TYPES OF
ALGORITHMS
ALGORITHM
CLASSIFICATION
• Algorithms that use a similar problem-solving
approach can be grouped together
• This classification scheme is neither exhaustive nor
disjoint
• The purpose is not to be able to classify an algorithm
as one type or another, but to highlight the various
ways in which a problem can be attacked
A SHORT LIST OF
CATEGORIES
• Algorithm types we will consider include:
• Simple recursive algorithms
• Backtracking algorithms
• Divide and conquer algorithms
• Dynamic programming algorithms
• Greedy algorithms
• Branch and bound algorithms
• Brute force algorithms
• Randomized algorithms
SIMPLE RECURSIVE
ALGORITHMS I
• A simple recursive algorithm:
• Solves the base cases directly
• Recurs with a simpler subproblem
• Does some extra work to convert the solution to the
simpler subproblem into a solution to the given
problem
• I call these “simple” because several of the other
algorithm types are inherently recursive
EXAMPLE RECURSIVE
ALGORITHMS
• To count the number of elements in a list:
• If the list is empty, return zero; otherwise,
• Step past the first element, and count the remaining
elements in the list
• Add one to the result
• To test if a value occurs in a list:
• If the list is empty, return false; otherwise,
• If the first thing in the list is the given value, return
true; otherwise
• Step past the first element, and test whether the value
occurs in the remainder of the list
BACKTRACKING
ALGORITHMS
• Backtracking algorithms are based on a depth-first
recursive search
• A backtracking algorithm:
• Tests to see if a solution has been found, and if so,
returns it; otherwise
• For each choice that can be made at this point,
• Make that choice
• Recur
• If the recursion returns a solution, return it
• If no choices remain, return failure
EXAMPLE BACKTRACKING
ALGORITHM
• To color a map with no more than four colors:
• color(Country n)
• If all countries have been colored (n > number of
countries) return success; otherwise,
• For each color c of four colors,
• If country n is not adjacent to a country
that has been colored c
• Color country n with color c
• recursivly color country n+1
• If successful, return success
• Return failure (if loop exits)
DIVIDE AND CONQUER
• A divide and conquer algorithm consists of two
parts:
• Divide the problem into smaller subproblems of the
same type, and solve these subproblems recursively
• Combine the solutions to the subproblems into a
solution to the original problem
• Traditionally, an algorithm is only called divide and
conquer if it contains two or more recursive calls
EXAMPLES
• Quicksort:
• Partition the array into two parts, and quicksort each
of the parts
• No additional work is required to combine the two
sorted parts
• Mergesort:
• Cut the array in half, and mergesort each half
• Combine the two sorted arrays into a single sorted
array by merging them
BINARY TREE LOOKUP
• Here’s how to look up something in a sorted binary
tree:
• Compare the key to the value in the root
• If the two values are equal, report success
• If the key is less, search the left subtree
• If the key is greater, search the right subtree
• This is not a divide and conquer algorithm because,
although there are two recursive calls, only one is
used at each level of the recursion
FIBONACCI NUMBERS
• To find the nth Fibonacci number:
• If n is zero or one, return one; otherwise,
• Compute fibonacci(n-1) and fibonacci(n-2)
• Return the sum of these two numbers
• This is an expensive algorithm
• It requires O(fibonacci(n)) time
• This is equivalent to exponential time, that is, O(2n)
DYNAMIC PROGRAMMING
ALGORITHMS
• A dynamic programming algorithm remembers past
results and uses them to find new results
• Dynamic programming is generally used for optimization
problems
• Multiple solutions exist, need to find the “best” one
• Requires “optimal substructure” and “overlapping subproblems”
• Optimal substructure: Optimal solution contains optimal
solutions to subproblems
• Overlapping subproblems: Solutions to subproblems can be
stored and reused in a bottom-up fashion
• This differs from Divide and Conquer, where subproblems
generally need not overlap
FIBONACCI NUMBERS
AGAIN
• To find the nth Fibonacci number:
• If n is zero or one, return one; otherwise,
• Compute, or look up in a table, fibonacci(n-1) and
fibonacci(n-2)
• Find the sum of these two numbers
• Store the result in a table and return it
• Since finding the nth Fibonacci number involves
finding all smaller Fibonacci numbers, the second
recursive call has little work to do
• The table may be preserved and used again later
GREEDY ALGORITHMS
• An optimization problem is one in which you want to
find, not just a solution, but the best solution
• A “greedy algorithm” sometimes works well for
optimization problems
• A greedy algorithm works in phases: At each phase:
• You take the best you can get right now, without
regard for future consequences
• You hope that by choosing a local optimum at each
step, you will end up at a global optimum
EXAMPLE: COUNTING
MONEY
• Suppose you want to count out a certain amount
of money, using the fewest possible bills and
coins
• A greedy algorithm would do this would be:
At each step, take the largest possible bill or coin
that does not overshoot
• Example: To make $6.39, you can choose:
• a $5 bill
• a $1 bill, to make $6
• a 25¢ coin, to make $6.25
• A 10¢ coin, to make $6.35
• four 1¢ coins, to make $6.39
• For US money, the greedy algorithm always
gives the optimum solution
A FAILURE OF THE
GREEDY
• In some (fictional) ALGORITHM
monetary system, “krons” come in
1 kron, 7 kron, and 10 kron coins
• Using a greedy algorithm to count out 15 krons, you
would get
• A 10 kron piece
• Five 1 kron pieces, for a total of 15 krons
• This requires six coins
• A better solution would be to use two 7 kron pieces
and one 1 kron piece
• This only requires three coins
• The greedy algorithm results in a solution, but not in
an optimal solution
BRANCH AND BOUND
ALGORITHMS
• Branch and bound algorithms are generally used for
optimization problems
• As the algorithm progresses, a tree of subproblems is formed
• The original problem is considered the “root problem”
• A method is used to construct an upper and lower bound for a
given problem
• At each node, apply the bounding methods
• If the bounds match, it is deemed a feasible solution to
that particular subproblem
• If bounds do not match, partition the problem represented
by that node, and make the two subproblems into children
nodes
• Continue, using the best known feasible solution to trim
sections of the tree, until all nodes have been solved or
trimmed
EXAMPLE BRANCH AND BOUND
ALGORITHM
• Travelling salesman problem: A salesman has to visit
each of n cities (at least) once each, and wants to
minimize total distance travelled
• Consider the root problem to be the problem of finding
the shortest route through a set of cities visiting each
city once
• Split the node into two child problems:
• Shortest route visiting city A first
• Shortest route not visiting city A first
• Continue subdividing similarly as the tree grows
BRUTE FORCE
ALGORITHM
• A brute force algorithm simply tries all possibilities
until a satisfactory solution is found
• Such an algorithm can be:
• Optimizing: Find the best solution. This may require
finding all solutions, or if a value for the best solution is
known, it may stop when any best solution is found
• Example: Finding the best path for a travelling salesman
• Satisficing: Stop as soon as a solution is found that is
good enough
• Example: Finding a travelling salesman path that is within
10% of optimal
IMPROVING BRUTE
FORCE ALGORITHMS
• Often, brute force algorithms require exponential
time
• Various heuristics and optimizations can be used
• Heuristic: A “rule of thumb” that helps you decide
which possibilities to look at first
• Optimization: In this case, a way to eliminate certain
possibilites without fully exploring them
RANDOMIZED
ALGORITHMS
• A randomized algorithm uses a random number at
least once during the computation to make a
decision
• Example: In Quicksort, using a random number to
choose a pivot
• Example: Trying to factor a large prime by choosing
random numbers as possible divisors
THE END