Design and Analysis of Algorithms
Design and Analysis of Algorithms
Based on blueprint
Explanation
Big-O Notation (O): Represents the upper bound of the running time
of an algorithm. It describes the worst-case scenario.
o Example: A linear search algorithm, which checks each
element in a list, has a time complexity of O(n) because, in the
worst case, it may need to check every element in the list of
size n.
Omega Notation (Ω): Represents the lower bound of the running
time, indicating the best-case scenario.
o Example: In a linear search, if the target element is the first
element in the list, the search will complete in Ω(1) time.
Theta Notation (Θ): Represents a tight bound, meaning the
algorithm runs in both upper and lower limits.
o Example: The time complexity of insertion sort in the average
case is Θ(n^2), indicating that it grows quadratically with the
number of elements.
Key Points
Exercises
1. Define and give an example for Big-O, Omega, and Theta notations.
2. Analyze the time complexity of a linear search algorithm.
3. Compare the worst-case and average-case complexities of bubble
sort.
Explanation
Elementary data structures are the building blocks for more complex
structures and algorithms. Understanding these structures is vital for
efficient algorithm design.
1.2.1 Heaps
Heap: A complete binary tree where each parent node is greater than
or equal to (max-heap) or less than or equal to (min-heap) its
children. Heaps are typically implemented using arrays.
o Example:
10
/ \
7 9
/\
3 6
Operations:
1.2.2 Hashing
"apple" → 5
"banana" → 3
Key Points
Exercises
Explanation
Steps Involved:
1. Dividing: The original problem is divided into smaller
subproblems that are similar to the original problem. This step
often involves selecting a midpoint or a pivot.
2. Conquering: The subproblems are solved recursively. If a
subproblem is small enough, it can be solved directly without
further division.
3. Combining: The solutions to the subproblems are combined to
produce a solution to the original problem. This step is crucial,
as it often requires additional computation.
Key Points
Example
Merge Sort:
o Divide: Split the array into two halves until each subarray
contains a single element.
o Conquer: Recursively sort each half.
o Combine: Merge the sorted halves back together.
Illustration:
Exercises
Explanation
Process:
1. Start with the entire array.
2. Find the middle element and compare it to the target.
3. If the middle element equals the target, the search is successful.
4. If the target is less than the middle element, repeat the search
on the left half.
5. If the target is greater, repeat the search on the right half.
6. Continue until the target is found or the subarray size becomes
zero.
Key Points
The time complexity of binary search is O(log n), making it much
faster than linear search (O(n)) for large datasets.
Binary search requires that the input array be sorted beforehand.
Example
Exercises
Explanation
Process:
1. Divide the array into two halves.
2. Recursively find the maximum and minimum in each half.
3. Compare the results to determine the overall maximum and
minimum.
Key Points
Example
Exercises
Explanation
Merge sort is a sorting algorithm that uses the divide and conquer
paradigm. It is particularly effective for large datasets.
Process:
1. Divide the unsorted list into n sublists, each containing one
element.
2. Repeatedly merge sublists to produce new sorted sublists until
there is only one sublist remaining.
Key Points
Example
Exercises
Explanation
Quicksort is another efficient sorting algorithm that uses the divide and
conquer method. It is known for its average-case performance.
Process:
1. Choose a pivot element from the array.
2. Partition the array into two subarrays:
Elements less than the pivot.
Elements greater than the pivot.
3. Recursively apply the same process to the subarrays.
Key Points
Example
Exercises
Process:
1. Find the minimum element in the unsorted region.
2. Swap it with the leftmost unsorted element, moving the
boundary of the sorted region one element to the right.
3. Repeat until the entire list is sorted.
Key Points
Example
Exercises
Explanation
Key Characteristics
Example
Explanation
Minimum Spanning Trees (MSTs) are subgraphs that connect all vertices in
a graph with the minimum total edge weight. Both Kruskal's and Prim's
algorithms are popular greedy methods to find MSTs.
Procedure:
1. Sort all edges in non-decreasing order of their weight.
2. Initialize a forest (a set of trees), where each vertex is a
separate tree.
3. Add edges to the forest, ensuring no cycles are formed, until
there are V−1V - 1V−1 edges (where VVV is the number of
vertices).
Example:
Given a graph with edges:
Procedure:
1. Start with any vertex as the initial tree.
2. Add the smallest edge connecting a vertex in the tree to a
vertex outside the tree.
3. Repeat until all vertices are included.
Example:
Starting from vertex A, if the smallest edge is (A, B, 1), then add it to
the MST. Continue adding the smallest edge until all vertices are
connected.
Key Points
Exercises
Explanation
The shortest path problem involves finding the shortest path between two
vertices in a graph. Greedy algorithms like Dijkstra's algorithm are
commonly used for this purpose.
