm

I reading about Dynamic Programming. I read that to be able to get good at it, needs practice and intuition but this advice seems to general to me.
The hardest part for me is to figure out a recursive formula. Sometimes the formula used in the solution does not seem that intuitive to me.
For example I read the problem following problem:
You have 2 strings S and T. Give an algorithm to find the number of
times S appears in T. It is not mandatory for all characters of S to
appear contiguous in T.
The solutions is based on the following recurrence formula, which for me is not intuitive at all:
Assume M(i, j) represents the count of how many times i characters of
S appear in j characters of T. Base cases:
i) 0 if j = 0
ii) 1 if i = 0
I was wondering is there some kind of "analysis" of the problem that helps define/find the proper recurrence formula for a solving a problem via DP?
It's described very well on the Wikipedia, here:
"In mathematics, computer science, and economics, dynamic programming is a method for solving complex problems by breaking them down into simpler sub-problems. It is applicable to problems exhibiting the properties of overlapping sub-problems and optimal substructure (described below). When applicable, the method takes far less time than naive methods."
Read also about overlapping sub-problems and optimal substructure.
Maybe this link gets useful:
https://www.geeksforgeeks.org/solve-dynamic-programming-problem/
https://www.geeksforgeeks.org/tabulation-vs-memoization/
1. How to classify a problem as a Dynamic Programming Problem?
2. Deciding the state
3. Formulating a relation among the states
4. Adding memoization or tabulation for the state

How to spot a "greedy" algorithm?

I am reading a tutorial about "greedy" algorithms but I have a hard time spotting them solving real "Top Coder" problems.
If I know that a given problem can be solved with a "greedy" algorithm it is pretty easy to code the solution. However if I am not told that this problem is "greedy" I can not spot it.
What are the common properties and patterns of the problems solved with "greedy" algorithms? Can I reduce them to one of the known "greedy" problems (e.g. MST)?
Formally, you'd have to prove the matroid property of course. However, I assume that in terms of topcoder you rather want to find out quickly if a problem can be approached greedily or not.
In that case, the most important point is the optimal sub-structure property. For this, you have to be able to spot that the problem can be decomposed into sub-problems and that their optimal solution is part of the optimal solution of the whole problem.
Of course, greedy problems come in such a wide variety that it's next to impossible to offer a general correct answer to your question. My best advice would hence be to think somewhere along these lines:
Do I have a choice between different alternatives at some point?
Does this choice result in sub-problems that can be solved individually?
Will I be able to use the solution of the sub-problem to derive a solution for the overall problem?
Together with loads and loads of experience (just had to say that, too) this should help you to quickly spot greedy problems. Of course, you may eventually classify a problem as greedy, which is not. In that case, you can only hope to realize it before working on the code for too long.
(Again, for reference, I assume a topcoder context.. for anything more realistic and of practical consequence I strongly advise to actually verify the matroid structure before selecting a greedy algorithm.)
A part of your problem may be caused by thinking of "greedy problems". There are greedy algorithms and problems where there is a greedy algorithm, that leads to an optimal solution. There are other hard problems that can also be solved by greedy algorithms but the result will not necessarily be optimal.
For example, for the bin packing problem, there are several greedy algorithms all of them with much better complexity than the exponential algorithm, but you can only be sure that you'll get a solution that is below a certain threshold compared to the optimal solution.
Only regarding problems where greedy algorithms will lead to an optimal solution, my guess would be that an inductive correctness proof feels totally natural and easy. For every single one of your greedy steps, it is quite clear that this was the best thing to do.
Typically problems with optimal, greedy solutions are easy anyway, and others will force you to come up with a greedy heuristic, because of complexity limitations. Usually a meaningful reduction would be showing that your problem is in fact at least NP-hard and hence you know you'll have to find a heuristic. For those problems, I'm a big fan of trying out. Implement your algorithm and try to find out if solutions are "pretty good" (ideal if you also have a slow but correct algorithm you can compare results against, otherwise you might need manually created ground truths). Only if you have something that works well, try to think why and maybe even try to come up with proof of boundaries. Maybe it works, maybe you'll spot border cases where it doesn't work and needs refinement.
"A term used to describe a family of algorithms. Most algorithms try to reach some "good" configuration from some initial configuration, making only legal moves. There is often some measure of "goodness" of the solution (assuming one is found).
The greedy algorithm always tries to perform the best legal move it can. Note that this criterion is local: the greedy algorithm doesn't "think ahead", agreeing to perform some mediocre-looking move now, which will allow better moves later.
For instance, the greedy algorithm for egyptian fractions is trying to find a representation with small denominators. Instead of looking for a representation where the last denominator is small, it takes at each step the smallest legal denominator. In general, this leads to very large denominators at later steps.
The main advantage of the greedy algorithm is usually simplicity of analysis. It is usually also very easy to program. Unfortunately, it is often sub-optimal."
--- ariels
(http://www.everything2.com/title/greedy+algorithm?searchy=search)

