Download presentation
Presentation is loading. Please wait.
Published byJacob Gregory Modified over 9 years ago
1
HKOI2009 Training (Advanced Group) (Reference: Powerpoint of Dynamic Programming II, HKOI Training 2005, by Liu Chi Man, cx)
2
Review Recurrence relation Dynamic programming State & Recurrence Formula Optimal substructure Overlapping subproblems 2
3
Outline Dimension reduction (memory) “Ugly” optimal value functions DP on tree structures Two-person games 3
4
Dimension reduction Reduce the space complexity by one or more dimensions “Rolling” array Recall: Longest Common Subsequence (LCS) Base conditions and recurrence relation: F i,0 = 0 for all i F 0,j = 0 for all j F i,j =F i-1,j-1 + 1(if A[i] = B[j]) max{ F i-1,j, F i,j-1 }(otherwise) 4
5
Dimension Reduction A: stxc, B: sicxtc 5 0 0 0 0 0000000 0123456 1 2 3 4 0 111 111 11 12 111 112 22 22 1 2 2 3 0 0123456 0 000000 0 111111 1 2 111122 3 111222 4 112223
6
Dimension Reduction We may discard old table entries if they are no longer needed Instead of “rolling” the rows, we may “roll” the columns Even less memory (5 2 entries) Space complexity: (min{N, M}) Drawback Backtracking is difficult That means we can get the number but not the sequence easily. 6
7
(Simplified) Cannoneer Base How many non-overlapping cross pieces can be put onto a H W grid? W ≤ 10, H is arbitrary A cross piece: There may be patterns, but we just focus on a DP solution 7 Packing 8 cross pieces onto a 10 6 grid
8
(Simplified) Cannoneer Base We place the pieces from top to bottom Phase k - putting all pieces centered on row k-1 In phase k, we only need to consider the occupied squares in rows k-2 and k-1 8 k -2 k -1 k ? Phase 3Phase 4Phase 5Phase 6Phase 7Phase 8Phase 9Phase 10
9
(Simplified) Cannoneer Base The optimal value function C is defined by: C(k,S) = the max number of pieces after phase k, with rows k-1 and k giving the shape S How to represent a shape? In a shape, each column can be Use 2, 1, 0 to represent these 3 cases A shape is a W-digit base-3 integer For example, the following shape is encoded as 010121 (3) = 97 (10) 9
10
(Simplified) Cannoneer Base The recurrence relation is easy to construct Max possible number of states = H 3 W That’s why W ≤ 10 Cannoneer Base appeared in NOI2001 Bugs Integrated, Inc. in CEOI2002 requires similar techniques 10
11
Dynamic Programming on Tree Structures States may be (related to) nodes on a graph Usually directed acyclic graphs Topological order is the obvious order of recurrence evaluation Trees are special graphs A lot of graph DP problems are based on trees Two major types: Rooted tree DP Unrooted tree DP 11
12
Rooted Tree Dynamic Programming Base cases at the leaves Recurrence at a node involves its child nodes only Solution Evaluate the recurrence relation from leaves (bottom) to the root (top) Top-down implementations work well Time complexity is often (N) where N is the number of nodes 12
13
Unrooted Tree Dynamic Programming No explicit roots given Two cases The problem can be transformed to a rooted one It can’t, so we try root every node Case 2 increases the time complexity by a factor of N Sometimes it is possible to root one node in O(N) time and each subsequent node in O(1) overall O(N) time 13
14
Node Heights Given a rooted tree T The height of a node v in T is the maximum distance between v and a descendant of v For example, all leaves have height = 0 Find the heights of all nodes in T Notations C(v) = the set of children of v p(v) = the parent of v 14
15
Node Heights Optimal value function H(v) = height of node v Base conditions H(u) = 0 for all leaves u Recurrence H(v) = max { H(x) | x C(v) } + 1 Order of evaluation All children must be evaluated before self Post-order 15
