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Splay tree

A splay tree is a binary search tree with the additional property that recently accessed elements are quick to access again. Like self-balancing binary search trees, a splay tree performs basic operations such as insertion, look-up and removal in O(log n) amortized time. For random access patterns drawn from a non-uniform random distribution, their amortized time can be faster than logarithmic, proportional to the entropy of the access pattern. For many patterns of non-random operations, also, splay trees can take better than logarithmic time, without requiring advance knowledge of the pattern. According to the unproven dynamic optimality conjecture, their performance on all access patterns is within a constant factor of the best possible performance that could be achieved by any other self-adjusting binary search tree, even one selected to fit that pattern. The splay tree was invented by Daniel Sleator and Robert Tarjan in 1985.[1]

Splay tree
Typetree
Invented1985
Invented byDaniel Dominic Sleator and Robert Endre Tarjan
Complexities in big O notation
Space complexity
Space O(n)
Time complexity
Function Amortized Worst Case
Search O(log n)[1]: 659  O(n)[2]: 1 
Insert O(log n)[1]: 659  O(n)
Delete O(log n)[1]: 659  O(n)

All normal operations on a binary search tree are combined with one basic operation, called splaying. Splaying the tree for a certain element rearranges the tree so that the element is placed at the root of the tree. One way to do this with the basic search operation is to first perform a standard binary tree search for the element in question, and then use tree rotations in a specific fashion to bring the element to the top. Alternatively, a top-down algorithm can combine the search and the tree reorganization into a single phase.

Advantages

Good performance for a splay tree depends on the fact that it is self-optimizing, in that frequently accessed nodes will move nearer to the root where they can be accessed more quickly. The worst-case height—though unlikely—is O(n), with the average being O(log n). Having frequently-used nodes near the root is an advantage for many practical applications (also see locality of reference), and is particularly useful for implementing caches and garbage collection algorithms.

Advantages include:

  • Comparable performance: Average-case performance is as efficient as other trees.[3]
  • Small memory footprint: Splay trees do not need to store any bookkeeping data.

Disadvantages

The most significant disadvantage of splay trees is that the height of a splay tree can be linear.[2]: 1  For example, this will be the case after accessing all n elements in non-decreasing order. Since the height of a tree corresponds to the worst-case access time, this means that the actual cost of a single operation can be high. However the amortized access cost of this worst case is logarithmic, O(log n). Also, the expected access cost can be reduced to O(log n) by using a randomized variant.[4]

The representation of splay trees can change even when they are accessed in a 'read-only' manner (i.e. by find operations). This complicates the use of such splay trees in a multi-threaded environment. Specifically, extra management is needed if multiple threads are allowed to perform find operations concurrently. This also makes them unsuitable for general use in purely functional programming, although even there they can be used in limited ways to implement priority queues.

Finally, when the access pattern is random, the additional splaying overhead adds a significant constant factor to the cost compared to less-dynamic alternatives.

Operations

Splaying

When a node x is accessed, a splay operation is performed on x to move it to the root. To perform a splay operation we carry out a sequence of splay steps, each of which moves x closer to the root. By performing a splay operation on the node of interest after every access, the recently accessed nodes are kept near the root and the tree remains roughly balanced, so that we achieve the desired amortized time bounds.

Each particular step depends on three factors:

  • Whether x is the left or right child of its parent node, p,
  • whether p is the root or not, and if not
  • whether p is the left or right child of its parent, g (the grandparent of x).

It is important to remember to set gg (the great-grandparent of x) to now point to x after any splay operation. If gg is null, then x obviously is now the root and must be updated as such.

There are three types of splay steps, each of which has two symmetric variants: left- and right-handed. For the sake of brevity, only one of these two is shown for each type. (In the following diagrams, circles indicate nodes of interest and triangles indicate sub-trees of arbitrary size.) The three types of splay steps are:

Zig step: this step is done when p is the root. The tree is rotated on the edge between x and p. Zig steps exist to deal with the parity issue, will be done only as the last step in a splay operation, and only when x has odd depth at the beginning of the operation.

 

Zig-zig step: this step is done when p is not the root and x and p are either both right children or are both left children. The picture below shows the case where x and p are both left children. The tree is rotated on the edge joining p with its parent g, then rotated on the edge joining x with p. Note that zig-zig steps are the only thing that differentiate splay trees from the rotate to root method introduced by Allen and Munro[5] prior to the introduction of splay trees.

 

Zig-zag step: this step is done when p is not the root and x is a right child and p is a left child or vice versa (x is left, p is right). The tree is rotated on the edge between p and x, and then rotated on the resulting edge between x and g.

 

Join

Given two trees S and T such that all elements of S are smaller than the elements of T, the following steps can be used to join them to a single tree:

  • Splay the largest item in S. Now this item is in the root of S and has a null right child.
  • Set the right child of the new root to T.

Split

Given a tree and an element x, return two new trees: one containing all elements less than or equal to x and the other containing all elements greater than x. This can be done in the following way:

  • Splay x. Now it is in the root so the tree to its left contains all elements smaller than x and the tree to its right contains all element larger than x.
  • Split the right subtree from the rest of the tree.

Insertion

To insert a value x into a splay tree:

  • Insert x as with a normal binary search tree.
  • when an item is inserted, a splay is performed.
  • As a result, the newly inserted node x becomes the root of the tree.

Alternatively:

  • Use the split operation to split the tree at the value of x to two sub-trees: S and T.
  • Create a new tree in which x is the root, S is its left sub-tree and T its right sub-tree.