Running time of computing mathematical functions

Where can I turn for information regarding computing times of mathematical functions? Has any (general) study with any amount of rigor been made?
For instance, the computing time of
constant + constant
generally takes O(1).
Suppose I want to start using math like integrals, and I'd like to get an asymptotic approximation to various integrals. Has there been a standard study of this, or must I take the information I have and figure out my own approximation. I'd be very interested in a standard approach to this, and I'd like to know if it already exists.
Here's my motivation:
I'm in the middle of writing a paper that points out the equivalence between NP hard problems and certain types of mathematical equations. It seems that there might be use for a study of math computing times that is generalized like a new science.
EDIT:
I guess I'm wondering if there is a standard computational complexity to any given math that cannot be avoided. I'm wondering if anyone has studied this question. I'd love to see what others have tried.
EDIT 2:
Wikipedia lists "Computational Complexity Theory" in their encyclopedia, which I think may fit the bill. I'm still wondering if someone who has studied this could affirm this.
"Standard" math has no notion of algorithmic complexity. That's reserved for computer algorithms.
There are ways to analyze the dynamic behavior of solutions of equations. Things like convergence matter a great deal to mathematicians.
You can ask what the algorithmic complexity of euler integration versus fifth-order Runge-Kutta for integration. They would compare based on number of function evaluations required and time step stability.
But what's the "running time" of the solution to Fermat's Last Theorem? What about the last of David Hilbert's challenge problems? Is the "running time" for those a century and counting? What's your running time for solving a partial differential equation using separation of variables?
When you think about it that way, do you have a better understanding of why people would be put off by your question?
Yes, for various mathematical functions, the computational complexity (running time) of computing the function has been studied. This can differ depending on the model of computation.
For example adding two n-bit numbers takes Θ(n) time, multiplying them takes Θ(n log n) time (using the FFT), finding their gcd takes Θ(n2) time with the usual Euclidean algorithm and Θ(n(log n)2 (log log n)) with better algorithms, etc. For more complicated stuff like integrals, obviously it depends on what algorithm you use to do it.
There isn't a collected body of work, but work on approximating functions comes close. For example, you'd like to know that approximating sin(x) to within an epsilon error can be done in time proportional to some polynomial in log(x) and 1/epsilon. There isn't a general theory here (you should look up information complexity though), and focusing on specific functions might help.
user389117,
I think that subconsciously you want to deduce the complexity of computing a mathematical type from the form of this mathematical type.
E.g. A math type which concerns the square of the variable (x^2) you think (at least subconsciously) that the complexity of the computation is anologous to x^2 so the complexity should be something like O(n^2) or there is a standard process to deduce the form of complexity from the form of the mathematical equation.
These both are different qualities and one cannot deduce the one quality from the other.
I will give you an example: In papers all algorithms are written in pseudo code and then the scientists deduce the complexity of the pseudo code.
The pseudo code must be inevitably written and then you compute the complexity.
There is no a magical way to have the complexity derived from the form of the thing you want to compute.
Even if you compute the complexity and you find that the form is analogous to the form of the equation computed then I think it would be hard, at least at first place, for you to convert that remark from pseudo-science to science.
Good Luck!

What is the difference between a heuristic and an algorithm?