Dijkstra’s Algorithm
Procedure:
1. Initialize distances from the source vertex to all other vertices
as infinite, except for the source itself (which is zero).
2. Mark all vertices as unvisited and set the initial vertex as
current.
3. For the current vertex, update the distances to its neighboring
vertices.
4. Mark the current vertex as visited and move to the unvisited
vertex with the smallest distance.
5. Repeat until all vertices are visited.
Example:
For a graph with edges (A, B, 1), (A, C, 4), and (B, C, 2), starting from
A:
Key Points
Exercises
3.4 Scheduling
Explanation
Key Points
Exercises
Explanation
Procedure
Procedure
Example
A to B: 1
B to C: 2
A to C: 4
The Floyd-Warshall algorithm will update the distance matrix to reflect the
shortest paths, resulting in:
A to B: 1
A to C: 3 (via B)
B to C: 2
Explanation
Procedure
1. Initialization: Set the distance to the source vertex to zero and all
other vertices to infinity. Mark all vertices as unvisited.
2. Visit the Current Vertex: For the current vertex, update the
distances to its neighboring vertices.
3. Mark as Visited: Once all neighbors are processed, mark the current
vertex as visited.
4. Select the Next Vertex: Choose the unvisited vertex with the
smallest distance and repeat the process until all vertices are visited.
Example
A to B: 1
A to C: 4
B to C: 2
A to B: 1
A to C: 3 (via B)
Explanation
Procedure
Example
Given items with weights and values:
Explanation
Depth First Search (DFS) is a graph traversal algorithm that explores as far
as possible along each branch before backtracking. It can be implemented
using recursion or a stack.
Procedure
1. Start at the Root: Begin the traversal at the root node or any
arbitrary node.
2. Explore: Visit the node and mark it as visited. Then recursively visit
each unvisited neighbor.
3. Backtrack: If a node has no unvisited neighbors, backtrack to the
previous node and continue the traversal.
Example
A
|\
B C
| |
D E
Exercises
Explanation
Detailed Example
1. Initial Setup:
o Start with an empty chessboard represented as a 2D array.
o Each queen can be placed in a different row and different
column.
2. Placing the First Queen:
o Place a queen in the first row, first column (0,0).
o Board looks like this:
o Q.......
o ........
o ........
o ........
o ........
o ........
o ........
o ........
3. Moving to the Next Row:
o Move to the second row (row 1) and try to place a queen.
o Check each column for safety:
(1,0): Not safe (same column as (0,0)).
(1,1): Not safe (same diagonal as (0,0)).
(1,2): Safe.
o Place the queen at (1,2):
o Q.......
o ..Q.....
o ........
o ........
o ........
o ........
o ........
o ........
4. Continue Placing Queens:
o Move to row 2 and repeat the process:
(2,0): Not safe.
(2,1): Not safe.
(2,2): Not safe.
(2,3): Safe.
o Place at (2,3):
o Q.......
o ..Q.....
o ...Q....
o ........
o ........
o ........
o ........
o ........
5. Backtracking:
o Continue this process until either all queens are placed or no
safe positions are left.
o If a placement leads to a dead end, backtrack: remove the last
queen and try the next column in the previous row.
6. Final Solution:
o Once all queens are placed, you might find a solution like:
o Q.......
o ....Q...
o ......Q.
o .Q......
o .....Q..
o ...Q....
o ..Q.....
o .......Q
Explanation
Detailed Example
1. Initial Setup:
o Consider a simple graph with vertices A, B, C, and D, and edges
connecting them:
o A -- B
o | |
o C -- D
o This graph can be represented as:
o A: {B, C}
o B: {A, D}
o C: {A, D}
o D: {B, C}
2. Choosing Colors:
o Start with vertex A and assign Color 1.
o A: Color 1
o B: ?
o C: ?
o D: ?
3. Coloring Adjacent Vertices:
o Move to B, which is adjacent to A. Assign Color 2.
o A: Color 1
o B: Color 2
o C: ?
o D: ?
4. Continue Coloring:
o Move to C, which is adjacent to A. Assign Color 2 (not allowed).
o Assign Color 1 to C instead.
o A: Color 1
o B: Color 2
o C: Color 1
o D: ?
5. Color D:
o D is adjacent to both B and C. Assign Color 3.
o A: Color 1
o B: Color 2
o C: Color 1
o D: Color 3
6. Final Coloring:
o The graph can be colored with just 3 colors:
o A: Color 1
o B: Color 2
o C: Color 1
o D: Color 3
Explanation
Detailed Example
1. Initial Setup:
o Consider a simple graph:
o A -- B
o | |
o D -- C
o The vertices are A, B, C, and D.
