Isn't "quaternary" just sort of unrolling the binary search loop by one level? I mean, to find the partition in which the item is located, you still do roughly the same rough number of comparisons. You're just taking them 4 at a time, not 2 at a time. Seems like loop unrolling would give you the same.
Yes, this can be seen as unrolling the loop a bit. It improves performance not by significantly reducing the number of instructions or memory reads, but by relaxing the dependencies between operations so that it doesn't have to be executed purely serially. You could also look at it as akin to speculatively executing both sides of the branch.
Quaternary search effectively performs both of the next loop iteration’s possible comparisons simultaneously with the current iteration’s comparison. This is a little more complex than simple loop unrolling.
Regardless, both kinds of search are O(log N) with different constants. The constants don’t matter so much in algorithms class but in the real world they can matter a lot.
If you are talking smaller arrays, linear search with a sentinel value at the end is already tough to beat. The thing that sucks about that claim, is that "smaller" is such a nebulous qualifier that it is really hard to internalize.
Prior to the current generation Intel designs, Apple’s branch predictor tables were a good deal larger than Intel’s IIRC, so depending on benchmarking details it’s plausible that Apple Silicon was predicting every branch perfectly in the benchmark, while Intel had a more real-world mispredict rate. Perf counters would confirm.
The classical canonical Comp Sci algorithms are effectively "designed" for CPUs with no parallelism (either across multiple cores, via Hyper-threading technology, or "just" SIMD style instructions), and also where all memory accesses take the same amount of time (so no concept of L1/L2/L3/etc caches of varying latencies). And all working on general/random data.
As soon as you move away from either (or both) of these assumptions then there are likely to be many tweaks you can make to get better performance.
What the classical algorithms do offer is a very good starting point for developing a more optimal/efficient solution once you know more about the specific shape of data or quirks/features of a specific CPU.
When you start to get at the pointy end of optimising things then you generally end up looking at how the data is stored and accessed in memory, and whether any changes you can make to improve this don't hurt things further down the line. In a job many many years ago I remember someone who spent way too long optimising a specific part of some code only to find that the overall application ran slower as the optimisations meant that a lot more information needed later on had been evicted from the cache.
I remember I had a pedagogy class in Uni taught by psychology faculty, and was messing with them by proposing a mock syllabus where we'd teach students binary search, then the advanced advanced ones ternary search, and the very advanced, Quaternary, with a big Q, as in the geological period. Jokes on me now, I suppose.
As a teenager I spent a weekend thinking that if binary search was good, because it cuts the search space in half at every step, then wouldn't a ternary search be better? Because we'd cut it into thirds at every step.
So instead of just comparing the middle value, we'd compare the one at the 1/3 point, and if that turns out to be too low then we compare the value at the 2/3 point.
Unfortunately although we cut the search space to 2/3 of what it was for binary search at each step (1/3 vs 1/2), we do 3/2 as many comparisons at each step (one comparison 50% of the time, two comparisons the other 50%), so it averages out to equivalence.
EDIT: See zamadatix reply, it's actually 5/3 as many comparisons because 2/3 of the time you have to do 2.
This ternary approach doesn't actually average 3/2 comparisons per level:
- First third: 1 comparisons
- Second third: 2 comparisons
- Third third: 2 comparisons
(1+2+2)/3 = 5/3 average comparisons. I think the gap starts here at assuming it's 50% of the time because it feels like "either you do 1 comparison or 2" but it's really 33% of the time because "there is 1/3 chance it's in the 1st comparison and 2/3 chance it'll be 2 comparisons".
This lets us show ternary is worse in total average comparisons, just barely: 5/3*Log_3[n] = 1.052... * Log_2[n].
In other words, you end up with fewer levels but doing more comparisons (on average) to get to the end. This is true for all searches of this type (w/ a few general assumptions like the values being searched for are evenly distributed and the cost of the operations is idealized - which is where the main article comes in) where the number of splits is > 2.
Not for the ternary version of the binary search algorithm, because what you had is just a skewed binary search, not an actual ternary search. Because comparisons are binary by nature, any search algorithm involving comparisons are a type of binary search, and any choice other than the middle element is less efficient in terms of algorithmic complexity, though in some conditions, it may be better on real hardware. For an actual ternary search, you need a 3-way comparison as an elementary operation.
Where it gets interesting is when you consider "radix efficiency" [1], for which the best choice is 3, the natural number closest to e. And it is relevant to tree search, that is, a ternary tree may be better than a binary tree.
Note that CPUs have also gotten dramatically wider in both execution width and vector capability since you were a teenager. The increased throughput shifts the balance more toward being able to burn operations to reduce dependency chains. It's possible for your idea to have been both non-viable on the CPUs at the time and more viable on CPUs now.
> Unfortunately although we cut the search space to 2/3 of what it was for binary search at each step (1/3 vs 1/2), we do 3/2 as many comparisons at each step (one comparison 50% of the time, two comparisons the other 50%), so it averages out to equivalence.
True, but is there some particular reason that you want to minimize the number of comparisons rather than have a faster run time? Daniel doesn't overly emphasize it, but as he mentions in the article: "The net result might generate a few more instructions but the number of instructions is likely not the limiting factor."
The main thing this article shows is that (at least sometimes on some processors) a quad search is faster than a binary search _despite_ the fact that that it performs theoretically unnecessary comparisons. While some computer scientists might scoff, I'd bet heavily that an optimized ternary search could also frequently outperform.
When you can't seek quickly, e.g. on a disk, you can use a B-tree with say 128-way search. Fetching 128 keys doesn't cost much more than fetching 1 but it saves an additional 7 fetches.
