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{{Short description|Algorithms which recursively solve subproblems}}
In [[computer science]], '''divide and conquer''' is an [[algorithm design paradigm
Designing efficient divide-and-conquer algorithms can be difficult. As in [[mathematical induction]], it is often necessary to generalize the problem to make it amenable to a [[Recursion (computer science)|recursive]] solution. The correctness of a divide-and-conquer algorithm is usually proved by
▲The correctness of a divide-and-conquer algorithm is usually proved by [[mathematical induction]], and its computational cost is often determined by solving [[recurrence relation]]s.
== Divide and conquer ==
[[File:Merge sort algorithm diagram.svg|thumb|Divide-and-conquer approach to sort the list (38, 27, 43, 3, 9, 82, 10) in increasing order. ''Upper half:'' splitting into sublists; ''mid:'' a one-element list is trivially sorted; ''lower half:'' composing sorted sublists.]]
The divide-and-conquer [[Programming paradigm|paradigm]] is often used to find an optimal solution of a problem. Its basic idea is to decompose a given problem into two or more similar, but simpler, subproblems, to solve them in turn, and to compose their solutions to solve the given problem. Problems of sufficient simplicity are solved directly.
For example, to sort a given list of ''n'' [[Natural number|natural numbers]], split it into two lists of about ''n''/2 numbers each, sort each of them in turn, and interleave both results appropriately to obtain the sorted version of the given list (see the picture). This approach is known as the [[merge sort]] algorithm.
The name "divide and conquer" is sometimes applied to algorithms that reduce each problem to only one sub-problem, such as the [[binary search]] algorithm for finding a record in a sorted list (or its
An important application of divide and conquer is in optimization,{{Examples|date=October 2017}} where if the search space is reduced ("pruned") by a constant factor at each step, the overall algorithm has the same asymptotic complexity as the pruning step, with the constant depending on the pruning factor (by summing the [[geometric series]]); this is known as [[prune and search]].
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Early examples of these algorithms are primarily decrease and conquer – the original problem is successively broken down into ''single'' subproblems, and indeed can be solved iteratively.
[[Binary search algorithm|Binary search]], a decrease-and-conquer algorithm where the subproblems are of roughly half the original size, has a long history. While a clear description of the algorithm on computers appeared in 1946 in an article by [[John Mauchly]], the idea of using a sorted list of items to facilitate searching dates back at least as far as [[Babylonia]] in 200 BC.<ref name=Knuth3/> Another ancient decrease-and-conquer algorithm is the [[Euclidean algorithm]] to compute the [[greatest common divisor]] of two numbers by reducing the numbers to smaller and smaller equivalent subproblems, which dates to several centuries BC.
An early example of a divide-and-conquer algorithm with multiple subproblems is [[Carl Friedrich Gauss|Gauss]]'s 1805 description of what is now called the [[Cooley–Tukey FFT algorithm|Cooley–Tukey fast Fourier transform]] (FFT) algorithm,<ref name=Heideman84>Heideman, M. T., D. H. Johnson, and C. S. Burrus, "[http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.331.4791&rep=rep1&type=pdf Gauss and the history of the fast Fourier transform]", IEEE ASSP Magazine, 1, (4), 14–21 (1984).</ref> although he did not [[analysis of algorithms|analyze its operation count]] quantitatively, and FFTs did not become widespread until they were rediscovered over a century later.