Deletion

To delete a node x, use the same method as with a binary search tree:

  • If x has two children:
    • Swap its value with that of either the rightmost node of its left sub tree (its in-order predecessor) or the leftmost node of its right subtree (its in-order successor).
    • Remove that node instead.

In this way, deletion is reduced to the problem of removing a node with 0 or 1 children. Unlike a binary search tree, in a splay tree after deletion, we splay the parent of the removed node to the top of the tree.

Alternatively:

  • The node to be deleted is first splayed, i.e. brought to the root of the tree and then deleted. leaves the tree with two sub trees.
  • The two sub-trees are then joined using a "join" operation.

Implementation and variants

Splaying, as mentioned above, is performed during a second, bottom-up pass over the access path of a node. It is possible to record the access path during the first pass for use during the second, but that requires extra space during the access operation. Another alternative is to keep a parent pointer in every node, which avoids the need for extra space during access operations but may reduce overall time efficiency because of the need to update those pointers.[1]

Another method which can be used is based on the argument that we can restructure the tree on our way down the access path instead of making a second pass. This top-down splaying routine uses three sets of nodes – left tree, right tree and middle tree. The first two contain all items of original tree known to be less than or greater than current item respectively. The middle tree consists of the sub-tree rooted at the current node. These three sets are updated down the access path while keeping the splay operations in check. Another method, semisplaying, modifies the zig-zig case to reduce the amount of restructuring done in all operations.[1][6]

Below there is an implementation of splay trees in C++, which uses pointers to represent each node on the tree. This implementation is based on bottom-up splaying version and uses the second method of deletion on a splay tree. Also, unlike the above definition, this C++ version does not splay the tree on finds – it only splays on insertions and deletions, and the find operation, therefore, has linear time complexity.

#include <functional> #ifndef SPLAY_TREE #define SPLAY_TREE template<typename T, typename Comp = std::less<T>> class splay_tree { private:  Comp comp;  unsigned long p_size;    struct node {  node *left, *right;  node *parent;  T key;  node(const T& init = T()) : left(nullptr), right(nullptr), parent(nullptr), key(init) { }  ~node() {  }  } *root;    void left_rotate(node *x) {  node *y = x->right;  if (y) {  x->right = y->left;  if (y->left) y->left->parent = x;  y->parent = x->parent;  }    if (!x->parent) root = y;  else if (x == x->parent->left) x->parent->left = y;  else x->parent->right = y;  if (y) y->left = x;  x->parent = y;  }    void right_rotate(node *x) {  node *y = x->left;  if (y) {  x->left = y->right;  if (y->right) y->right->parent = x;  y->parent = x->parent;  }  if (!x->parent) root = y;  else if (x == x->parent->left) x->parent->left = y;  else x->parent->right = y;  if (y) y->right = x;  x->parent = y;  }    void splay(node *x) {  while (x->parent) {  if (!x->parent->parent) {  if (x->parent->left == x) right_rotate(x->parent);  else left_rotate(x->parent);  } else if (x->parent->left == x && x->parent->parent->left == x->parent) {  right_rotate(x->parent->parent);  right_rotate(x->parent);  } else if (x->parent->right == x && x->parent->parent->right == x->parent) {  left_rotate(x->parent->parent);  left_rotate(x->parent);  } else if (x->parent->left == x && x->parent->parent->right == x->parent) {  right_rotate(x->parent);  left_rotate(x->parent);  } else {  left_rotate(x->parent);  right_rotate(x->parent);  }  }  }    void replace(node *u, node *v) {  if (!u->parent) root = v;  else if (u == u->parent->left) u->parent->left = v;  else u->parent->right = v;  if (v) v->parent = u->parent;  }    node* subtree_minimum(node *u) {  while (u->left) u = u->left;  return u;  }    node* subtree_maximum(node *u) {  while (u->right) u = u->right;  return u;  } public:  splay_tree() : root(nullptr), p_size(0) { }    void insert(const T &key) {  node *z = root;  node *p = nullptr;    while (z) {  p = z;  if (comp(z->key, key)) z = z->right;  else z = z->left;  }    z = new node(key);  z->parent = p;    if (!p) root = z;  else if (comp(p->key, z->key)) p->right = z;  else p->left = z;    splay(z);  p_size++;  }    node* find(const T &key) {  node *z = root;  while (z) {  if (comp(z->key, key)) z = z->right;  else if (comp(key, z->key)) z = z->left;  else return z;  }  return nullptr;  }    void erase(const T &key) {  node *z = find(key);  if (!z) return;    splay(z);    if (!z->left) replace(z, z->right);  else if (!z->right) replace(z, z->left);  else {  node *y = subtree_minimum(z->right);  if (y->parent != z) {  replace(y, y->right);  y->right = z->right;  y->right->parent = y;  }  replace(z, y);  y->left = z->left;  y->left->parent = y;  }    delete z;  p_size--;  } /* //the alternative implementation  void erase(const T &key) {  node *z = find(key);  if (!z) return;    splay(z);    node *s = z->left;  node *t = z->right;  delete z;    node *sMax = NULL;  if (s) {  s->parent = NULL;  sMax = subtree_maximum(s);  splay(sMax);  root = sMax;  }  if (t) {  if (s)  sMax->right = t;  else  root = t;  t->parent = sMax;  }    p_size--;  } */    const T& minimum() { return subtree_minimum(root)->key; }  const T& maximum() { return subtree_maximum(root)->key; }    bool empty() const { return root == nullptr; }  unsigned long size() const { return p_size; } }; #endif // SPLAY_TREE 

Analysis

A simple amortized analysis of static splay trees can be carried out using the potential method. Define:

  • size(r) = the number of nodes in the sub-tree rooted at node r (including r).
  • rank(r) = log2(size(r)).
  • Φ = the sum of the ranks of all the nodes in the tree.