2. Start from Vertex A:
o Start at A and mark it as visited.
o Current path: A.
3. Explore Neighbors:
o Move to B. Current path: A → B.
o Mark B as visited.
4. Continue to C:
o Move from B to C. Current path: A → B → C.
o Mark C as visited.
5. Go to D:
o Move from C to D. Current path: A → B → C → D.
o Mark D as visited.
6. Check Completion:
o All vertices are visited, and there’s an edge from D back to A.
o Hamiltonian cycle found: A → B → C → D → A.
Explanation
The 0/1 Knapsack Problem involves selecting items with given weights
and values to maximize the total value without exceeding a weight limit.
Detailed Example
1. Initial Setup:
o Items:
Item 1: weight 2, value 3
Item 2: weight 3, value 4
Item 3: weight 4, value 5
Item 4: weight 5, value 7
o Knapsack capacity: 7.
2. Dynamic Programming Table:
o Create a table where rows represent items and columns
represent weights from 0 to 7:
o | Item | Weight | Value |
o |--- ---|------ --|------ -|
o |1 | 0-2 |3 |
o |2 | 0-3 |4 |
o |3 | 0-4 |5 |
o |4 | 0-5 |7 |
3. Fill the Table:
o For each item, check if including it leads to a higher value
without exceeding the weight.
o After filling the table, the maximum value for a capacity of 7
would be 11 (items 2 and 4).
4. Backtrack for Selected Items:
o Trace back through the table to find which items were
included:
Item 2 (weight 3, value 4).
Item 4 (weight 5, value 7).
5. Final Selection:
o The items selected are Item 2 and Item 4, with a total weight of
8 and value of 11.
Explanation
The Traveling Salesman Problem (TSP) seeks the shortest possible route
that visits each city exactly once and returns to the origin city.
Detailed Example
1. Initial Setup:
o Consider cities A, B, C, and D with distances:
A to B: 10
A to C: 15
A to D: 20
B to C: 35
B to D: 25
C to D: 30
2. Start from A:
o Begin at city A.
3. Explore Routes:
o Possible routes:
A→B→C→D→A
A→B→D→C→A
A→C→B→D→A
A→C→D→B→A
A→D→B→C→A
A→D→C→B→A
4. Calculate Distances:
o For each route, calculate the total distance:
A → B → C → D → A: 10 + 35 + 30 + 20 = 95
A → B → D → C → A: 10 + 25 + 30 + 15 = 80 (shortest so
far)
Continue calculating until all routes are checked.
5. Determine Minimum:
o The shortest distance found is 80 for the route A → B → D → C
→ A.
Exercises
1. Implement the 8 Queens problem using backtracking. Write code to
find one solution and print the board.
2. Solve a graph coloring problem using backtracking, and describe how
many colors were needed.
3. Create a backtracking solution for the Hamiltonian cycle problem on
a simple graph and verify the existence of a cycle.
4. Solve the 0/1 Knapsack problem using backtracking, and explain how
you selected the items.
5. Implement a backtracking algorithm for the Traveling Salesman
Problem and analyze its effectiveness on a small dataset.
Explanation
Step-by-Step Breakdown
1. Chessboard Representation:
o The chessboard can be represented as an 8x8 grid. Each cell
can be empty (.) or occupied by a queen (Q).
Row/Col 0 1 2 3 4 5 6 7
0 . . . . . . . .
1 . . . . . . . .
2 . . . . . . . .
3 . . . . . . . .
4 . . . . . . . .
5 . . . . . . . .
6 . . . . . . . .
7 . . . . . . . .
2. Backtracking Process:
o Start by placing a queen in the first row and then move to the
next row.
o For each row, check each column to see if placing a queen there
is valid (i.e., no other queens can attack it).
o If a valid position is found, place the queen and move to the
next row.
o If no valid position is found, backtrack: remove the last placed
queen and try the next column in the previous row.
o Continue this until all queens are placed or all possibilities are
exhausted.
3. Example Walkthrough:
o Place the First Queen: Start with an empty board and place
the first queen at (0,0).
o
Row/Col 0 1 2 3 4 5 6 7
0 Q . . . . . . .
1 . . . . . . . .
2 . . . . . . . .
3 . . . . . . . .
4 . . . . . . . .
5 . . . . . . . .
6 . . . . . . . .
7 . . . . . . . .
Moving to the Next Row: Move to row 1 and check each column for
safety:
o (1,0): Not safe (same column).
o (1,1): Not safe (same diagonal).
o (1,2): Safe (place the queen).
Row/ 0 1 2 3 4 5 6 7
Col
0 Q . . . . . . .
1 . . Q . . . . .
2 . . . . . . . .
3 . . . . . . . .
4 . . . . . . . .