An early two-subproblem D&C algorithm that was specifically developed for computers and properly analyzed is the [[merge sort]] algorithm, invented by [[John von Neumann]] in 1945.<ref>{{ cite book | last=Knuth | first=Donald |
Another notable example is the [[Karatsuba algorithm|algorithm]] invented by [[Anatolii Alexeevitch Karatsuba|Anatolii A. Karatsuba]] in 1960<ref>{{cite journal| last=Karatsuba | first=Anatolii A. |
As another example of a divide-and-conquer algorithm that did not originally involve computers, [[Donald Knuth]] gives the method a [[post office]] typically uses to route mail: letters are sorted into separate bags for different geographical areas, each of these bags is itself sorted into batches for smaller sub-regions, and so on until they are delivered.<ref name=Knuth3>Donald E. Knuth, ''The Art of Computer Programming: Volume 3, Sorting and Searching'', second edition (Addison-Wesley, 1998).</ref> This is related to a [[radix sort]], described for [[IBM 80 series Card Sorters|punch-card sorting]] machines as early as 1929.<ref name=Knuth3/>
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=== Solving difficult problems ===
Divide and conquer is a powerful tool for solving conceptually difficult problems: all it requires is a way of breaking the problem into sub-problems, of solving the trivial cases, and of combining sub-problems to the original problem. Similarly, decrease and conquer only requires reducing the problem to a single smaller problem, such as the classic [[Tower of Hanoi]] puzzle, which reduces moving a tower of height
=== Algorithm efficiency ===
The divide-and-conquer paradigm often helps in the discovery of efficient algorithms. It was the key, for example, to [[Karatsuba algorithm|Karatsuba]]'s fast multiplication method, the quicksort and mergesort algorithms, the [[Strassen algorithm]] for [[matrix multiplication]], and fast Fourier transforms.
In all these examples, the D&C approach led to an improvement in the [[asymptotic complexity|asymptotic cost]] of the solution. For example, if (a) the [[Recursion (computer science)|base cases]] have constant-bounded size, the work of splitting the problem and combining the partial solutions is proportional to the problem's size <math>n</math>, and (b) there is a bounded number <math>p</math> of sub-problems of size ~ <math>\frac{n}{p}</math> at each stage, then the cost of the divide-and-conquer algorithm will be <math>O(n\log_{p}n)</math>.
For other types of divide-and-conquer approaches, running times can also be generalized. For example, when a) the work of splitting the problem and combining the partial solutions take <math>cn</math> time, where <math>n</math> is the input size and <math>c</math> is some constant; b) when <math>n < 2</math>, the algorithm takes time upper-bounded by <math>c</math>, and c) there are <math>q</math> subproblems where each subproblem has size ~ <math>\frac{n}{2}</math>. Then, the running times are as follows:
* if the number of subproblems <math>q > 2</math>, then the divide-and-conquer algorithm's running time is bounded by <math>O(n^{\log_{2}q})</math>.
* if the number of subproblems is exactly one, then the divide-and-conquer algorithm's running time is bounded by <math>O(n)</math>.<ref name="kleinberg&Tardos">{{cite book |last1=Kleinberg |first1=Jon |last2=Tardos |first2=Eva |title=Algorithm Design |date=March 16, 2005 |publisher=[[Pearson Education]] |isbn=9780321295354 |pages=214–220 |edition=1 |url=https://www.pearson.com/en-us/subject-catalog/p/algorithm-design/P200000003259/9780137546350 |access-date=26 January 2025}}</ref>
If, instead, the work of splitting the problem and combining the partial solutions take <math>cn^2</math> time, and there are 2 subproblems where each has size <math>\frac{n}{2}</math>, then the running time of the divide-and-conquer algorithm is bounded by <math>O(n^2)</math>.<ref name="kleinberg&Tardos"/>
=== Parallelism ===
Divide-and-conquer algorithms are naturally adapted for execution in [[Multiprocessing|multi-processor]] machines, especially [[shared-memory]] systems where the communication of data between [[Central processing unit|processors]] does not need to be planned in advance
=== Memory access ===
Divide-and-conquer algorithms naturally tend to make efficient use of [[memory cache]]s. The reason is that once a sub-problem is small enough, it and all its sub-problems can, in principle, be solved within the [[Cache (computing)|cache]], without accessing the slower [[Computer data storage|main memory]]. An algorithm designed to exploit the cache in this way is called ''[[cache-oblivious algorithm|cache-oblivious]]'', because it does not contain the cache size as an explicit [[Parameter (computer programming)|parameter]].<ref name="cahob">{{cite
The same advantage exists with regards to other hierarchical storage systems, such as [[Non-uniform memory access|NUMA]] or [[virtual memory]], as well as for multiple levels of cache: once a sub-problem is small enough, it can be solved within a given level of the hierarchy, without accessing the higher (slower) levels.
