Algorithm

Source: Wikipedia, the free encyclopedia.

In a loop, subtract the larger number against the smaller number. Halt the loop when the subtraction will make a number negative. Assess two numbers whether one of them equal to zero or not. If yes, take the other number as the greatest common divisor. If no, put the two number in the subtraction loop again.
Flowchart of using successive subtractions to find the greatest common divisor of number r and s

In mathematics and computer science, an algorithm (/ˈælɡərɪðəm/ ) is a finite sequence of mathematically rigorous instructions, typically used to solve a class of specific problems or to perform a computation.[1] Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning), achieving automation eventually. Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus".[2]

In contrast, a heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result.[3] For example, social media recommender systems rely on heuristics in such a way that, although widely characterized as "algorithms" in 21st century popular media, cannot deliver correct results due to the nature of the problem.

As an

deterministic; some algorithms, known as randomized algorithms, incorporate random input.[10]

Etymology

Around 825, Persian scientist and polymath

In the early 12th century, Latin translations of said al-Khwarizmi texts involving the Hindu–Arabic numeral system and arithmetic appeared: Liber Alghoarismi de practica arismetrice (attributed to John of Seville) and Liber Algorismi de numero Indorum (attributed to Adelard of Bath).[2] Hereby, alghoarismi or algorismi is the Latinization of Al-Khwarizmi's name; the text starts with the phrase Dixit Algorismi ("Thus spoke Al-Khwarizmi").[3]

Around 1230, the English word algorism is attested and then by Chaucer in 1391, English adopted the French term.[4][5][clarification needed] In the 15th century, under the influence of the Greek word ἀριθμός (arithmos, "number"; cf. "arithmetic"), the Latin word was altered to algorithmus.[citation needed]

Definition

One informal definition is "a set of rules that precisely defines a sequence of operations",

bureaucratic procedure[12]
or cook-book recipe.[13] In general, a program is an algorithm only if it stops eventually[14]—even though infinite loops may sometimes prove desirable. Boolos, Jeffrey & 1974, 1999 define an algorithm to be a set of instructions for determining an output, given explicitly, in a form that can be followed by either a computing machine, or a human who could only carry out specific elementary operations on symbols.[15]

The concept of algorithm is also used to define the notion of decidability—a notion that is central for explaining how formal systems come into being starting from a small set of axioms and rules. In logic, the time that an algorithm requires to complete cannot be measured, as it is not apparently related to the customary physical dimension. From such uncertainties, that characterize ongoing work, stems the unavailability of a definition of algorithm that suits both concrete (in some sense) and abstract usage of the term.

Most algorithms are intended to be

electrical circuit
, or in a mechanical device.

History

Ancient algorithms

Since antiquity, step-by-step procedures for solving mathematical problems have been attested. This includes

codebreaking algorithm.[20]

Ancient Near East

The earliest evidence of algorithms is found in the

Hammurabi dynasty c. 1800 – c. 1600 BC, Babylonian clay tablets described algorithms for computing formulas.[21] Algorithms were also used in Babylonian astronomy. Babylonian clay tablets describe and employ algorithmic procedures to compute the time and place of significant astronomical events.[22]

Algorithms for arithmetic are also found in ancient

Introduction to Arithmetic by Nicomachus,[23][19]: Ch 9.2  and the Euclidean algorithm, which was first described in Euclid's Elements (c. 300 BC).[19]
: Ch 9.1 

Computers

Weight-driven clocks

Bolter credits the invention of the weight-driven

Turing-complete computer instead of just a calculator
—and is sometimes called "history's first programmer" as a result, though a full implementation of Babbage's second device would not be realized until decades after her lifetime.

Electromechanical relay

Bell and Newell (1971) indicate that the

telegraph, the precursor of the telephone, was in use throughout the world, its discrete and distinguishable encoding of letters as "dots and dashes" a common sound. By the late 19th century the ticker tape (c. 1870s) was in use, as was the use of Hollerith cards in the 1890 U.S. census. Then came the teleprinter (c. 1910) with its punched-paper use of Baudot code
on tape.

