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For a programming paradigm, see Dynamic programming language.
In mathematics and computer science, dynamic programming is a method of solving problems exhibiting the properties of overlapping subproblems and optimal substructure (described below) that takes much less time than naive methods. The term was originally used in the 1940s by Richard Bellman to describe the process of solving problems where one needs to find the best decisions one after another. By 1953, he had refined this to the modern meaning.[1] The field was founded as a systems analysis and engineering topic which is recognized by the IEEE. Bellman's contribution is remembered in the name of the Bellman equation, a central result of dynamic programming which restates an optimization problem in recursive form. The word "programming" in "dynamic programming" has no particular connection to computer programming at all, and instead comes from the term "mathematical programming", a synonym for optimization. Thus, the "program" is the optimal plan for action that is produced. For instance, a finalized schedule of events at an exhibition is sometimes called a program. Programming, in this sense, means finding an acceptable plan of action, an algorithm.
OverviewOptimal substructure means that optimal solutions of subproblems can be used to find the optimal solutions of the overall problem. For example, the shortest path to a goal from a vertex in a graph can be found by first computing the shortest path to the goal from all adjacent vertices, and then using this to pick the best overall path, as shown in Figure 1. In general, we can solve a problem with optimal substructure using a three-step process:
The subproblems are, themselves, solved by dividing them into sub-subproblems, and so on, until we reach some simple case that is solvable in constant time. To say that a problem has overlapping subproblems is to say that the same subproblems are used to solve many different larger problems. For example, in the Fibonacci sequence, F3 = F1 + F2 and F4 = F2 + F3 — computing each number involves computing F2. Because both F3 and F4 are needed to compute F5, a naive approach to computing F5 may end up computing F2 twice or more. This applies whenever overlapping subproblems are present: a naive approach may waste time recomputing optimal solutions to subproblems it has already solved. In order to avoid this, we instead save the solutions to problems we have already solved. Then, if we need to solve the same problem later, we can retrieve and reuse our already-computed solution. This approach is called memoization (not memorization, although this term also fits). If we are sure we won't need a particular solution anymore, we can throw it away to save space. In some cases, we can even compute the solutions to subproblems we know that we'll need in advance. In summary, dynamic programming makes use of: Dynamic programming usually takes one of two approaches:
Some programming languages can automatically memoize the result of a function call with a particular set of arguments, in order to speed up call-by-name evaluation (this mechanism is referred to as call-by-need). Some languages make it possible portably (e.g. Scheme, Common Lisp or Perl), some need special extensions (e.g. C++, see [2]). Some languages have automatic memoization built in. In any case, this is only possible for a referentially transparent function. ExamplesFibonacci sequenceA naive implementation of a function finding the nth member of the Fibonacci sequence, based directly on the mathematical definition:
function fib(n)
if n = 0 return 0
if n = 1 return 1
return fib(n − 1) + fib(n − 2)
Notice that if we call, say,
In particular, Now, suppose we have a simple map object, m, which maps each value of
var m := map(0 → 1, 1 → 1)
function fib(n)
if map m does not contain key n
m[n] := fib(n − 1) + fib(n − 2)
return m[n]
This technique of saving values that have already been calculated is called memoization; this is the top-down approach, since we first break the problem into subproblems and then calculate and store values. In the bottom-up approach we calculate the smaller values of
function fib(n)
var previousFib := 0, currentFib := 1
if n = 0
return 0
else if n = 1
return 1
repeat n − 1 times
var newFib := previousFib + currentFib
previousFib := currentFib
currentFib := newFib
return currentFib