16
Node Heights Example 16 A BC DEFG I H H(I) = 0 H(E) = 0H(F) = 0H(G) = 0H(H) = 0 H(D) = 1 H(B) = 2 H(C) = 1 H(A) = 3
17
Node Heights Time complexity analysis Naively There are N nodes A node may have up to N-1 children Overall time complexity = O(N 2 ) A better bound The H-value of a v is at most used by one other node – p(v) The total number of H-values inside the “max {}”s = N-1 Overall time complexity = (N) 17
18
Treasure Hunt N treasures are hidden at the N nodes of a tree (unrooted) The treasure at node u has value v(u) You may not take away two treasures joined by an edge, otherwise missiles will fly to you Find the maximum value you can take away 18
19
Treasure Hunt Let’s see if the problem can be transformed to a rooted one We arbitrarily root a node, say r How to formulate? 19
20
Treasure Hunt Optimal value function Z(u,b) = max value for the subtree rooted at u and it is b that the treasure at u is taken away b = true or false Base conditions Z(x,false) = 0 and Z(x,true) = v(x) for all leaves x Recurrence Z(u,true) = Z(c, false) + v(u) Z(u,false) = max { Z(c,false), Z(c,true) } Answer = max { Z(r,false), Z(r,true) } 20 c C(u)
21
Treasure Hunt Example (values shown in squares) 21 7 26 9351 1 2 false: 0 true: 1 false: 0 true: 3 false: 0 true: 5 false: 0 true: 1 false: 0 true: 2 false: 1 true: 9 false: 12 true: 3 false: 8 true: 6 false: 20 true: 27
22
Treasure Hunt Our formulation does not exploit the properties of a tree root Moreover the correctness of our formulation can be proven by optimal substructure Thus the unrooted-to-rooted transformation is correct Time complexity: (N) 22
23
Unrooted Tree DP – Basic Idea In rooted tree DP, a node asks (request) for information from its children; and then provides (response) information to its parent 23 Response Request
24
Unrooted Tree DP – Basic Idea In unrooted tree DP, a node also makes a request to its parent and sends response to its children Imagine B is the root A sends information about the “subtree” {A,C} to B 24 A BC D Response Request E
25
Unrooted Tree DP – Basic Idea Similarly we can root C, D, E and get different request-response flows These flows are very similar The idea of unrooted tree DP is to root all nodes without resending all requests and responses every time 25 A BC DE A BC DE
26
Unrooted Tree DP – Basic Idea Root A and do a complete flow A knows about subtrees {B,D,E} and {C} Now B sends a request to A A sends a response to B telling what it knows about {A,C} B already knows about {D}, {E} Rooting of B completes 26 A BC DE
27
Unrooted Tree DP – Basic Idea Now let’s root D D sends a request to B B knows about {A,C}, {D}, and {E}; combining {A,C}, {E} and B itself, B knows about {B,A,C,E}, and sends a response to D Rooting of D completes 27 A BC DE
28
Unrooted Tree DP – Basic Idea Rooting a new node requires only one request and one response if its parent already knows about all its subtrees (including the “imaginary” parent subtree) Further questions: Fast computation of {B,A,C,E} from {A,C} and {E}? (rooting of D) Fast computation of {B,A,C,E,D} from {A,C}, {E}, {D}? (rooting of B) 28 A BC DE
29
Shortest Rooted Tree Given an unrooted tree T, denote its rooted tree with root r by T(r) Find a node v such that T(v) has the minimum height among all T(u), u T The height of a tree = the height of its root Solution Just root every node and find the min height We know how to find a height of a tree Trivially this is (N 2 ) Now let’s use what we learnt 29
30
Shortest Rooted Tree Since parents and children are unclear now, we use slightly different notations N(v) = the set of neighbors of v H(v, u) = height of the subtree rooted at v if u is treated as the parent of v H(v, ) = height of the whole tree if v is root 30