5 . . . . . . . .
6 . . . . . . . .
7 . . . . . . . .
Continue Placing Queens: Move to row 2 and again check for safe
placements:
o (2,0): Not safe.
o (2,1): Not safe.
o (2,2): Not safe.
o (2,3): Safe (place the queen).
Row/Col 0 1 2 3 4 5 6 7
0 Q . . . . . . .
1 . . Q . . . . .
2 . . . Q . . . .
3 . . . . . . . .
4 . . . . . . . .
5 . . . . . . . .
6 . . . . . . . .
7 . . . . . . . .
4. Backtracking
5. Final Solution
Once all queens are placed, one possible solution could be:
Row/ 0 1 2 3 4 5 6 7
Col
0 Q . . . . . . .
1 . . . Q . . . .
2 . . . . . Q . .
3 . Q . . . . . .
4 . . . . Q . . .
5 . . Q . . . . .
6 . . . . . . Q .
7 . . . . . . . Q
Explanation
Graph coloring involves assigning colors to the vertices of a graph such that
no two adjacent vertices share the same color. The goal is to minimize the
number of colors used.
Step-by-Step Breakdown
1. Graph Representation:
o Consider a simple graph with vertices A, B, C, and D, and edges
connecting them.
2. Coloring Process:
o Start with vertex A and assign Color 1.
Vertex Color
A 1
B ?
C ?
D ?
3. Continue Coloring:
o Move to B, which is adjacent to A. Assign Color 2.
Vertex Color
A 1
B 2
C ?
D ?
Vertex Color
A 1
B 2
C 1
D ?
5. Final Step:
o Move to D (adjacent to B and C). Assign Color 3.
Vertex Color
A 1
B 2
C 1
D 3
6. Final Coloring:
o The graph can be colored with 3 colors. No two adjacent
vertices share the same color.
Explanation
Step-by-Step Breakdown
1. Graph Setup:
o Consider a simple graph:
Vertex Visited
A Yes
B No
C No
D No
3. Explore Neighbors:
o Move to B and mark it as visited.
Vertex Visited
A Yes
B Yes
C No
D No
4. Continue to C:
o Move from B to C and mark C as visited.
Vertex Visited
A Yes
B Yes
C Yes
D No
5. Go to D:
o Move from C to D and mark D as visited.
Vertex Visited
A Yes
B Yes
C Yes
D Yes
Explanation
The 0/1 Knapsack Problem involves selecting items with given weights
and values to maximize the total value without exceeding the weight limit.
Step-by-Step Breakdown
1. Items Setup:
o Items with weights and values:
1 2 3
2 3 4
3 4 5
4 5 7
2. Knapsack Capacity:
o Capacity: 7.
3. Dynamic Programming Table:
o Create a table to keep track of maximum values for each
weight:
4. Final Selection:
o Optimal selection: Items 2 and 4 with total value 11.
5.5 Traveling Salesman Problem
Explanation
The Traveling Salesman Problem (TSP) seeks the shortest route that
visits each city exactly once and returns to the starting city.
Step-by-Step Breakdown
1. Initial Setup:
o Cities and distances:
From To Distance
A B 10
A C 15
A D 20
B C 35
B D 25
C D 30
2. Possible Routes:
o Start from A and explore routes:
A→B→C→D→A
A→B→D→C→A
A→C→B→D→A
A→C→D→B→A
A→D→B→C→A
A→D→C→B→A
3. Calculate Distances:
4. Determine Minimum:
o The shortest route found is A → B → D → C → A with a distance
of 80.
Key Concepts
1. Randomized Algorithms:
These algorithms incorporate random numbers or random decisions
at some points in their execution. They can have varying outcomes
even with the same input.
2. Types of Randomized Algorithms:
o Las Vegas Algorithms: Always produce a correct result, but
the running time is variable (e.g., randomized quicksort).
o Monte Carlo Algorithms: Have a fixed running time but may
produce incorrect results with a certain probability (e.g.,
randomized primality testing).
Step-by-Step Example:
Explanation
Analyzing probabilistic algorithms involves considering both expected
time complexity and worst-case time complexity. The expected time can
differ based on the randomness involved.
Key Concepts
Results:
Explanation
Parallel algorithms leverage multiple processors to perform computations
simultaneously, reducing the overall execution time for large problems.
Key Concepts
1. Parallelism:
Tasks are divided into sub-tasks that can be executed simultaneously
on different processors. This approach is particularly useful for large
datasets and computationally intensive tasks.
2. Types:
o Data Parallelism: The same operation is performed on
different pieces of distributed data.
o Task Parallelism: Different tasks are executed in parallel.
Step-by-Step Example:
Explanation
The performance of parallel algorithms is analyzed based on:
Summary