The Towers of Hanoi

The Towers of Hanoi
1
2
3
The Initial Position in the Tower of Hanoi.
• Rules:
-- Move all the disks from the first needle to the
third, subject to the conditions that only one disk
can be moved at a time, and that no disk is ever
allowed to be placed on top of a smaller disk.
The Idea
•
Begin with n disks on needle 1. We can transfer the top
n - 1 disks, following the rules of the puzzle, to needle 3
using Hn-1 moves. We keep the largest disk fixed during
these moves. Then, we use one move to transfer the
largest disk to the second needle. We can transfer the n
-1 disks on needle 3 to needle 2, using Hn-1 additional
moves, placing them on top of the largest disk, which
always stays fixed on the bottom of needle 2. Moreover,
it is easy to see that the puzzle cannot be solved using
fewer steps. This shows that Hn = 2Hn-1 + 1
•
The initial condition is H1 = 1, since one disk can be
transferred from needle 1 to needle 2.
The Algorithm
Idea:
move(63, 1, 2, 3);
printf("Move a disk from needle 1 to needle 3.\n");
Move (63, 2, 3, 1);
where Move(n, a, b, c); means move n desks from needle a
to needle b using needle c as temporary storage.
The Implementation
Can’t Finish the Assigned Task
“I can’t find an efficient algorithm, I guess I’m just
too dumb.”
Mission Impossible
“I can’t find an efficient algorithm, because no such
algorithm is possible.”

諾

爾
愛
斯
坦
“I can’t find an efficient algorithm, but
neither can all these famous people.”
Easy and Hard Problems
• We argue that the class of problems that can be solved in
polynomial time (denoted by P) corresponds well with what we
can feasibly compute. But sometimes it is difficult to tell when a
particular problem is in P or not.
• Theoreticians spend a good deal of time trying to determine
whether particular problems are in P. To demonstrate how difficult
it can be.
• To make this determination, we will survey a number of problems,
some of which are known to be in P, and some of which we think
are (probably) not in P. The difference between the two types of
problem can be surprisingly small. Throughout the following, an
''easy'' problem is one that is solvable in polynomial time, while a
''hard'' problem is one that we think cannot be solved in polynomial
time.
Eulerian Tour vs. Hamiltonian Tour
• Eulerian Tours -- Easy
– INPUT: A graph G = (V, E).
– DECIDE: Is there a path that crosses every edge
exactly once and returns to its starting point?
• Hamiltonian Tours -- Hard
– INPUT: A graph G = (V, E).
– DECIDE: Is there a path that visits every vertex
exactly once and returns to its starting point?
Some Facts
• Eulerian Tours
– A famous mathematical theorem comes to our rescue.
If the graph is connected and every vertex has even
degree, then the graph is guaranteed to have such a
tour. The algorithm to find the tour is a little trickier,
but still doable in polynomial time.
• Hamiltonian Tours
– No one knows how to solve this problem in
polynomial time. The subtle distinction between
visiting edges and visiting vertices changes an easy
problem into a hard one.
Map Colorability
• Map 2-colorability -- Easy
– INPUT: A graph G=(V, E).
– DECIDE: Can this map be
colored with 2 colors so that no
two adjacent countries have the
same color?
• Map 3-colorability -- Hard
– INPUT: A graph G=(V, E).
– DECIDE: Can this map be colored with 3 colors so
that no two adjacent countries have the same color?
• Map 4-colorability -- Easy
Some Facts
• Map 2-colorability
– To solve this problem, we simply color the first
country arbitrarily. This forces the colors of
neighboring countries to be the other color, which in
turn forces the color of the countries neighboring those
countries, and so on. If we reach a country which
borders two countries of different color, we will know
that the map cannot be two-colored; otherwise, we will
produce a two coloring. So this problem is easily
solvable in polynomial time.
Some Facts
• Map 3-colorability
– This problem seems very similar to the problem above,
however, it turns out to be much harder. No one
knows how this problem can be solved in polynomial
time. (In fact this problem is NP-complete.)
• Map 4-colorability.
– Here we have an easy problem again. By a famous
theorem, any map can be four-colored. It turns out
that finding such a coloring is not that difficult either.
Problem vs. Problem Instance
• When we say that a problem is hard, it means that some
instances of the problem are hard. It does not mean that
all problem instances are hard.
• For example, the following problem instance is trivially
3-colorable:
Longest Path vs. Shortest Path
• Longest Path -- Hard
– INPUT: A graph G = (V, E), two vertices u, v of V, and
a weighting function on E.
– OUTPUT: The longest path between u and v.
No one is able to come up with a polynomial time
algorithm yet.