Φ will tend to be high for poorly balanced trees and low for well-balanced trees.

To apply the potential method, we first calculate ΔΦ: the change in the potential caused by a splay operation. We check each case separately. Denote by rank' the rank function after the operation. x, p and g are the nodes affected by the rotation operation (see figures above).

Zig step

ΔΦ = rank'(p) − rank(p) + rank'(x) − rank(x)   [since only p and x change ranks]
= rank'(p) − rank(x) [since rank'(x)=rank(p)]
≤ rank'(x) − rank(x) [since rank'(p)<rank'(x)]

Zig-zig step

ΔΦ = rank'(g) − rank(g) + rank'(p) − rank(p) + rank'(x) − rank(x)
= rank'(g) + rank'(p) − rank(p) − rank(x)   [since rank'(x)=rank(g)]
≤ rank'(g) + rank'(x) − 2 rank(x) [since rank(x)<rank(p) and rank'(x)>rank'(p)]
≤ 3(rank'(x)−rank(x)) − 2 [due to the concavity of the log function]

Zig-zag step

ΔΦ = rank'(g) − rank(g) + rank'(p) − rank(p) + rank'(x) − rank(x)
≤ rank'(g) + rank'(p) − 2 rank(x)   [since rank'(x)=rank(g) and rank(x)<rank(p)]
≤ 3(rank'(x)−rank(x)) − 2 [due to the concavity of the log function]

The amortized cost of any operation is ΔΦ plus the actual cost. The actual cost of any zig-zig or zig-zag operation is 2 since there are two rotations to make. Hence:

amortized-cost = cost + ΔΦ
≤ 3(rank'(x)−rank(x))

When summed over the entire splay operation, this telescopes to 3(rank(root)−rank(x)) which is O(log n). The Zig operation adds an amortized cost of 1, but there's at most one such operation.

So now we know that the total amortized time for a sequence of m operations is:

 

To go from the amortized time to the actual time, we must add the decrease in potential from the initial state before any operation is done (Φi) to the final state after all operations are completed (Φf).

 

where the last inequality comes from the fact that for every node x, the minimum rank is 0 and the maximum rank is log(n).

Now we can finally bound the actual time:

 

Weighted analysis

The above analysis can be generalized in the following way.

  • Assign to each node r a weight w(r).
  • Define size(r) = the sum of weights of nodes in the sub-tree rooted at node r (including r).
  • Define rank(r) and Φ exactly as above.

The same analysis applies and the amortized cost of a splaying operation is again:

 

where W is the sum of all weights.

The decrease from the initial to the final potential is bounded by:

 

since the maximum size of any single node is W and the minimum is w(x).

Hence the actual time is bounded by:

 

Performance theorems

There are several theorems and conjectures regarding the worst-case runtime for performing a sequence S of m accesses in a splay tree containing n elements.

Balance Theorem — The cost of performing the sequence S is  .

Proof

Take a constant weight, e.g.   for every node x. Then  .

This theorem implies that splay trees perform as well as static balanced binary search trees on sequences of at least n accesses.[1]

Static Optimality Theorem — Let   be the number of times element x is accessed in S. If every element is accessed at least once, then the cost of performing S is  

Proof

Let  . Then  .

This theorem implies that splay trees perform as well as an optimum static binary search tree on sequences of at least n accesses.[7] They spend less time on the more frequent items.[1] Another way of stating the same result is that, on input sequences where the items are drawn independently at random from a non-uniform probability distribution on n items, the amortized expected (average case) cost of each access is proportional to the entropy of the distribution.[8]

Static Finger Theorem — Assume that the items are numbered from 1 through n in ascending order. Let f be any fixed element (the 'finger'). Then the cost of performing S is  .

Proof

Let  . Then  . The net potential drop is O (n log n) since the weight of any item is at least  .[1]

Dynamic Finger Theorem — Assume that the 'finger' for each step accessing an element y is the element accessed in the previous step, x. The cost of performing S is  .[9][10]

Working Set Theorem — At any time during the sequence, let   be the number of distinct elements accessed before the previous time element x was accessed. The cost of performing S is  

Proof

Let  . Note that here the weights change during the sequence. However, the sequence of weights is still a permutation of  . So as before  . The net potential drop is O (n log n).

This theorem is equivalent to splay trees having key-independent optimality.[1]

Scanning Theorem — Also known as the Sequential Access Theorem or the Queue theorem. Accessing the n elements of a splay tree in symmetric order takes O(n) time, regardless of the initial structure of the splay tree.[11] The tightest upper bound proven so far is  .[12]

Dynamic optimality conjecture

Unsolved problem in computer science:

Do splay trees perform as well as any other binary search tree algorithm?

In addition to the proven performance guarantees for splay trees there is an unproven conjecture of great interest from the original Sleator and Tarjan paper. This conjecture is known as the dynamic optimality conjecture and it basically claims that splay trees perform as well as any other binary search tree algorithm up to a constant factor.

Dynamic Optimality Conjecture:[1] Let   be any binary search tree algorithm that accesses an element   by traversing the path from the root to   at a cost of  , and that between accesses can make any rotations in the tree at a cost of 1 per rotation. Let   be the cost for   to perform the sequence   of accesses. Then the cost for a splay tree to perform the same accesses is  .