In both these examples, we only calculate A type of balanced 0-1 matrixConsider the problem of assigning values, either zero or one, to the positions of an n x n matrix, n even, so that each row and each column contains exactly n/2 zeros and n/2 ones. For example, when n = 4, two possible solutions are + - - - - + + - - - - + | 0 1 0 1 | | 0 0 1 1 | | 1 0 1 0 | and | 0 0 1 1 | | 0 1 0 1 | | 1 1 0 0 | | 1 0 1 0 | | 1 1 0 0 | + - - - - + + - - - - + We ask how many different assignments there are for a given n. There are at least three possible approaches: brute force, backtracking and dynamic programming. Brute force consists in checking all assignments of zeros and ones and counting those that have balanced rows and columns (n/2 zeros and n/2 ones). As there are We consider For example, in the two boards shown above the sequences of vectors would be ((2, 2) (2, 2) (2, 2) (2, 2)) ((2, 2) (2, 2) (2, 2) (2, 2)) k = 4 0 1 0 1 0 0 1 1 ((1, 2) (2, 1) (1, 2) (2, 1)) ((1, 2) (1, 2) (2, 1) (2, 1)) k = 3 1 0 1 0 0 0 1 1 ((1, 1) (1, 1) (1, 1) (1, 1)) ((0, 2) (0, 2) (2, 0) (2, 0)) k = 2 0 1 0 1 1 1 0 0 ((0, 1) (1, 0) (0, 1) (1, 0)) ((0, 1) (0, 1) (1, 0) (1, 0)) k = 1 1 0 1 0 1 1 0 0 ((0, 0) (0, 0) (0, 0) (0, 0)) ((0, 0) (0, 0), (0, 0) (0, 0)) The number of solutions (sequence A058527 in OEIS) is Links to the Perl source of the backtracking approach, as well as a MAPLE and a C implementation of the dynamic programming approach may be found among the external links. CheckerboardConsider a checkerboard with n × n squares and a cost-function c(i, j) which returns a cost associated with square i,j (i being the row, j being the column). For instance (on a 5 × 5 checkerboard),
Thus c(1, 3) = 5 Let us say you had a checker that could start at any square on the first rank (i.e., row) and you wanted to know the shortest path (sum of the costs of the visited squares are at a minimum) to get to the last rank, assuming the checker could move only diagonally left forward, diagonally right forward, or straight forward. That is, a checker on (1,3) can move to (2,2), (2,3) or (2,4).
This problem exhibits optimal substructure. That is, the solution to the entire problem relies on solutions to subproblems. Let us define a function q(i, j) as
If we can find the values of this function for all the squares at rank n, we pick the minimum and follow that path backwards to get the shortest path. Note that q(i, j) is equal to the minimum cost to get to any of the three squares below it (since those are the only squares that can reach it) plus c(i, j). For instance:
Now, let us define q(i, j) in somewhat more general terms:
The first line of this equation is there to make the recursive property simpler (when dealing with the edges, so we need only one recursion). The second line says what happens in the first rank, so we have something to start with. The third line, the recursion, is the important part. It is similar to the A,B,C,D example. From this definition we can make a straightforward recursive code for q(i, j). In the following pseudocode, n is the size of the board,
function minCost(i, j)
if j < 1 or j > n
return infinity
else if i = 1
return c(i, j)
else
return min( minCost(i-1, j-1), minCost(i-1, j), minCost(i-1, j+1) ) + c(i, j)
It should be noted that this function only computes the path-cost, not the actual path. We will get to the path soon. This, like the Fibonacci-numbers example, is horribly slow since it spends mountains of time recomputing the same shortest paths over and over. However, we can compute it much faster in a bottom-up fashion if we use a two-dimensional array We also need to know what the actual path is. The path problem we can solve using another array
function computeShortestPathArrays()
for x from 1 to n
q[1, x] := c(1, x)
for y from 1 to n
q[y, 0] := infinity
q[y, n + 1] := infinity
for y from 2 to n
for x from 1 to n
m := min(q[y-1, x-1], q[y-1, x], q[y-1, x+1])
q[y, x] := m + c(y, x)
if m = q[y-1, x-1]
p[y, x] := -1
else if m = q[y-1, x]
p[y, x] := 0
else
p[y, x] := 1
Now the rest is a simple matter of finding the minimum and printing it.
function computeShortestPath()
computeShortestPathArrays()
minIndex := 1
min := q[n, 1]
for i from 2 to n
if q[n, i] < min
minIndex := i
min := q[n, i]
printPath(n, minIndex)
function printPath(y, x)
print(x)
print("<-")
if y = 2
print(x + p[y, x])
else
printPath(y-1, x + p[y, x])
Sequence alignmentSequence alignment is an important application where dynamic programming is essential. Typically, the problem consists of transforming one sequence into another using edit operations that replace, insert, or remove an element. Each operation has an associated cost, and the goal is to find the sequence of edits with the lowest total cost. The problem can be stated naturally as a recursion, a sequence A is optimally edited into a sequence B by either:
The partial alignments can be tabulated in a matrix, where cell (i,j) contains the cost of the optimal alignment of A[1..i] to B[1..j]. The cost in cell (i,j) can be calculated by adding the cost of the relevant operations to the cost of its neighboring cells, and selecting the optimum. Different variants exist, see Smith-Waterman and Needleman-Wunsch. Algorithms that use dynamic programming
See alsoReferences
External links
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Mercedes Car
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