What is the difference between a heuristic and an algorithm?
An algorithm is the description of an automated solution to a problem. What the algorithm does is precisely defined. The solution could or could not be the best possible one but you know from the start what kind of result you will get. You implement the algorithm using some programming language to get (a part of) a program.
Now, some problems are hard and you may not be able to get an acceptable solution in an acceptable time. In such cases you often can get a not too bad solution much faster, by applying some arbitrary choices (educated guesses): that's a heuristic.
A heuristic is still a kind of an algorithm, but one that will not explore all possible states of the problem, or will begin by exploring the most likely ones.
Typical examples are from games. When writing a chess game program you could imagine trying every possible move at some depth level and applying some evaluation function to the board. A heuristic would exclude full branches that begin with obviously bad moves.
In some cases you're not searching for the best solution, but for any solution fitting some constraint. A good heuristic would help to find a solution in a short time, but may also fail to find any if the only solutions are in the states it chose not to try.
An algorithm is typically deterministic and proven to yield an optimal result
A heuristic has no proof of correctness, often involves random elements, and may not yield optimal results.
Many problems for which no efficient algorithm to find an optimal solution is known have heuristic approaches that yield near-optimal results very quickly.
There are some overlaps: "genetic algorithms" is an accepted term, but strictly speaking, those are heuristics, not algorithms.
Heuristic, in a nutshell is an "Educated guess". Wikipedia explains it nicely. At the end, a "general acceptance" method is taken as an optimal solution to the specified problem.
Heuristic is an adjective for
experience-based techniques that help
in problem solving, learning and
discovery. A heuristic method is used
to rapidly come to a solution that is
hoped to be close to the best possible
answer, or 'optimal solution'.
Heuristics are "rules of thumb",
educated guesses, intuitive judgments
or simply common sense. A heuristic is
a general way of solving a problem.
Heuristics as a noun is another name
for heuristic methods.
In more precise terms, heuristics
stand for strategies using readily
accessible, though loosely applicable,
information to control problem solving
in human beings and machines.
While an algorithm is a method containing finite set of instructions used to solving a problem. The method has been proven mathematically or scientifically to work for the problem. There are formal methods and proofs.
Heuristic algorithm is an algorithm that is able to produce an
acceptable solution to a problem in
many practical scenarios, in the
fashion of a general heuristic, but
for which there is no formal proof of
its correctness.
An algorithm is a self-contained step-by-step set of operations to be performed 4, typically interpreted as a finite sequence of (computer or human) instructions to determine a solution to a problem such as: is there a path from A to B, or what is the smallest path between A and B. In the latter case, you could also be satisfied with a 'reasonably close' alternative solution.
There are certain categories of algorithms, of which the heuristic algorithm is one. Depending on the (proven) properties of the algorithm in this case, it falls into one of these three categories (note 1):
Exact: the solution is proven to be an optimal (or exact solution) to the input problem
Approximation: the deviation of the solution value is proven to be never further away from the optimal value than some pre-defined bound (for example, never more than 50% larger than the optimal value)
Heuristic: the algorithm has not been proven to be optimal, nor within a pre-defined bound of the optimal solution
Notice that an approximation algorithm is also a heuristic, but with the stronger property that there is a proven bound to the solution (value) it outputs.
For some problems, noone has ever found an 'efficient' algorithm to compute the optimal solutions (note 2). One of those problems is the well-known Traveling Salesman Problem. Christophides' algorithm for the Traveling Salesman Problem, for example, used to be called a heuristic, as it was not proven that it was within 50% of the optimal solution. Since it has been proven, however, Christophides' algorithm is more accurately referred to as an approximation algorithm.
Due to restrictions on what computers can do, it is not always possible to efficiently find the best solution possible. If there is enough structure in a problem, there may be an efficient way to traverse the solution space, even though the solution space is huge (i.e. in the shortest path problem).
Heuristics are typically applied to improve the running time of algorithms, by adding 'expert information' or 'educated guesses' to guide the search direction. In practice, a heuristic may also be a sub-routine for an optimal algorithm, to determine where to look first.