There are several corollaries of the dynamic optimality conjecture that remain unproven:

Traversal Conjecture:[1] Let   and   be two splay trees containing the same elements. Let   be the sequence obtained by visiting the elements in   in preorder (i.e., depth first search order). The total cost of performing the sequence   of accesses on   is  .
Deque Conjecture:[11][13][14] Let   be a sequence of   double-ended queue operations (push, pop, inject, eject). Then the cost of performing   on a splay tree is  .
Split Conjecture:[6] Let   be any permutation of the elements of the splay tree. Then the cost of deleting the elements in the order   is  .

Variants

In order to reduce the number of restructuring operations, it is possible to replace the splaying with semi-splaying, in which an element is splayed only halfway towards the root.[1][2]

Another way to reduce restructuring is to do full splaying, but only in some of the access operations – only when the access path is longer than a threshold, or only in the first m access operations.[1]

See also

Notes

References

  • Albers, Susanne; Karpinski, Marek (28 February 2002). "Randomized Splay Trees: Theoretical and Experimental Results" (PDF). Information Processing Letters. 81 (4): 213–221. doi:10.1016/s0020-0190(01)00230-7.
  • Allen, Brian; Munro, Ian (October 1978). "Self-organizing binary search trees". Journal of the ACM. 25 (4): 526–535. doi:10.1145/322092.322094. S2CID 15967344.
  • Brinkmann, Gunnar; Degraer, Jan; De Loof, Karel (January 2009). "Rehabilitation of an unloved child: semi-splaying" (PDF). Software: Practice and Experience. 39 (1): 33–45. CiteSeerX 10.1.1.84.790. doi:10.1002/spe.v39:1. hdl:11382/102133. The results show that semi-splaying, which was introduced in the same paper as splaying, performs better than splaying under almost all possible conditions. This makes semi-splaying a good alternative for all applications where normally splaying would be applied. The reason why splaying became so prominent while semi-splaying is relatively unknown and much less studied is hard to understand.
  • Cole, Richard; Mishra, Bud; Schmidt, Jeanette; Siegel, Alan (January 2000). "On the Dynamic Finger Conjecture for Splay Trees. Part I: Splay Sorting log n-Block Sequences". SIAM Journal on Computing. 30 (1): 1–43. CiteSeerX 10.1.1.36.4558. doi:10.1137/s0097539797326988.
  • Cole, Richard (January 2000). "On the Dynamic Finger Conjecture for Splay Trees. Part II: The Proof". SIAM Journal on Computing. 30 (1): 44–85. CiteSeerX 10.1.1.36.2713. doi:10.1137/S009753979732699X.
  • Elmasry, Amr (April 2004). "On the sequential access theorem and Deque conjecture for splay trees". Theoretical Computer Science. 314 (3): 459–466. doi:10.1016/j.tcs.2004.01.019.
  • Goodrich, Michael; Tamassia, Roberto; Goldwasser, Michael (2014). Data Structures and Algorithms in Java (6 ed.). Wiley. p. 506. ISBN 978-1-118-77133-4.
  • Grinberg, Dennis; Rajagopalan, Sivaramakrishnan; Venkatesan, Ramarathnam; Wei, Victor K. (1995). "Splay trees for data compression". In Clarkson, Kenneth L. (ed.). Proceedings of the Sixth Annual ACM-SIAM Symposium on Discrete Algorithms, 22–24 January 1995. San Francisco, California, USA. ACM/SIAM. pp. 522–530. Average depth of access in a splay tree is proportional to the entropy.
  • Knuth, Donald (1997). The Art of Computer Programming. Vol. 3: Sorting and Searching (3rd ed.). Addison-Wesley. p. 478. ISBN 0-201-89685-0. The time needed to access data in a splay tree is known to be at most a small constant multiple of the access time of a statically optimum tree, when amortized over any series of operations.
  • Lucas, Joan M. (1991). "On the Competitiveness of Splay Trees: Relations to the Union-Find Problem". On-line Algorithms: Proceedings of a DIMACS Workshop, February 11–13, 1991. Series in Discrete Mathematics and Theoretical Computer Science. Vol. 7. Center for Discrete Mathematics and Theoretical Computer Science. pp. 95–124. ISBN 0-8218-7111-0.
  • Pettie, Seth (2008). Splay Trees, Davenport-Schinzel Sequences, and the Deque Conjecture (PDF). Proc. 19th ACM-SIAM Symposium on Discrete Algorithms. Vol. 0707. pp. 1115–1124. arXiv:0707.2160. Bibcode:2007arXiv0707.2160P.
  • Sleator, Daniel D.; Tarjan, Robert E. (1985). "Self-Adjusting Binary Search Trees" (PDF). Journal of the ACM. 32 (3): 652–686. doi:10.1145/3828.3835. S2CID 1165848.
  • Sundar, Rajamani (1992). "On the Deque conjecture for the splay algorithm". Combinatorica. 12 (1): 95–124. doi:10.1007/BF01191208. S2CID 27422556.
  • Tarjan, Robert E. (1985). "Sequential access in splay trees takes linear time". Combinatorica. 5 (4): 367–378. doi:10.1007/BF02579253. S2CID 34757821.