Telephone-switching networks of electromechanical

relays (invented 1835) was behind the work of George Stibitz (1937), the inventor of the digital adding device. As he worked in Bell Laboratories, he observed the "burdensome' use of mechanical calculators with gears. "He went home one evening in 1937 intending to test his idea... When the tinkering was over, Stibitz had constructed a binary adding device".[28] The mathematician Martin Davis supported the particular importance of the electromechanical relay.[29]

Formalization

Ada Lovelace's diagram from "Note G", the first published computer algorithm

In 1928, a partial formalization of the modern concept of algorithms began with attempts to solve the

Turing machines
of 1936–37 and 1939.

Representations

Algorithms can be expressed in many kinds of notation, including

programming languages or control tables (processed by interpreters
). Natural language expressions of algorithms tend to be verbose and ambiguous and are rarely used for complex or technical algorithms. Pseudocode, flowcharts, drakon-charts and control tables are structured ways to express algorithms that avoid many of the ambiguities common in statements based on natural language. Programming languages are primarily intended for expressing algorithms in a form that can be executed by a computer, but they are also often used as a way to define or document algorithms.

Turing machines

There is a wide variety of representations possible and one can express a given

assembly code called "sets of quadruples" (see Turing machine for more). Representations of algorithms can also be classified into three accepted levels of Turing machine description: high level description, implementation description, and formal description.[32] A high level description describes qualities of the algorithm itself, ignoring how it is implemented on the turing machine.[32] An implementation description describes the general manner in which the turing machine moves its head and stores data in order to carry out the algorithm, but doesn't give exact states.[32] In the most detail, a formal description gives the exact state table and list of transitions of the turing machine.[32]

Flowchart representation

The graphical aid called a flowchart offers a way to describe and document an algorithm (and a computer program corresponding to it). Like the program flow of a Minsky machine, a flowchart always starts at the top of a page and proceeds down. Its primary symbols are only four: the directed arrow showing program flow, the rectangle (SEQUENCE, GOTO), the diamond (IF-THEN-ELSE), and the dot (OR-tie). The Böhm–Jacopini canonical structures are made of these primitive shapes. Sub-structures can "nest" in rectangles, but only if a single exit occurs from the superstructure. The symbols and their use to build the canonical structures are shown in the diagram.[33]

Algorithmic analysis

It is frequently important to know how much of a particular resource (such as time or storage) is theoretically required for a given algorithm. Methods have been developed for the analysis of algorithms to obtain such quantitative answers (estimates); for example, an algorithm which adds up the elements of a list of n numbers would have a time requirement of , using big O notation. At all times the algorithm only needs to remember two values: the sum of all the elements so far, and its current position in the input list. Therefore, it is said to have a space requirement of , if the space required to store the input numbers is not counted, or if it is counted.

Different algorithms may complete the same task with a different set of instructions in less or more time, space, or '

binary search
algorithm (with cost ) outperforms a sequential search (cost ) when used for table lookups on sorted lists or arrays.

Formal versus empirical

The analysis, and study of algorithms is a discipline of computer science, and is often practiced abstractly without the use of a specific programming language or implementation. In this sense, algorithm analysis resembles other mathematical disciplines in that it focuses on the underlying properties of the algorithm and not on the specifics of any particular implementation. Usually pseudocode is used for analysis as it is the simplest and most general representation. However, ultimately, most algorithms are usually implemented on particular hardware/software platforms and their algorithmic efficiency is eventually put to the test using real code. For the solution of a "one off" problem, the efficiency of a particular algorithm may not have significant consequences (unless n is extremely large) but for algorithms designed for fast interactive, commercial or long life scientific usage it may be critical. Scaling from small n to large n frequently exposes inefficient algorithms that are otherwise benign.

Empirical testing is useful because it may uncover unexpected interactions that affect performance. Benchmarks may be used to compare before/after potential improvements to an algorithm after program optimization. Empirical tests cannot replace formal analysis, though, and are not trivial to perform in a fair manner.[34]

Execution efficiency

To illustrate the potential improvements possible even in well-established algorithms, a recent significant innovation, relating to FFT algorithms (used heavily in the field of image processing), can decrease processing time up to 1,000 times for applications like medical imaging.[35] In general, speed improvements depend on special properties of the problem, which are very common in practical applications.[36] Speedups of this magnitude enable computing devices that make extensive use of image processing (like digital cameras and medical equipment) to consume less power.