• Shortest Path -- Easy
– INPUT: A graph G = (V, E), two vertices u, v of V, and
a weighting function on E.
– OUTPUT: The shortest path between u and v.
A greedy method will solve this problem easily.
Multiplication vs. Factoring
• Multiplication -- Easy
– INPUT: Integers x,y.
– OUTPUT: The product xy.
• Factoring (Un-multiplying) -- Hard
– INPUT: An integer n.
– OUTPUT: If n is not prime, output two integers x, y
such that 1 < x, y < n and x  y = n.
Again, the problem of factoring is not known to be in P.
In this case, the hardness of a problem turns out to be
useful. Some cryptographic algorithms depend on the
assumption that factoring is hard to ensure that a code
cannot be broken by a computer.
Boolean Formulas
• Formula evaluation -- Easy
– INPUT: A boolean formula (e.g. (x y)  (z x)) and a value
for all variables in the formula (e.g. x = 0, y = 1, z = 0).
– DECIDE: The value of the formula. (e.g., 1, or "true'' in this
case).
• Satisfiability of boolean formula -- Hard
– INPUT: A boolean formula.
– DECIDE: Do there exist values for all variables that would
make the formula true?
• Tautology -- Harder
– INPUT: A boolean formula.
– DECIDE: Do all possible assignments of values to variables
make the formula true?
Facts
• Formula evaluation
– It's not too hard to think of what the algorithm would be in this
case. All we would have to do is to substitute the values in for
the various variables, then simplify the formula to a single value
in multiple passes (e.g. in a pass simplify 1  0 to 1). .
• Satisfiability of boolean formula
– Given that there are n different variables in the formula, there
are 2n possible assignments of 0/1 to the variables. This gives
us an easy exponential time algorithm: simply try all possible
assignments. No one knows if there is a way to be cleverer, and
cut the running time down to polynomial
• Tautology
– It turns out that this problem seems to be even harder than the
Satisfiability problem.
Generalized Geography
• Recall the game of Geography: a player starts with the name of
some country (''Algeria''). The 2nd player has to come up with a
different name that starts with the letter that ends the first name (''
Afghanistan''). The 1st player now has to come up with a country
that starts with the letter that ended the 2nd player's country (''
Nepal''). And so on. The game ends when some player can't think
of a country that would obey the rule. The game can be generalized
to a directed graph in which the vertices stand for countries, and an
edge is directed from vertex i to vertex j, if saying country j after
country i is a legal move. So the objective is to force the other
player onto a vertex that has no edges coming out of it.
start
NIM
•
The rules of NIM are as follows:
1. On a player's move, the player can take any number
of stones from some (only one) pile of rocks;
2. The player who takes the last stone wins.
Some Typical Games
• Generalized Geography -- Hard
– INPUT: A directed graph, and a start vertex.
– DECIDE:Can the first player force a win; e.g. can the
first player win no matter what the second player does
• NIM -- Easy
– INPUT: Some piles of rocks .
– DECIDE: Is this a winning position for the first player
in a game of NIM?
Facts
• Generalized Geography
– This problem seems nastier than all the other problems
that we have considered so far. The alternation of the
players' moves makes it very difficult to solve
• NIM
– It turns out that in some configurations, the first player
(if the player knows what he or she is doing) can
always win, no matter what the second player does.
– There is a nice algorithm that solves this problem in
polynomial time.
Matching
• 2-dimensional Matching -- Easy
– INPUT: A graph G=(V, E).
– DECIDE: Does there exist a perfect pairing matching
of vertices: a set of |V|/2 edges that touch each vertex
exactly once?
• 3-dimensional Matching -- Hard
– INPUT: A graph G=(V, E).
– DECIDE: Does There exists a set of disjoint triples
covering all vertices?
Some Facts
• We can think of the matching problem as follows: each
vertex represents a person at a fair. There's an edge
between two people if they are willing to sit next to each
other on the Ferris wheel. Is there a way to pair up
people so that everyone rides on the Ferris wheel exactly
once, and every seat on the Ferris wheel contains two
people? It turns out that this problem is solvable in
polynomial time. We won't go into the algorithm here;
the high level idea is that we start from some matching in
which not every vertex is matched, and we successively
improve it by matching two more vertices until we can
improve it no longer. However, when the Ferris wheel
seats allow three persons instead of two, the problem
becomes hard.
How Do You Judge an Algorithm?
• Issues Related to the analysis of Algorithms:
– How to measure the goodness of an algorithm?
– How to measure the difficulty of a problem?
– How do we know that an algorithm is optimal?
The Complexity of an Algorithm
• The space complexity of a program is the amount of
memory that it needs to run to completion.