External links

  • NIST's Dictionary of Algorithms and Data Structures: Splay Tree
  • Implementations in C and Java (by Daniel Sleator)
  • Pointers to splay tree visualizations
  • Fast and efficient implementation of Splay trees
  • Top-Down Splay Tree Java implementation
  • Zipper Trees

splay, tree, splay, tree, binary, search, tree, with, additional, property, that, recently, accessed, elements, quick, access, again, like, self, balancing, binary, search, trees, splay, tree, performs, basic, operations, such, insertion, look, removal, amorti. A splay tree is a binary search tree with the additional property that recently accessed elements are quick to access again Like self balancing binary search trees a splay tree performs basic operations such as insertion look up and removal in O log n amortized time For random access patterns drawn from a non uniform random distribution their amortized time can be faster than logarithmic proportional to the entropy of the access pattern For many patterns of non random operations also splay trees can take better than logarithmic time without requiring advance knowledge of the pattern According to the unproven dynamic optimality conjecture their performance on all access patterns is within a constant factor of the best possible performance that could be achieved by any other self adjusting binary search tree even one selected to fit that pattern The splay tree was invented by Daniel Sleator and Robert Tarjan in 1985 1 Splay treeTypetreeInvented1985Invented byDaniel Dominic Sleator and Robert Endre TarjanComplexities in big O notationSpace complexitySpaceO n Time complexityFunctionAmortizedWorst CaseSearchO log n 1 659 O n 2 1 InsertO log n 1 659 O n DeleteO log n 1 659 O n All normal operations on a binary search tree are combined with one basic operation called splaying Splaying the tree for a certain element rearranges the tree so that the element is placed at the root of the tree One way to do this with the basic search operation is to first perform a standard binary tree search for the element in question and then use tree rotations in a specific fashion to bring the element to the top Alternatively a top down algorithm can combine the search and the tree reorganization into a single phase Contents 1 Advantages 2 Disadvantages 3 Operations 3 1 Splaying 3 2 Join 3 3 Split 3 4 Insertion 3 5 Deletion 4 Implementation and variants 5 Analysis 5 1 Zig step 5 2 Zig zig step 5 3 Zig zag step 5 4 Weighted analysis 6 Performance theorems 7 Dynamic optimality conjecture 8 Variants 9 See also 10 Notes 11 References 12 External linksAdvantages EditGood performance for a splay tree depends on the fact that it is self optimizing in that frequently accessed nodes will move nearer to the root where they can be accessed more quickly The worst case height though unlikely is O n with the average being O log n Having frequently used nodes near the root is an advantage for many practical applications also see locality of reference and is particularly useful for implementing caches and garbage collection algorithms Advantages include Comparable performance Average case performance is as efficient as other trees 3 Small memory footprint Splay trees do not need to store any bookkeeping data Disadvantages EditThe most significant disadvantage of splay trees is that the height of a splay tree can be linear 2 1 For example this will be the case after accessing all n elements in non decreasing order Since the height of a tree corresponds to the worst case access time this means that the actual cost of a single operation can be high However the amortized access cost of this worst case is logarithmic O log n Also the expected access cost can be reduced to O log n by using a randomized variant 4 The representation of splay trees can change even when they are accessed in a read only manner i e by find operations This complicates the use of such splay trees in a multi threaded environment Specifically extra management is needed if multiple threads are allowed to perform find operations concurrently This also makes them unsuitable for general use in purely functional programming although even there they can be used in limited ways to implement priority queues Finally when the access pattern is random the additional splaying overhead adds a significant constant factor to the cost compared to less dynamic alternatives Operations EditSplaying Edit When a node x is accessed a splay operation is performed on x to move it to the root To perform a splay operation we carry out a sequence of splay steps each of which moves x closer to the root By performing a splay operation on the node of interest after every access the recently accessed nodes are kept near the root and the tree remains roughly balanced so that we achieve the desired amortized time bounds Each particular step depends on three factors Whether x is the left or right child of its parent node p whether p is the root or not and if not whether p is the left or right child of its parent g the grandparent of x It is important to remember to set gg the great grandparent of x to now point to x after any splay operation If gg is null then x obviously is now the root and must be updated as such There are three types of splay steps each of which has two symmetric variants left and right handed For the sake of brevity only one of these two is shown for each type In the following diagrams circles indicate nodes of interest and triangles indicate sub trees of arbitrary size The three types of splay steps are Zig step this step is done when p is the root The tree is rotated on the edge between x and p Zig steps exist to deal with the parity issue will be done only as the last step in a splay operation and only when x has odd depth at the beginning of the operation Zig zig step this step is done when p is not the root and x and p are either both right children or are both left children The picture below shows the case where x and p are both left children The tree is rotated on the edge joining p with its parent g then rotated on the edge joining x with p Note that zig zig steps are the only thing that differentiate splay trees from the rotate to root method introduced by Allen and Munro 5 prior to the introduction of splay trees Zig zag step this step is done when p is not the root and x is a right child and p is a left child or vice versa x is left p