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{{short description|Algorithm for integer multiplication}}
{{Infobox algorithm
[[File:Karatsuba_multiplication.svg|thumb|300px|Karatsuba multiplication of az+b and cz+d (boxed), and 1234 and 567. Magenta arrows denote multiplication, amber denotes addition, silver denotes subtraction and light cyan denotes left shift. (A), (B) and (C) show recursion used to obtain intermediate values.]]▼
|class = [[Multiplication algorithm]]
The '''Karatsuba algorithm''' is a fast [[multiplication algorithm]]. It was discovered by [[Anatoly Karatsuba]] in 1960 and published in 1962.<ref name="kara1962">▼
|image = <!-- filename only, no "File:" or "Image:" prefix, and no enclosing [[brackets]] -->
|caption =
|data =
|time = <!-- Worst time big-O notation -->
|best-time =
|average-time =
|space = <!-- Worst-case space complexity; auxiliary space
(excluding input) if not specified -->
}}
▲[[File:Karatsuba_multiplication.svg|thumb|300px|Karatsuba multiplication of az+b and cz+d (boxed), and 1234 and 567 with z=100. Magenta arrows denote multiplication, amber denotes addition, silver denotes subtraction and
▲The '''Karatsuba algorithm''' is a fast [[multiplication algorithm]] for [[Integer|integers]]. It was discovered by [[Anatoly Karatsuba]] in 1960 and published in 1962.<ref name="kara1962">
{{cite journal
| author = A. Karatsuba and Yu. Ofman
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| year = 1962
| pages = 293–294
| url = https://www.mathnet.ru/php/archive.phtml?wshow=paper&jrnid=dan&paperid=26729&option_lang=eng
| postscript = . Translation in the academic journal ''[[Physics-Doklady]]'', '''7''' (1963), pp. 595–596}}
</ref><ref name="kara1995">
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</ref><ref name="knuthV2">
Knuth D.E. (1969) ''[[The Art of Computer Programming]]. v.2.'' Addison-Wesley Publ.Co., 724 pp.
</ref> It is a [[divide-and-conquer algorithm]] that reduces the multiplication of two ''n''-digit numbers to three multiplications of ''n''/2-digit numbers and, by repeating this reduction, to at most <math> n^{\log_23}\approx n^{1.58}</math> single-digit multiplications
The Karatsuba algorithm was the first multiplication algorithm asymptotically faster than the quadratic "grade school" algorithm.
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The standard procedure for multiplication of two ''n''-digit numbers requires a number of elementary operations proportional to <math>n^2\,\!</math>, or <math>O(n^2)\,\!</math> in [[big-O notation]]. [[Andrey Kolmogorov]] conjectured that the traditional algorithm was ''[[asymptotically optimal]],'' meaning that any algorithm for that task would require <math>\Omega(n^2)\,\!</math> elementary operations.
In 1960, Kolmogorov organized a seminar on mathematical problems in [[cybernetics]] at the [[Moscow State University]], where he stated the <math>\Omega(n^2)\,\!</math> conjecture and other problems in the [[Computational complexity theory|complexity of computation]]. Within a week, Karatsuba, then a 23-year-old student, found an algorithm
==Algorithm==
===Basic step===
The basic
Let <math>x</math> and <math>y</math> be represented as <math>n</math>-digit strings in some base <math>B</math>. For any positive integer <math>m</math> less than <math>n</math>, one can write the two given numbers as
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\begin{align}
xy &= (x_1 B^m + x_0)(y_1 B^m + y_0) \\
&= x_1 y_1 B^{2m} + (x_1 y_0 + x_0 y_1) B^m + x_0 y_0 \\
&= z_2 B^{2m} + z_1 B^m + z_0, \\
\end{align}
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:<math>z_0 = x_0 y_0.</math>
These formulae require four multiplications and were known to [[Charles Babbage]].<ref>Charles Babbage, Chapter VIII – Of the Analytical Engine, Larger Numbers Treated, [https://archive.org/details/bub_gb_Fa1JAAAAMAAJ/page/n142 <!-- pg=125 --> Passages from the Life of a Philosopher], Longman Green, London, 1864; page 125.</ref> Karatsuba observed that <math>xy</math> can be computed in only three multiplications, at the cost of a few extra additions. With <math>z_0</math> and <math>z_2</math> as before and <math>z_3=(x_1 + x_0) (y_1 + y_0),</math> one can observe that
:<math>
z_1 &= x_1 y_0 + x_0 y_1 \\
&= (x_1 + x_0) (y_0 + y_1) - x_1 y_1 - x_0 y_0 \\
&= z_3 - z_2 - z_0. \\
</math>
Thus only three multiplications are required for computing <math>z_0, z_1</math> and <math>z_2.</math>
:<math>z_1 = (x_1 + x_0)(y_1 + y_0) - z_2 - z_0.</math>▼
An issue that occurs, however, when computing <math>z_1</math> is that the above computation of <math>(x_1 + x_0)</math> and <math>(y_1 + y_0)</math> may result in overflow (will produce a result in the range <math>B^m \leq \text{result} < 2 B^m</math>), which require a multiplier having one extra bit. This can be avoided by noting that▼
This computation of <math>(x_0 - x_1)</math> and <math>(y_1 - y_0)</math> will produce a result in the range of <math>-B^m < \text{result} < B^m</math>. This method may produce negative numbers, which require one extra bit to encode signedness, and would still require one extra bit for the multiplier. However, one way to avoid this is to record the sign and then use the absolute value of <math>(x_0 - x_1)</math> and <math>(y_1 - y_0)</math> to perform an unsigned multiplication, after which the result may be negated when both signs originally differed. Another advantage is that even though <math>(x_0 - x_1)(y_1 - y_0)</math> may be negative, the final computation of <math>z_1</math> only involves additions.▼
===Example===
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: ''z''<sub>1</sub> = ('''12''' + '''345''') '''×''' ('''6''' + '''789''') − ''z''<sub>2</sub> − ''z''<sub>0</sub> = 357 '''×''' 795 − 72 − 272205 = 283815 − 72 − 272205 = 11538
We get the result by just adding these three partial results, shifted accordingly (and then taking carries into account by decomposing these three inputs in base ''1000''
: result = ''z''<sub>2</sub> · (''B''<sup>''m''</sup>)<sup>''2''</sup> + ''z''<sub>1</sub> · (''B''<sup>''m''</sup>)<sup>''1''</sup> + ''z''<sub>0</sub> · (''B''<sup>''m''</sup>)<sup>''0''</sup>, i.e.