Design

Algorithm design refers to a method or a mathematical process for problem-solving and engineering algorithms. The design of algorithms is part of many solution theories, such as

operation research. Techniques for designing and implementing algorithm designs are also called algorithm design patterns,[37] with examples including the template method pattern and the decorator pattern. One of the most important aspects of algorithm design is resource (run-time, memory usage) efficiency; the big O notation is used to describe e.g., an algorithm's run-time growth as the size of its input increases.[citation needed
]

Structured programming

Per the

Classification

There are various ways to classify algorithms, each with its own merits.

By implementation

One way to classify algorithms is by implementation means.

int gcd(int A, int B) {
    if (B == 0)
        return A;
    else if (A > B)
        return gcd(A-B,B);
    else
        return gcd(A,B-A);
}
Recursive C implementation of Euclid's algorithm from the above flowchart
Recursion
A
towers of Hanoi
is well understood using recursive implementation. Every recursive version has an equivalent (but possibly more or less complex) iterative version, and vice versa.
Serial, parallel or distributed
Algorithms are usually discussed with the assumption that computers execute one instruction of an algorithm at a time. Those computers are sometimes called serial computers. An
algorithm designed for such an environment is called a serial algorithm, as opposed to parallel algorithms or distributed algorithms
. Parallel algorithms are algorithms that take advantage of computer architectures where multiple processors can work on a problem at the same time. Distributed algorithms are algorithms that use multiple machines connected with a computer network. Parallel and distributed algorithms divide the problem into more symmetrical or asymmetrical subproblems and collect the results back together. For example, a CPU would be an example of a parallel algorithm. The resource consumption in such algorithms is not only processor cycles on each processor but also the communication overhead between the processors. Some sorting algorithms can be parallelized efficiently, but their communication overhead is expensive. Iterative algorithms are generally parallelizable, but some problems have no parallel algorithms and are called inherently serial problems.
Deterministic or non-deterministic
heuristics
.
Exact or approximate
While many algorithms reach an exact solution, approximation algorithms seek an approximation that is closer to the true solution. The approximation can be reached by either using a deterministic or a random strategy. Such algorithms have practical value for many hard problems. One of the examples of an approximate algorithm is the Knapsack problem, where there is a set of given items. Its goal is to pack the knapsack to get the maximum total value. Each item has some weight and some value. Total weight that can be carried is no more than some fixed number X. So, the solution must consider weights of items as well as their value.[42]
Quantum algorithm
quantum computation. The term is usually used for those algorithms which seem inherently quantum, or use some essential feature of Quantum computing such as quantum superposition or quantum entanglement
.

By design paradigm

Another way of classifying algorithms is by their design methodology or paradigm. There is a certain number of paradigms, each different from the other. Furthermore, each of these categories includes many different types of algorithms. Some common paradigms are:

Brute-force or exhaustive search
Brute force is a method of problem-solving that involves systematically trying every possible option until the optimal solution is found. This approach can be very time consuming, as it requires going through every possible combination of variables. However, it is often used when other methods are not available or too complex. Brute force can be used to solve a variety of problems, including finding the shortest path between two points and cracking passwords.
Divide and conquer
A
merge sorting. Sorting can be done on each segment of data after dividing data into segments and sorting of entire data can be obtained in the conquer phase by merging the segments. A simpler variant of divide and conquer is called a decrease-and-conquer algorithm, which solves an identical subproblem and uses the solution of this subproblem to solve the bigger problem. Divide and conquer divides the problem into multiple subproblems and so the conquer stage is more complex than decrease and conquer algorithms. An example of a decrease and conquer algorithm is the binary search algorithm
.
Search and enumeration
Many problems (such as playing
graph exploration algorithm specifies rules for moving around a graph and is useful for such problems. This category also includes search algorithms, branch and bound enumeration and backtracking
.
Randomized algorithm
Such algorithms make some choices randomly (or pseudo-randomly). They can be very useful in finding approximate solutions for problems where finding exact solutions can be impractical (see heuristic method below). For some of these problems, it is known that the fastest approximations must involve some randomness.[43] Whether randomized algorithms with polynomial time complexity can be the fastest algorithms for some problems is an open question known as the P versus NP problem. There are two large classes of such algorithms:
  1. polynomial time
    .
  2. ZPP
    .
Reduction of complexity
This technique involves solving a difficult problem by transforming it into a better-known problem for which we have (hopefully)
transform and conquer
.
Back tracking
In this approach, multiple solutions are built incrementally and abandoned when it is determined that they cannot lead to a valid full solution.