is right The tree is rotated on the edge between p and x and then rotated on the resulting edge between x and g Join Edit Given two trees S and T such that all elements of S are smaller than the elements of T the following steps can be used to join them to a single tree Splay the largest item in S Now this item is in the root of S and has a null right child Set the right child of the new root to T Split Edit Given a tree and an element x return two new trees one containing all elements less than or equal to x and the other containing all elements greater than x This can be done in the following way Splay x Now it is in the root so the tree to its left contains all elements smaller than x and the tree to its right contains all element larger than x Split the right subtree from the rest of the tree Insertion Edit To insert a value x into a splay tree Insert x as with a normal binary search tree when an item is inserted a splay is performed As a result the newly inserted node x becomes the root of the tree Alternatively Use the split operation to split the tree at the value of x to two sub trees S and T Create a new tree in which x is the root S is its left sub tree and T its right sub tree Deletion Edit To delete a node x use the same method as with a binary search tree If x has two children Swap its value with that of either the rightmost node of its left sub tree its in order predecessor or the leftmost node of its right subtree its in order successor Remove that node instead In this way deletion is reduced to the problem of removing a node with 0 or 1 children Unlike a binary search tree in a splay tree after deletion we splay the parent of the removed node to the top of the tree Alternatively The node to be deleted is first splayed i e brought to the root of the tree and then deleted leaves the tree with two sub trees The two sub trees are then joined using a join operation Implementation and variants EditSplaying as mentioned above is performed during a second bottom up pass over the access path of a node It is possible to record the access path during the first pass for use during the second but that requires extra space during the access operation Another alternative is to keep a parent pointer in every node which avoids the need for extra space during access operations but may reduce overall time efficiency because of the need to update those pointers 1 Another method which can be used is based on the argument that we can restructure the tree on our way down the access path instead of making a second pass This top down splaying routine uses three sets of nodes left tree right tree and middle tree The first two contain all items of original tree known to be less than or greater than current item respectively The middle tree consists of the sub tree rooted at the current node These three sets are updated down the access path while keeping the splay operations in check Another method semisplaying modifies the zig zig case to reduce the amount of restructuring done in all operations 1 6 Below there is an implementation of splay trees in C which uses pointers to represent each node on the tree This implementation is based on bottom up splaying version and uses the second method of deletion on a splay tree Also unlike the above definition this C version does not splay the tree on finds it only splays on insertions and deletions and the find operation therefore has linear time complexity include lt functional gt ifndef SPLAY TREE define SPLAY TREE template lt typename T typename Comp std less lt T gt gt class splay tree private Comp comp unsigned long p size struct node node left right node parent T key node const T amp init T left nullptr right nullptr parent nullptr key init node root void left rotate node x node y x gt right if y x gt right y gt left if y gt left y gt left gt parent x y gt parent x gt parent if x gt parent root y else if x x gt parent gt left x gt parent gt left y else x gt parent gt right y if y y gt left x x gt parent y void right rotate node x node y x gt left if y x gt left y gt right if y gt right y gt right gt parent x y gt parent x gt parent if x gt parent root y else if x x gt parent gt left x gt parent gt left y else x gt parent gt right y if y y gt right x x gt parent y void splay node x while x gt parent if x gt parent gt parent if x gt parent gt left x right rotate x gt parent else left rotate x gt parent else if x gt parent gt left x amp amp x gt parent gt parent gt left x gt parent right rotate x gt parent gt parent right rotate x gt parent else if x gt parent gt right x amp amp x gt parent gt parent gt right x gt parent left rotate x gt parent gt parent left rotate x gt parent else if x gt parent gt left x amp amp x gt parent gt parent gt right x gt parent right rotate x gt parent left rotate x gt parent else left rotate x gt parent right rotate x gt parent void replace node u node v if u gt parent root v else if u u gt parent gt left u gt parent gt left v else u gt parent gt right v if v v gt parent u gt parent node subtree minimum node u while u gt left u u gt left return u node subtree maximum node u while u gt right u u gt right return u public splay tree root nullptr p size 0 void insert const T amp key node z root node p nullptr while z p z if comp z gt key key z z gt right else z z gt left z new node key z gt parent p if p root z else if comp p gt key z gt key p gt right z else p gt left z splay z p size node find const T amp key node z root while z if comp z gt key key z z gt right else if comp key z gt key z z gt left else return z return nullptr void erase const T amp key node z find key if z return splay z if z gt left replace z z gt right else if z gt right replace z z gt left else node y subtree minimum z gt right if y gt parent z replace y y gt right y gt right z gt right y gt right gt parent y replace z y y gt left z gt left y gt left gt parent y delete z p size the alternative implementation void erase const T amp key node z find key if z return splay z node s z gt left node t z gt right delete z node sMax NULL if s s gt parent NULL sMax subtree maximum s splay sMax root sMax if t if s sMax gt right t else root t t gt parent sMax p size const T amp minimum return subtree minimum root gt key const T amp maximum return subtree maximum root gt key bool empty const return root nullptr unsigned long size const return p size endif SPLAY TREEAnalysis EditA simple