(note 1): Additionally, algorithms are characterised by whether they include random or non-deterministic elements. An algorithm that always executes the same way and produces the same answer, is called deterministic.
(note 2): This is called the P vs NP problem, and problems that are classified as NP-complete and NP-hard are unlikely to have an 'efficient' algorithm. Note; as #Kriss mentioned in the comments, there are even 'worse' types of problems, which may need exponential time or space to compute.
There are several answers that answer part of the question. I deemed them less complete and not accurate enough, and decided not to edit the accepted answer made by #Kriss
Actually I don't think that there is a lot in common between them. Some algorithm use heuristics in their logic (often to make fewer calculations or get faster results). Usually heuristics are used in the so called greedy algorithms.
Heuristics is some "knowledge" that we assume is good to use in order to get the best choice in our algorithm (when a choice should be taken). For example ... a heuristics in chess could be (always take the opponents' queen if you can, since you know this is the stronger figure). Heuristics do not guarantee you that will lead you to the correct answer, but (if the assumptions is correct) often get answer which are close to the best in much shorter time.
An Algorithm is a clearly defined set of instructions to solve a problem, Heuristics involve utilising an approach of learning and discovery to reach a solution.
So, if you know how to solve a problem then use an algorithm. If you need to develop a solution then it's heuristics.
Heuristics are algorithms, so in that sense there is none, however, heuristics take a 'guess' approach to problem solving, yielding a 'good enough' answer, rather than finding a 'best possible' solution.
A good example is where you have a very hard (read NP-complete) problem you want a solution for but don't have the time to arrive to it, so have to use a good enough solution based on a heuristic algorithm, such as finding a solution to a travelling salesman problem using a genetic algorithm.
Algorithm is a sequence of some operations that given an input computes something (a function) and outputs a result.
Algorithm may yield an exact or approximate values.
It also may compute a random value that is with high probability close to the exact value.
A heuristic algorithm uses some insight on input values and computes not exact value (but may be close to optimal).
In some special cases, heuristic can find exact solution.
A heuristic is usually an optimization or a strategy that usually provides a good enough answer, but not always and rarely the best answer. For example, if you were to solve the traveling salesman problem with brute force, discarding a partial solution once its cost exceeds that of the current best solution is a heuristic: sometimes it helps, other times it doesn't, and it definitely doesn't improve the theoretical (big-oh notation) run time of the algorithm
I think Heuristic is more of a constraint used in Learning Based Model in Artificial Intelligent since the future solution states are difficult to predict.
But then my doubt after reading above answers is
"How would Heuristic can be successfully applied using Stochastic Optimization Techniques? or can they function as full fledged algorithms when used with Stochastic Optimization?"
http://en.wikipedia.org/wiki/Stochastic_optimization
One of the best explanations I have read comes from the great book Code Complete, which I now quote:
A heuristic is a technique that helps you look for an answer. Its
results are subject to chance because a heuristic tells you only how
to look, not what to find. It doesn’t tell you how to get directly
from point A to point B; it might not even know where point A and
point B are. In effect, a heuristic is an algorithm in a clown suit.
It’s less predict- able, it’s more fun, and it comes without a 30-day,
money-back guarantee.
Here is an algorithm for driving to someone’s house: Take Highway 167
south to Puy-allup. Take the South Hill Mall exit and drive 4.5 miles
up the hill. Turn right at the light by the grocery store, and then
take the first left. Turn into the driveway of the large tan house on
the left, at 714 North Cedar.
Here’s a heuristic for getting to someone’s house: Find the last
letter we mailed you. Drive to the town in the return address. When
you get to town, ask someone where our house is. Everyone knows
us—someone will be glad to help you. If you can’t find anyone, call us
from a public phone, and we’ll come get you.
The difference between an algorithm and a heuristic is subtle, and the
two terms over-lap somewhat. For the purposes of this book, the main
difference between the two is the level of indirection from the
solution. An algorithm gives you the instructions directly. A
heuristic tells you how to discover the instructions for yourself, or
at least where to look for them.
They find a solution suboptimally without any guarantee as to the quality of solution found, it is obvious that it makes sense to the development of heuristics only polynomial. The application of these methods is suitable to solve real world problems or large problems so awkward from the computational point of view that for them there is not even an algorithm capable of finding an approximate solution in polynomial time.