Optimization problems

For optimization problems there is a more specific classification of algorithms; an algorithm for such problems may fall into one or more of the general categories described above as well as into one of the following:

Linear programming
When searching for optimal solutions to a linear function bound to linear equality and inequality constraints, the constraints of the problem can be used directly in producing the optimal solutions. There are algorithms that can solve any problem in this category, such as the popular simplex algorithm.[44] Problems that can be solved with linear programming include the maximum flow problem for directed graphs. If a problem additionally requires that one or more of the unknowns must be an integer then it is classified in integer programming. A linear programming algorithm can solve such a problem if it can be proved that all restrictions for integer values are superficial, i.e., the solutions satisfy these restrictions anyway. In the general case, a specialized algorithm or an algorithm that finds approximate solutions is used, depending on the difficulty of the problem.
Dynamic programming
When a problem shows
overlapping subproblems, meaning the same subproblems are used to solve many different problem instances, a quicker approach called dynamic programming avoids recomputing solutions that have already been computed. For example, Floyd–Warshall algorithm, the shortest path to a goal from a vertex in a weighted graph can be found by using the shortest path to the goal from all adjacent vertices. Dynamic programming and memoization go together. The main difference between dynamic programming and divide and conquer is that subproblems are more or less independent in divide and conquer, whereas subproblems overlap in dynamic programming. The difference between dynamic programming and straightforward recursion is in caching or memoization of recursive calls. When subproblems are independent and there is no repetition, memoization does not help; hence dynamic programming is not a solution for all complex problems. By using memoization or maintaining a table
of subproblems already solved, dynamic programming reduces the exponential nature of many problems to polynomial complexity.
The greedy method
A
Sollin
are greedy algorithms that can solve this optimization problem.
The heuristic method
In
heuristic algorithms can be used to find a solution close to the optimal solution in cases where finding the optimal solution is impractical. These algorithms work by getting closer and closer to the optimal solution as they progress. In principle, if run for an infinite amount of time, they will find the optimal solution. Their merit is that they can find a solution very close to the optimal solution in a relatively short time. Such algorithms include local search, tabu search, simulated annealing, and genetic algorithms. Some of them, like simulated annealing, are non-deterministic algorithms while others, like tabu search, are deterministic. When a bound on the error of the non-optimal solution is known, the algorithm is further categorized as an approximation algorithm
.

Legal status

Algorithms, by themselves, are not usually patentable. In the United States, a claim consisting solely of simple manipulations of abstract concepts, numbers, or signals does not constitute "processes" (USPTO 2006), so algorithms are not patentable (as in

LZW patent. Additionally, some cryptographic algorithms have export restrictions (see export of cryptography
).

Examples

One of the simplest algorithms is to find the largest number in a list of numbers of random order. Finding the solution requires looking at every number in the list. From this follows a simple algorithm, which can be stated in a high-level description in English prose, as:

High-level description:

  1. If there are no numbers in the set, then there is no highest number.
  2. Assume the first number in the set is the largest number in the set.
  3. For each remaining number in the set: if this number is larger than the current largest number, consider this number to be the largest number in the set.
  4. When there are no numbers left in the set to iterate over, consider the current largest number to be the largest number of the set.

(Quasi-)formal description: Written in prose but much closer to the high-level language of a computer program, the following is the more formal coding of the algorithm in pseudocode or pidgin code:

Algorithm LargestNumber
Input: A list of numbers L.
Output: The largest number in the list L.
if L.size = 0 return null
largestL[0]
for each item in L, do
    if item > largest, then
        largestitem
return largest
  • "←" denotes assignment. For instance, "largestitem" means that the value of largest changes to the value of item.
  • "return" terminates the algorithm and outputs the following value.