31
Shortest Rooted Tree Root A, complete flow Height = 3 31 A BC DE F H(F,D) = 0 H(E,B) = 0 H(D,B) = 1 H(B,A) = 2H(C,A) = 0 H(A, ) = 3
32
Shortest Rooted Tree Root B Request: B asks A for H(A,B) How can A give the answer in constant time? 32 A BC DE F H(F,D) = 0 H(E,B) = 0 H(D,B) = 1 H(B,A) = 2H(C,A) = 0 H(A, ) = 3
33
Shortest Rooted Tree Suppose now B asks A for H(A,B), how can A give the answer in constant time? Two cases B is the only largest subtree of A in T(A) B is not the only largest subtree, or B is not a largest subtree 33 A BCDEFGHIJK H(B,A)=7 H(C,A)=8 H(D,A)=1 H(E,A)=2 H(F,A)=9H(H,A)=4H(J,A)=3 H(G,A)=5H(I,A)=6H(K,A)=0 H(A, )=10
34
Shortest Rooted Tree (1) B is the only largest subtree of A in T(A) H(A,B) < H(A, ) H(A,B) depends on the second largest subtree Trick: record the second largest subtree of A (2) B is not the only largest subtree, or B is not a largest subtree H(A,B) = H(A, ) 34
35
Shortest Rooted Tree To distinguish case (1) from case(2), we need to record the two largest subtrees of A When? ○ When we evaluate H(A, ) Back to our example 35
36
Shortest Rooted Tree Root B Request: B asks A for H(A,B) Response: 1 36 A BC DE F H(F,D) = 0 H(E,B) = 0 H(D,B) = 1 H(B,A) = 2H(C,A) = 0 H(A, ) = 3 1 st = B, 2 nd = C 1 st = D, 2 nd = E 1 st = , 2 nd = 1 st = F, 2 nd = 1 st = , 2 nd = A H(A,B) = 1
37
Shortest Rooted Tree Root B H(B, ) = 2 can be calculated in constant time 37 A BC DE F H(F,D) = 0 H(E,B) = 0 H(D,B) = 1 H(B,A) = 2H(C,A) = 0 H(A, ) = 3 1 st = B, 2 nd = C 1 st = D, 2 nd = E 1 st = , 2 nd = 1 st = F, 2 nd = 1 st = , 2 nd = A H(A,B) = 1 H(B, ) = 2
38
Shortest Rooted Tree Root D Request: D asks B for H(B,D) Response: 2 H(D, ) = 3 38 A BC DE F H(F,D) = 0 H(E,B) = 0 H(D,B) = 1 H(B,A) = 2H(C,A) = 0 H(A, ) = 3 1 st = B, 2 nd = C 1 st = D, 2 nd = E 1 st = , 2 nd = 1 st = F, 2 nd = 1 st = , 2 nd = A H(A,B) = 1 H(B, ) = 2 BF H(D, ) = 3 H(B,D) = 2
39
Shortest Rooted Tree Root F, E, and C in the same fashion In general, root the nodes in preorder Time complexity analysis Root A – (N) Root each subsequent nodes – O(1) Overall - (N) The O(1) is crucial for the linearity of our algorithm If rooting of a new node cannot be done fast, unrooted tree DP may not improve running time 39
40
Two-person Games Often appear in competitions as interactive tasks Playing against the judge Most of them can be solved by the Minimax method 40
41
Game Tree A (finite or infinite) rooted tree showing the movements of a game play 41 … ……… … …… … o x o x o oooxoxooxox
42
Game Tree This is a game The boxes at the bottom show your gain (your opponent’s loss) Your opponent is clever How should you play to maximize your gain? 42 2945668176 End of game Your turn Her turn WHY?
43
Minimax You assume that your opponent always try to minimize her loss (minimize your gain) So your opponent always takes the move that minimize your gain Of course, you always take the move that maximize your gain 43 2945668176 Your turn Her turn 9456 6 87 467 7
44
Minimax Efficient? Only if the tree is small In fact the game tree may in fact be an expanded version of a directed acyclic graph Overlapping subproblems memo(r)ization 44 A B D C 1 2 A BCD 12 D 122 D 12
45
Past Problems IOI 2001 Ioiwari (game), Score (game), Twofive (ugly) 2005 Rivers(tree) NOI 2001 炮兵陣地 (ugly), 2002 貪吃的九頭龍 (tree), 2003 逃學的小孩 (tree), 2005 聰聰與可可 IOI/NOITFT 2004 A Bomb Too Far (tree) CEOI 2002 Bugs (ugly), 2003 Pearl (game) Balkan OI 2003 Tribe (tree) Baltic OI 2003 Gems (tree) On HKOI Judge 1074 Christmas Tree 45
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.