– Fixed space requirements: does not depend on the
programs inputs and outputs -- usually ignored.
– Variable space requirement: size depends on execution
of program (recursion, dynamic allocated variables,
etc.)
• The time complexity of a program is the amount of
computer time that it needs to run a computation.
Input (Problem) Size
• Input (problem) size and costs of operations: The size of
an instance corresponds formally to the number of bits
needed to represent the instance on a computer, using
some precisely defined and reasonably compact coding
scheme.
– uniform cost function
n
– logarithmic cost function T (n )  log n i Q(n 2  log n )

n
i 1
• Example: Compute x = n
x :=1;
uniform
logarithmic
for i := 1 to n do
T(n) = Q(n) T(n) = Q(n2log n)
x := x * n;
S(n) = Q(1) S(n) = Q(n  log n)
S (n)  log n n  Q(n  log n)
Complexity of an Algorithm
• Best case analysis: too optimistic, not really useful.
• Worst case analysis: usually only yield a rough upper bound.
• Average case analysis: a probability distribution of input is
assumed, and the average of the cost of all possible input
patterns are calculated. However, it is usually difficult than
worst case analysis and does not reflect the behavior of some
specific data patterns.
• Amortized analysis: this is similar to average case analysis
except that no probability distribution is assumed and it is
applicable to any input pattern (worst case result).
• Competitive analysis: Used to measure the performance of
an on-line algorithm w.r.t. an adversary or an optimal off-line
algorithm.
Example: Binary Search
• Given a sorted array A[1..n] and an item x in A. What is
the index of x in A?
• Usually, the best case analysis is the easiest, the worst
case the second easiest, and the average analysis the
hardest.
Another Example
• Given a stack S with 2 operations: push(S, x), and
multipop(S, k), the cost of the two operations are 1 and
min(k, |S|) respectively. What is the cost of a sequence of
n operations on an initially empty stack S?
– Best case: n, 1 for each operation.
– Worst case: O(n2), O(n) for each operation.
– Average case: complicate and difficult to analyze.
– Amortized analysis: 2n, 2 for each operation. (There
are at most n push operations and hence at most n
items popped out of the stack.)
The Difficulty of a Problem
• Upper bound O(f(n)) means that for sufficiently large
inputs, running time T(n) is bounded by a multiple of f(n)
• Existing algorithms (upper bounds).
• Lower bound W(f(n)) means that for sufficiently large n,
there is at least one input of size n such that running time
is at least a fraction of f(n) for any algorithm that solves
the problem.
• The inherent difficulty  lower bound of algorithms
• The lower bound of a method to solve a problem is
not necessary the lower bound of the problem.
Examples
• Sorting n elements into ascending order.
– O(n2), O(nlog n), etc. -- Upper bounds.
– O(n), O(nlog n), etc. -- Lower bounds.
– Lower bound matches upper bound.
• Multiplication of 2 matrices of size n by n.
– Straightforward algorithm: O(n3).
– Strassen's algorithm: O(n2.81).
– Best known sequential algorithm: O(n2.376) ?
– Best known lower bound: W(n2)
– The best algorithm for this problem is still open.
Complexity Classes
• DSPACE(S(n)) [NSPACE(S(n))]: The classes of
problems that can be solved by deterministic
[nondeterministic] Turing machines using ≤ S(n) space.
• DTIME(T(n)) [NTIME(T(n))]: The classes of problems
that can be solved by deterministic [nondeterministic]
Turing machines using ≤ T(n) time.
P  i 0 DTIME (n ), NP  i 0 NTIME (n )
i
i
• Tractable problems: Problems in P.
• Intractable problems: Problem not known to be in P.
• Efficient algorithms: Algorithms in P.
Complexity Classes
Assume P  NP
co-NEXP
NEXP
EXP
PSPACE
NPC
co-NP
P
NP
NP-Complete Problems
• M. R. Garey, and D. S.
Johnson
• Computers and Intractability:
A Guide to the Theory of NPCompleteness
• W. H. Freeman and Company,
1979
Complexity of Algorithms and Problems
• Notations
Symbol
P
I
In
A
AP
Pr(I)
CA(I)
RA
Meaning
a problem
a problem instance
the set of all problem instances of size
an algorithm for P
the set of algorithms for problem P
probability of instance I
cost of A with input I
the set of all possible versions of a randomized
algorithm A
Formal Definitions
f(n)
Example: Complexity of the Sorting Problem
• Assume “comparison” is used to determine the order of keys.
Comparison Tree Model
5, 12, 8
8, 5, 12
Average Case
• Can we do better for the average case? -- NO!
External Path Length of a Binary Tree