Writing a proof for an algorithm [closed]

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I am trying to compare 2 algorithms. I thought I may try and write a proof for them. (My math sucks, so hence the question.)
Normally in our math lesson last year we would be given a question like <can't use symbols in here so left them out>.
Prove: (2r + 3) = n (n + 4)
Then I would do the needed 4 stages and get the answer at the end.
Where I am stuck is proving prims and Kruskals - how can I get these algorithms in to a form like the mathmatical one above, so I can proceed to prove?
Note: I am not asking people to answer it for me - just help me get it in to a form where I can have a go myself.
To prove the correctness of an algorithm, you typically have to show (a) that it terminates and (b) that its output satisfies the specification of what you're trying to do. These two proofs will be rather different from the algebraic proofs you mention in your question. The key concept you need is mathematical induction. (It's recursion for proofs.)
Let's take quicksort as an example.
To prove that quicksort always terminates, you would first show that it terminates for input of length 1. (This is trivially true.) Then show that if it terminates for input of length up to n, then it will terminate for input of length n+1. Thanks to induction, this is sufficient to prove that the algorithm terminates for all input.
To prove that quicksort is correct, you must convert the specification of comparison sorting to precise mathematical language. We want the output to be a permutation of the input such that if i ≤ j then ai ≤ aj. Proving that the output of quicksort is a permutation of the input is easy, since it starts with the input and just swaps elements. Proving the second property is a little trickier, but again you can use induction.
You don't give many details but there is a community of mathematicians (Mathematical Knowledge Management MKM) who have developed tools to support computer proofs of mathematics. See, for example:
http://imps.mcmaster.ca/
and the latest conference
http://www.orcca.on.ca/conferences/cicm09/mkm09/
Where i am stuck is proving prims and Kruskals - how can i get these algorithms in to a form like the mathmatical one above so i can proceed to prove
I don't think you can directly. Instead, prove that both generate a MST, then prove that any two MST are equal ( or equivalent, since you can have more than one MST for some graphs ). If both algorithms generate MSTs which are shown to be equivalent, then the algorithms are equivalent.
From my maths classes at Uni I (vaguely) remember proving Prims and Kruskals algorithms - and you don't attack it by writing it in a mathematical form. Instead, you take proven theories for Graphs and combine them e.g. http://en.wikipedia.org/wiki/Prim%27s_algorithm#Proof_of_correctness to build the proof.
If your looking to prove the complexity, then simply by the working of the algorithm it's O(n^2). There are some optimisations for the special case where the graph is sparse which can reduce this to O(nlogn).
Most of the times the proof depends on the problem you have in your hand. Simple argument can be suffice at times, at some other times you might need rigorous proof. I once used a corollary and proof of already proved theorem to justify my algorithm is right. But that is for a college project.
Maybe you want to try out a semi-automatic proof method. Just to go for something different ;) For example, if you have a Java specification of Prim's and Kruskal's algorithms, optimally building upon the same graph model, you can use the KeY Prover to prove the equivalence of the algorithm.
The crucial part is to formalize your proof obligation in Dynamic Logic (this is an extension of first-order logic with types and means of symbolic execution of Java programs). The formula to prove could match the following (sketchy) pattern:
\forall Graph g. \exists Tree t.
(<{KRUSKAL_CODE_HERE}>resultVar1=t) <-> (<{PRIM_CODE_HERE}>resultVar2=t)
This expresses that for all graphs, both algorithms terminate and the result is the same tree.
If you're lucky and your formula (and algorithm implementations) are right, then KeY can prove it automatically for you. If not, you might need to instantiate some quantified variables which makes it necessary to inspect the previous proof tree.
After having proven the thing with KeY, you can either be happy about having learned something or try to reconstruct a manual proof from the KeY proof - this can be a tedious task since KeY knows a lot of rules specific to Java which are not easy to comprehend. However, maybe you can do something like extracting an Herbrand disjunction from the terms that KeY used to instantiate existential quantifiers at the right-hand side of sequents in the proof.
Well, I think that KeY is an interesting tool and more people should get used to prove critical Java code using tools like that ;)

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