: result = 72 · ''1000''<sup>2</sup> + 11538 · ''1000'' + 272205 = '''83810205'''.
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If ''n'' is four or more, the three multiplications in Karatsuba's basic step involve operands with fewer than ''n'' digits. Therefore, those products can be computed by [[recursion|recursive]] calls of the Karatsuba algorithm. The recursion can be applied until the numbers are so small that they can (or must) be computed directly.
In a computer with a full 32-bit by 32-bit [[Binary multiplier|multiplier]], for example, one could choose ''B'' = 2<sup>31</sup>
===[[Time complexity]] analysis===▼
▲:<math>\begin{align}
▲\end{align}</math>
▲==[[Time complexity]] analysis==
Karatsuba's basic step works for any base ''B'' and any ''m'', but the recursive algorithm is most efficient when ''m'' is equal to ''n''/2, rounded up. In particular, if ''n'' is 2<sup>''k''</sup>, for some integer ''k'', and the recursion stops only when ''n'' is 1, then the number of single-digit multiplications is 3<sup>''k''</sup>, which is ''n''<sup>''c''</sup> where ''c'' = log<sub>2</sub>3.
Since one can extend any inputs with zero digits until their length is a power of two, it follows that the number of elementary multiplications, for any ''n'', is at most <math>3^{ \lceil\log_2 n \rceil} \leq 3 n^{\log_2 3}\,\!</math>.
Since the additions, subtractions, and digit shifts (multiplications by powers of ''B'') in Karatsuba's basic step take time proportional to ''n'', their cost becomes negligible as ''n'' increases. More precisely, if ''
:<math>T(n) = 3 T(\lceil n/2\rceil) + cn + d</math>
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for some constants ''c'' and ''d''. For this [[recurrence relation]], the [[master theorem (analysis of algorithms)|master theorem for divide-and-conquer recurrences]] gives the [[big O notation|asymptotic]] bound <math>T(n) = \Theta(n^{\log_2 3})\,\!</math>.
It follows that, for sufficiently large ''n'', Karatsuba's algorithm will perform fewer shifts and single-digit additions than longhand multiplication, even though its basic step uses more additions and shifts than the straightforward formula. For small values of ''n'', however, the extra shift and add operations may make it run slower than the longhand method.
==Implementation==
Here is the pseudocode for this algorithm, using numbers represented in base ten. For the binary representation of integers, it suffices to replace everywhere 10 by 2.<ref>{{cite book |last= Weiss |first= Mark A. |date= 2005 |title= Data Structures and Algorithm Analysis in C++ |publisher= Addison-Wesley|page= 480|isbn= 0321375319}}</ref>
The second argument of the split_at function specifies the number of digits to extract from the ''right'': for example, split_at("12345", 3) will extract the 3 final digits, giving: high="12", low="345".
<syntaxhighlight lang="
if (num1 < 10
return num1 × num2 /* fall back to traditional multiplication */
/* Calculates the size of the numbers. */
m =
m2 = floor(m / 2)
/* m2 = ceil (m / 2) will also work */
/* Split the digit sequences in the middle. */
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high2, low2 = split_at(num2, m2)
/* 3 recursive calls made to numbers approximately half the size. */
z0 = karatsuba(low1, low2)
z1 = karatsuba
z2 = karatsuba(high1, high2)
return (z2 × 10 ^ (m2 × 2)) + ((z1 - z2 - z0) × 10 ^ m2) + z0
</syntaxhighlight>
▲An issue that occurs
▲This computation of <math>(x_0 - x_1)</math> and <math>(y_1 - y_0)</math> will produce a result in the range of <math>-B^m < \text{result} < B^m</math>. This method may produce negative numbers, which require one extra bit to encode signedness, and would still require one extra bit for the multiplier. However, one way to avoid this is to record the sign and then use the absolute value of <math>(x_0 - x_1)</math> and <math>(y_1 - y_0)</math> to perform an unsigned multiplication, after which the result may be negated when both signs originally differed. Another advantage is that even though <math>(x_0 - x_1)(y_1 - y_0)</math> may be negative, the final computation of <math>z_1</math> only involves additions.
==References==
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