=== Roundoff control ===
In computations with rounded arithmetic, e.g. with [[floating-point]] numbers, a divide-and-conquer algorithm may yield more accurate results than a superficially equivalent iterative method. For example, one can add ''N'' numbers either by a simple loop that adds each datum to a single variable, or by a D&C algorithm called [[pairwise summation]] that breaks the data set into two halves, recursively computes the sum of each half, and then adds the two sums. While the second method performs the same number of additions as the first
== Implementation issues ==
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=== Stack size ===
In recursive implementations of D&C algorithms, one must make sure that there is sufficient memory allocated for the recursion stack, otherwise, the execution may fail because of [[stack overflow]]. D&C algorithms that are time-efficient often have relatively small recursion depth. For example, the quicksort algorithm can be implemented so that it never requires more than <math>\log_2 n</math> nested recursive calls to
Stack overflow may be difficult to avoid when using recursive procedures
=== Choosing the base cases ===
In any recursive algorithm, there is considerable freedom in the choice of the ''base cases'', the small subproblems that are solved directly in order to terminate the recursion.
Choosing the smallest or simplest possible base cases is more elegant and usually leads to simpler programs, because there are fewer cases to consider and they are easier to solve.
On the other hand, efficiency often improves if the recursion is stopped at relatively large base cases, and these are solved non-recursively, resulting in a [[hybrid algorithm]]. This strategy avoids the overhead of recursive calls that do little or no work
Thus, for example, many library implementations of quicksort will switch to a simple loop-based [[insertion sort]] (or similar) algorithm once the number of items to be sorted is sufficiently small.
Alternatively, one can employ large base cases that still use a divide-and-conquer algorithm, but implement the algorithm for predetermined set of fixed sizes where the algorithm can be completely [[loop unwinding|unrolled]] into code that has no recursion, loops, or [[Conditional (programming)|conditionals]] (related to the technique of [[partial evaluation]]). For example, this approach is used in some efficient FFT implementations, where the base cases are unrolled implementations of divide-and-conquer FFT algorithms for a set of fixed sizes.<ref name="fftw">{{cite journal | author = Frigo, M. |author2=Johnson, S. G. | url = http://www.fftw.org/fftw-paper-ieee.pdf | title = The design and implementation of FFTW3 | journal = Proceedings of the IEEE | volume = 93 | issue = 2 |date=February 2005 | pages = 216–231 | doi = 10.1109/JPROC.2004.840301|bibcode=2005IEEEP..93..216F |citeseerx=10.1.1.66.3097 |s2cid=6644892 }}</ref> [[Source-code generation]] methods may be used to produce the large number of separate base cases desirable to implement this strategy efficiently.<ref name="fftw"/>
The generalized version of this idea is known as recursion "unrolling" or "coarsening", and various techniques have been proposed for automating the procedure of enlarging the base case.<ref>Radu Rugina and Martin Rinard, "[http://people.csail.mit.edu/rinard/paper/lcpc00.pdf Recursion unrolling for divide and conquer programs]" in ''Languages and Compilers for Parallel Computing'', chapter 3, pp. 34–48. ''Lecture Notes in Computer Science'' vol. 2017 (Berlin: Springer, 2001).</ref>
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For some problems, the branched recursion may end up evaluating the same sub-problem many times over. In such cases it may be worth identifying and saving the solutions to these overlapping subproblems, a technique which is commonly known as [[memoization]]. Followed to the limit, it leads to [[bottom-up design|bottom-up]] divide-and-conquer algorithms such as [[dynamic programming
== See also ==
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* {{annotated link|Divide and conquer|"Divide and conquer"}}
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* {{annotated link|MapReduce}}
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== References ==
{{Reflist}}{{Algorithmic paradigms}}
{{Authority control}}
{{DEFAULTSORT:Divide And Conquer Algorithm}}
[[Category:Divide-and-conquer algorithms| ]]
[[Category:Algorithms]]
[[Category:Optimization algorithms and methods]]
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