Isn't it a bit better on average, although not as much as you'd hoped? For example 19 steps of binary search get you down to 1/524288 of the original search space with 19 comparisons. 12 steps of ternary search get you down to 1/3^12 = 1/531441 of the original search space with, on average, 12 * 3/2 = 18 comparisons.
I thought this would be about how you can beat binary search in the 'Guess Who?' game. There's a cool math paper about it [0] and an approachable video by the author. [1]
Some of the plots would have been much more helpful if instead of absolute value in seconds, the y-axis were the multiplier w.r.t binary search (and eyeballing suggests a relatively constant multiplier).
Obviously, this isn't changing the big-Oh complexity, but in the "real world", still nice to see a 2-4x speedup.
The (AI generated?) image on this article is absolutely not helpful, and I think it's wrong based on how I read the article. Better not to have an image at all.
The range is 1..4096, so 4096 bits = 512 byte bitmap would suffice.
That is, if you're only ever going to test for membership in the set.
If you need metadata then ... You could store that in a packed array and use a population count of the bit-vector before the lookup bit as index into it.
For each word of bits, store the accumulated population count of the words before it to speed up lookup.
Modern CPU's are memory-bound so I don't think SIMD would help much over using 64-bit words. For 4096 bits / 64, that would be 64 additional bytes.
So is the SIMD the magic piece here, or is it the interpolation search? If the data is evenly distributed, that is pretty optimal for the interpolation search..
Since being binary search is already very fast with its O(log n) time complexity: are there any real world applications which could practically benefit from this improvement?
Regardless, both kinds of search are O(log N) with different constants. The constants don’t matter so much in algorithms class but in the real world they can matter a lot.
In general I love this article, it took what I’ve often wondered about and did a perfect job exploring with useful ablation studies.
As soon as you move away from either (or both) of these assumptions then there are likely to be many tweaks you can make to get better performance.
What the classical algorithms do offer is a very good starting point for developing a more optimal/efficient solution once you know more about the specific shape of data or quirks/features of a specific CPU.
When you start to get at the pointy end of optimising things then you generally end up looking at how the data is stored and accessed in memory, and whether any changes you can make to improve this don't hurt things further down the line. In a job many many years ago I remember someone who spent way too long optimising a specific part of some code only to find that the overall application ran slower as the optimisations meant that a lot more information needed later on had been evicted from the cache.
(This is probably just another way of stating Rob Pike's 5th rule of programming which was itself a restatement of something by Fred Brooks in _The Mythical Man Month_. Ref: https://www.cs.unc.edu/~stotts/COMP590-059-f24/robsrules.htm...)
So instead of just comparing the middle value, we'd compare the one at the 1/3 point, and if that turns out to be too low then we compare the value at the 2/3 point.
Unfortunately although we cut the search space to 2/3 of what it was for binary search at each step (1/3 vs 1/2), we do 3/2 as many comparisons at each step (one comparison 50% of the time, two comparisons the other 50%), so it averages out to equivalence.
EDIT: See zamadatix reply, it's actually 5/3 as many comparisons because 2/3 of the time you have to do 2.
- First third: 1 comparisons
- Second third: 2 comparisons
- Third third: 2 comparisons
(1+2+2)/3 = 5/3 average comparisons. I think the gap starts here at assuming it's 50% of the time because it feels like "either you do 1 comparison or 2" but it's really 33% of the time because "there is 1/3 chance it's in the 1st comparison and 2/3 chance it'll be 2 comparisons".
This lets us show ternary is worse in total average comparisons, just barely: 5/3*Log_3[n] = 1.052... * Log_2[n].
In other words, you end up with fewer levels but doing more comparisons (on average) to get to the end. This is true for all searches of this type (w/ a few general assumptions like the values being searched for are evenly distributed and the cost of the operations is idealized - which is where the main article comes in) where the number of splits is > 2.
Not for the ternary version of the binary search algorithm, because what you had is just a skewed binary search, not an actual ternary search. Because comparisons are binary by nature, any search algorithm involving comparisons are a type of binary search, and any choice other than the middle element is less efficient in terms of algorithmic complexity, though in some conditions, it may be better on real hardware. For an actual ternary search, you need a 3-way comparison as an elementary operation.
Where it gets interesting is when you consider "radix efficiency" [1], for which the best choice is 3, the natural number closest to e. And it is relevant to tree search, that is, a ternary tree may be better than a binary tree.
[1] https://en.wikipedia.org/wiki/Optimal_radix_choice
True, but is there some particular reason that you want to minimize the number of comparisons rather than have a faster run time? Daniel doesn't overly emphasize it, but as he mentions in the article: "The net result might generate a few more instructions but the number of instructions is likely not the limiting factor."
The main thing this article shows is that (at least sometimes on some processors) a quad search is faster than a binary search _despite_ the fact that that it performs theoretically unnecessary comparisons. While some computer scientists might scoff, I'd bet heavily that an optimized ternary search could also frequently outperform.
Obviously real-world performance depends on other things as well.
All other people live in the real world, and care about real-world performance, and modern computer scientists know that.
[0] https://arxiv.org/abs/1509.03327
[1] https://www.youtube.com/watch?v=_3RNB8eOSx0
Obviously, this isn't changing the big-Oh complexity, but in the "real world", still nice to see a 2-4x speedup.
That is, if you're only ever going to test for membership in the set. If you need metadata then ... You could store that in a packed array and use a population count of the bit-vector before the lookup bit as index into it. For each word of bits, store the accumulated population count of the words before it to speed up lookup. Modern CPU's are memory-bound so I don't think SIMD would help much over using 64-bit words. For 4096 bits / 64, that would be 64 additional bytes.
Would there be any value in using simd to check the whole cache line that you fetch for exact matches on the narrowing phase for an early out?