amortized analysis of static splay trees can be carried out using the potential method Define size r the number of nodes in the sub tree rooted at node r including r rank r log2 size r F the sum of the ranks of all the nodes in the tree F will tend to be high for poorly balanced trees and low for well balanced trees To apply the potential method we first calculate DF the change in the potential caused by a splay operation We check each case separately Denote by rank the rank function after the operation x p and g are the nodes affected by the rotation operation see figures above Zig step Edit DF rank p rank p rank x rank x since only p and x change ranks rank p rank x since rank x rank p rank x rank x since rank p lt rank x Zig zig step Edit DF rank g rank g rank p rank p rank x rank x rank g rank p rank p rank x since rank x rank g rank g rank x 2 rank x since rank x lt rank p and rank x gt rank p 3 rank x rank x 2 due to the concavity of the log function Zig zag step Edit DF rank g rank g rank p rank p rank x rank x rank g rank p 2 rank x since rank x rank g and rank x lt rank p 3 rank x rank x 2 due to the concavity of the log function The amortized cost of any operation is DF plus the actual cost The actual cost of any zig zig or zig zag operation is 2 since there are two rotations to make Hence amortized cost cost DF 3 rank x rank x When summed over the entire splay operation this telescopes to 3 rank root rank x which is O log n The Zig operation adds an amortized cost of 1 but there s at most one such operation So now we know that the total amortized time for a sequence of m operations is T a m o r t i z e d m O m log n displaystyle T mathrm amortized m O m log n To go from the amortized time to the actual time we must add the decrease in potential from the initial state before any operation is done Fi to the final state after all operations are completed Ff F i F f x r a n k i x r a n k f x O n log n displaystyle Phi i Phi f sum x mathrm rank i x mathrm rank f x O n log n where the last inequality comes from the fact that for every node x the minimum rank is 0 and the maximum rank is log n Now we can finally bound the actual time T a c t u a l m O m log n n log n displaystyle T mathrm actual m O m log n n log n Weighted analysis Edit The above analysis can be generalized in the following way Assign to each node r a weight w r Define size r the sum of weights of nodes in the sub tree rooted at node r including r Define rank r and F exactly as above The same analysis applies and the amortized cost of a splaying operation is again r a n k r o o t r a n k x O log W log w x O log W w x displaystyle mathrm rank root mathrm rank x O log W log w x O left log frac W w x right where W is the sum of all weights The decrease from the initial to the final potential is bounded by F i F f x t r e e log W w x displaystyle Phi i Phi f leq sum x in tree log frac W w x since the maximum size of any single node is W and the minimum is w x Hence the actual time is bounded by O x s e q u e n c e log W w x x t r e e log W w x displaystyle O left sum x in sequence log frac W w x sum x in tree log frac W w x right Performance theorems EditThere are several theorems and conjectures regarding the worst case runtime for performing a sequence S of m accesses in a splay tree containing n elements Balance Theorem The cost of performing the sequence S is O m log n n log n displaystyle O left m log n n log n right Proof Take a constant weight e g w x 1 displaystyle w x 1 for every node x Then W n displaystyle W n This theorem implies that splay trees perform as well as static balanced binary search trees on sequences of at least n accesses 1 Static Optimality Theorem Let q x displaystyle q x be the number of times element x is accessed in S If every element is accessed at least once then the cost of performing S is O m x t r e e q x log m q x displaystyle O left m sum x in tree q x log frac m q x right Proof Let w x q x displaystyle w x q x Then W m displaystyle W m This theorem implies that splay trees perform as well as an optimum static binary search tree on sequences of at least n accesses 7 They spend less time on the more frequent items 1 Another way of stating the same result is that on input sequences where the items are drawn independently at random from a non uniform probability distribution on n items the amortized expected average case cost of each access is proportional to the entropy of the distribution 8 Static Finger Theorem Assume that the items are numbered from 1 through n in ascending order Let f be any fixed element the finger Then the cost of performing S is O m n log n x s e q u e n c e log x f 1 displaystyle O left m n log n sum x in sequence log x f 1 right Proof Let w x 1 x f 1 2 displaystyle w x 1 x f 1 2 Then W O 1 displaystyle W O 1 The net potential drop is O n log n since the weight of any item is at least 1 n 2 displaystyle 1 n 2 1 Dynamic Finger Theorem Assume that the finger for each step accessing an element y is the element accessed in the previous step x The cost of performing S is O m n x y s e q u e n c e m log y x 1 displaystyle O left m n sum x y in sequence m log y x 1 right 9 10 Working Set Theorem At any time during the sequence let t x displaystyle t x be the number of distinct elements accessed before the previous time element x was accessed The cost of performing S is O m n log n x s e q u e n c e log t x 1 displaystyle O left m n log n sum x in sequence log t x 1 right Proof Let w x 1 t x 1 2 displaystyle w x 1 t x 1 2 Note that here the weights change during the sequence However the sequence of weights is still a permutation of 1 1 4 1 9 1 n 2 displaystyle 1 tfrac 1 4 tfrac 1 9 cdots tfrac 1 n 2 So as before W O 1 displaystyle W O 1 The net potential drop is O n log n This theorem is equivalent to splay trees having key independent optimality 1 Scanning Theorem Also known as the Sequential Access Theorem or the Queue theorem Accessing the n elements of a splay tree in symmetric order takes O n time regardless of the initial structure of the splay tree 11 The tightest upper bound proven so far is 4 5 n displaystyle 4 5n 12 Dynamic optimality conjecture EditMain article Optimal binary search tree Unsolved problem in computer science Do splay trees perform as well as any other binary search tree algorithm more unsolved problems in computer science In addition to the proven performance