See also

Notes

  1. ^ a b "Definition of ALGORITHM". Merriam-Webster Online Dictionary. Archived from the original on February 14, 2020. Retrieved November 14, 2019.
  2. ^ a b Blair, Ann, Duguid, Paul, Goeing, Anja-Silvia and Grafton, Anthony. Information: A Historical Companion, Princeton: Princeton University Press, 2021. p. 247
  3. ^
  4. ^ a b "Any classical mathematical algorithm, for example, can be described in a finite number of English words" (Rogers 1987:2).
  5. ^ a b Well defined with respect to the agent that executes the algorithm: "There is a computing agent, usually human, which can react to the instructions and carry out the computations" (Rogers 1987:2).
  6. ^ "an algorithm is a procedure for computing a function (with respect to some chosen notation for integers) ... this limitation (to numerical functions) results in no loss of generality", (Rogers 1987:1).
  7. zero or more inputs, i.e., quantities
    which are given to it initially before the algorithm begins" (Knuth 1973:5).
  8. ^ "A procedure which has all the characteristics of an algorithm except that it possibly lacks finiteness may be called a 'computational method'" (Knuth 1973:5).
  9. ^ "An algorithm has one or more outputs, i.e. quantities which have a specified relation to the inputs" (Knuth 1973:5).
  10. ^ Whether or not a process with random interior processes (not including the input) is an algorithm is debatable. Rogers opines that: "a computation is carried out in a discrete stepwise fashion, without the use of continuous methods or analogue devices ... carried forward deterministically, without resort to random methods or devices, e.g., dice" (Rogers 1987:2).
  11. ^ Stone 1973:4
  12. ^ from the original on December 22, 2019. Retrieved May 27, 2019. [...] the next level of abstraction of central bureaucracy: globally operating algorithms.
  13. ^ Dietrich, Eric (1999). "Algorithm". In Wilson, Robert Andrew; Keil, Frank C. (eds.). The MIT Encyclopedia of the Cognitive Sciences. MIT Cognet library. Cambridge, Massachusetts: MIT Press (published 2001). p. 11. . Retrieved July 22, 2020. An algorithm is a recipe, method, or technique for doing something.
  14. ^ Stone requires that "it must terminate in a finite number of steps" (Stone 1973:7–8).
  15. ^ Boolos and Jeffrey 1974,1999:19
  16. ^ .
  17. .
  18. ^ Hayashi, T. (2023, January 1). Brahmagupta. Encyclopedia Britannica.
  19. ^ .
  20. ^ .
  21. S2CID 7829945. Archived from the original
    (PDF) on December 24, 2012.
  22. .
  23. ^ Ast, Courtney. "Eratosthenes". Wichita State University: Department of Mathematics and Statistics. Archived from the original on February 27, 2015. Retrieved February 27, 2015.
  24. ^ Bolter 1984:24
  25. ^ Bolter 1984:26
  26. ^ Bolter 1984:33–34, 204–206.
  27. ^ Bell and Newell diagram 1971:39, cf. Davis 2000
  28. ^ * Melina Hill, Valley News Correspondent, A Tinkerer Gets a Place in History, Valley News West Lebanon NH, Thursday, March 31, 1983, p. 13.
  29. ^ Davis 2000:14
  30. ^ Kleene 1943 in Davis 1965:274
  31. ^ Rosser 1939 in Davis 1965:225
  32. ^ a b c d Sipser 2006:157
  33. ^ cf Tausworthe 1977
  34. S2CID 40772241
    .
  35. ^ Gillian Conahan (January 2013). "Better Math Makes Faster Data Networks". discovermagazine.com. Archived from the original on May 13, 2014. Retrieved May 13, 2014.
  36. ^ Haitham Hassanieh, Piotr Indyk, Dina Katabi, and Eric Price, "ACM-SIAM Symposium On Discrete Algorithms (SODA) Archived July 4, 2013, at the Wayback Machine, Kyoto, January 2012. See also the sFFT Web Page Archived February 21, 2012, at the Wayback Machine.
  37. from the original on April 28, 2015. Retrieved June 14, 2018.
  38. .
  39. ^ Tausworthe 1977:101
  40. ^ Tausworthe 1977:142
  41. ^ Knuth 1973 section 1.2.1, expanded by Tausworthe 1977 at pages 100ff and Chapter 9.1
  42. from the original on October 18, 2017. Retrieved September 19, 2017.
  43. .
  44. ^
    George B. Dantzig
    and Mukund N. Thapa. 2003. Linear Programming 2: Theory and Extensions. Springer-Verlag.
  45. ISSN 0099-9660
    . Retrieved March 29, 2017.

Bibliography

  • Zaslavsky, C. (1970). Mathematics of the Yoruba People and of Their Neighbors in Southern Nigeria. The Two-Year College Mathematics Journal, 1(2), 76–99. https://doi.org/10.2307/3027363

Further reading

External links

Algorithm repositories