guarantees for splay trees there is an unproven conjecture of great interest from the original Sleator and Tarjan paper This conjecture is known as the dynamic optimality conjecture and it basically claims that splay trees perform as well as any other binary search tree algorithm up to a constant factor Dynamic Optimality Conjecture 1 Let A displaystyle A be any binary search tree algorithm that accesses an element x displaystyle x by traversing the path from the root to x displaystyle x at a cost of d x 1 displaystyle d x 1 and that between accesses can make any rotations in the tree at a cost of 1 per rotation Let A S displaystyle A S be the cost for A displaystyle A to perform the sequence S displaystyle S of accesses Then the cost for a splay tree to perform the same accesses is O n A S displaystyle O n A S There are several corollaries of the dynamic optimality conjecture that remain unproven Traversal Conjecture 1 Let T 1 displaystyle T 1 and T 2 displaystyle T 2 be two splay trees containing the same elements Let S displaystyle S be the sequence obtained by visiting the elements in T 2 displaystyle T 2 in preorder i e depth first search order The total cost of performing the sequence S displaystyle S of accesses on T 1 displaystyle T 1 is O n displaystyle O n Deque Conjecture 11 13 14 Let S displaystyle S be a sequence of m displaystyle m double ended queue operations push pop inject eject Then the cost of performing S displaystyle S on a splay tree is O m n displaystyle O m n Split Conjecture 6 Let S displaystyle S be any permutation of the elements of the splay tree Then the cost of deleting the elements in the order S displaystyle S is O n displaystyle O n Variants EditIn order to reduce the number of restructuring operations it is possible to replace the splaying with semi splaying in which an element is splayed only halfway towards the root 1 2 Another way to reduce restructuring is to do full splaying but only in some of the access operations only when the access path is longer than a threshold or only in the first m access operations 1 See also EditAVL tree B tree Finger tree Geometry of binary search trees Iacono s working set structure Link cut tree List of data structures Scapegoat tree Splaysort a sorting algorithm using splay trees T tree Treap Tree rotation Trees Zipper data structure Notes Edit a b c d e f g h i j k l m n Sleator amp Tarjan 1985 a b c Brinkmann Degraer amp De Loof 2009 Goodrich Tamassia amp Goldwasser 2014 Albers amp Karpinski 2002 Allen amp Munro 1978 a b Lucas 1991 Knuth 1997 p 478 Grinberg et al 1995 Cole et al 2000 Cole 2000 a b Tarjan 1985 Elmasry 2004 Pettie 2008 Sundar 1992 References EditAlbers Susanne Karpinski Marek 28 February 2002 Randomized Splay Trees Theoretical and Experimental Results PDF Information Processing Letters 81 4 213 221 doi 10 1016 s0020 0190 01 00230 7 Allen Brian Munro Ian October 1978 Self organizing binary search trees Journal of the ACM 25 4 526 535 doi 10 1145 322092 322094 S2CID 15967344 Brinkmann Gunnar Degraer Jan De Loof Karel January 2009 Rehabilitation of an unloved child semi splaying PDF Software Practice and Experience 39 1 33 45 CiteSeerX 10 1 1 84 790 doi 10 1002 spe v39 1 hdl 11382 102133 The results show that semi splaying which was introduced in the same paper as splaying performs better than splaying under almost all possible conditions This makes semi splaying a good alternative for all applications where normally splaying would be applied The reason why splaying became so prominent while semi splaying is relatively unknown and much less studied is hard to understand Cole Richard Mishra Bud Schmidt Jeanette Siegel Alan January 2000 On the Dynamic Finger Conjecture for Splay Trees Part I Splay Sorting log n Block Sequences SIAM Journal on Computing 30 1 1 43 CiteSeerX 10 1 1 36 4558 doi 10 1137 s0097539797326988 Cole Richard January 2000 On the Dynamic Finger Conjecture for Splay Trees Part II The Proof SIAM Journal on Computing 30 1 44 85 CiteSeerX 10 1 1 36 2713 doi 10 1137 S009753979732699X Elmasry Amr April 2004 On the sequential access theorem and Deque conjecture for splay trees Theoretical Computer Science 314 3 459 466 doi 10 1016 j tcs 2004 01 019 Goodrich Michael Tamassia Roberto Goldwasser Michael 2014 Data Structures and Algorithms in Java 6 ed Wiley p 506 ISBN 978 1 118 77133 4 Grinberg Dennis Rajagopalan Sivaramakrishnan Venkatesan Ramarathnam Wei Victor K 1995 Splay trees for data compression In Clarkson Kenneth L ed Proceedings of the Sixth Annual ACM SIAM Symposium on Discrete Algorithms 22 24 January 1995 San Francisco California USA ACM SIAM pp 522 530 Average depth of access in a splay tree is proportional to the entropy Knuth Donald 1997 The Art of Computer Programming Vol 3 Sorting and Searching 3rd ed Addison Wesley p 478 ISBN 0 201 89685 0 The time needed to access data in a splay tree is known to be at most a small constant multiple of the access time of a statically optimum tree when amortized over any series of operations Lucas Joan M 1991 On the Competitiveness of Splay Trees Relations to the Union Find Problem On line Algorithms Proceedings of a DIMACS Workshop February 11 13 1991 Series in Discrete Mathematics and Theoretical Computer Science Vol 7 Center for Discrete Mathematics and Theoretical Computer Science pp 95 124 ISBN 0 8218 7111 0 Pettie Seth 2008 Splay Trees Davenport Schinzel Sequences and the Deque Conjecture PDF Proc 19th ACM SIAM Symposium on Discrete Algorithms Vol 0707 pp 1115 1124 arXiv 0707 2160 Bibcode 2007arXiv0707 2160P Sleator Daniel D Tarjan Robert E 1985 Self Adjusting Binary Search Trees PDF Journal of the ACM 32 3 652 686 doi 10 1145 3828 3835 S2CID 1165848 Sundar Rajamani 1992 On the Deque conjecture for the splay algorithm Combinatorica 12 1 95 124 doi 10 1007 BF01191208 S2CID 27422556 Tarjan Robert E 1985 Sequential access in splay trees takes linear time Combinatorica 5 4 367 378 doi 10 1007 BF02579253 S2CID 34757821 External links EditNIST s Dictionary of Algorithms and Data Structures Splay Tree Implementations in C and Java by Daniel Sleator Pointers to splay tree visualizations Fast and efficient implementation of Splay trees Top Down Splay Tree Java implementation Zipper Trees Retrieved from https en wikipedia org w index php title Splay tree amp oldid 1076478989, wikipedia, wiki, book, books, library,

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