What's the difference of hash table and binary tree?

本文探讨了哈希表与二叉树在数据查找效率、内存使用及应用场景上的区别,包括哈希表的O(1)查找时间和可能增加的内存使用,以及二叉树的O(logN)查找时间和较低的内存使用。讨论了哈希表和二叉树在处理特定类型搜索(如完全或部分匹配)时的优缺点。
http://bytes.com/topic/c/answers/597897-whats-difference-hash-table-binary-tree

What's the difference of hash table and binary tree?

fdmfdmfdm@gmail.com
P: n/a
This might not be the best place to post this topic, but I assume most
of the experts in C shall know this.

This is an interview question. My answer is:

hash table gives you O(1) searching but according to your hash
function you might take more memory than binary tree. On the contrary,
binary tree gives you O(logN) searching but less memory.

Am I right?

Feb 6 '07 # 1


Ben Pfaff
P: n/a
"fdmfdmfdm@gmail.com" <fdmfdmfdm@gmail.comwrites:
hash table gives you O(1) searching but according to your hash
function you might take more memory than binary tree. On the contrary,
binary tree gives you O(logN) searching but less memory.
The memory used by many implementations of hash tables and binary
search trees is fixed for a given number of elements. That is,
in many implementations, the hash function has no effect on an
N-element hash table's memory usage, and the particular content
of an N-element binary search tree has no effect on the BTS's
memory usage.

I'd guess that, in fact, it's easier to optimize the memory usage
of a hash table than of a binary search tree, especially if
you're willing to let the hash table slow down a little (while
remaining O(1) average time). But I haven't made a study of it.
--
"It would be a much better example of undefined behavior
if the behavior were undefined."
--Michael Rubenstein
Feb 6 '07 # 2

Christopher Layne
P: n/a
fdmfdmfdm@gmail.com wrote:
hash table gives you O(1) searching but according to your hash
function you might take more memory than binary tree. On the contrary,
binary tree gives you O(logN) searching but less memory.

Am I right?
One large difference is that ability to preserve some fundamental kind of
order with a tree and have a traversal reflect this.

Table of last names and you want to search them. Hash or binary tree are both
fine. Now what if you've got a partial last name you want to search - which
method do you think will be most efficient?
Feb 6 '07 # 3

user923005
P: n/a
On Feb 5, 10:16 pm, "fdmfdm...@gmail.com" <fdmfdm...@gmail.comwrote:
This might not be the best place to post this topic, but I assume most
of the experts in C shall know this.

This is an interview question. My answer is:

hash table gives you O(1) searching but according to your hash
function you might take more memory than binary tree. On the contrary,
binary tree gives you O(logN) searching but less memory.

Am I right?
The most important difference (besides hash tables being faster)
between hash tables and btrees is that hash tables only find on
equality searches.
Btrees can do range searches with things like <, >, <=, >=, between,
etc.

Your post is better aimed at a group like news:comp.programming

Feb 6 '07 # 4

CBFalconer
P: n/a
Christopher Layne wrote:
fdmfdmfdm@gmail.com wrote:
>hash table gives you O(1) searching but according to your hash
function you might take more memory than binary tree. On the
contrary, binary tree gives you O(logN) searching but less memory.

Am I right?

One large difference is that ability to preserve some fundamental
kind of order with a tree and have a traversal reflect this.

Table of last names and you want to search them. Hash or binary
tree are both fine. Now what if you've got a partial last name
you want to search - which method do you think will be most
efficient?
The binary tree requires considerably more care to avoid a worst
case O(N) operation, since it is easily fed a sorted list on input.

--
<http://www.cs.auckland.ac.nz/~pgut001/pubs/vista_cost.txt>
<http://www.securityfocus.com/columnists/423>

"A man who is right every time is not likely to do very much."
-- Francis Crick, co-discover of DNA
"There is nothing more amazing than stupidity in action."
-- Thomas Matthews
Feb 6 '07 # 5

Lane Straatman
P: n/a

"CBFalconer" <cbfalconer@yahoo.comwrote in message
news:45C83963.1C6AD06B@yahoo.com...
Christopher Layne wrote:
> fdmfdmfdm@gmail.com wrote:
>>hash table gives you O(1) searching but according to your hash
function you might take more memory than binary tree. On the
contrary, binary tree gives you O(logN) searching but less memory.

Am I right?

One large difference is that ability to preserve some fundamental
kind of order with a tree and have a traversal reflect this.

Table of last names and you want to search them. Hash or binary
tree are both fine. Now what if you've got a partial last name
you want to search - which method do you think will be most
efficient?

The binary tree requires considerably more care to avoid a worst
case O(N) operation, since it is easily fed a sorted list on input.
Why does not every sort of size, say, greater than fifty, permute the input
randomly from the get-go? There isn't anything theoretically difficult in
doing so. LS
Feb 6 '07 # 6

user923005
P: n/a
On Feb 6, 1:56 am, "Lane Straatman" <inva...@invalid.netwrote:
"CBFalconer" <cbfalco...@yahoo.comwrote in message

news:45C83963.1C6AD06B@yahoo.com...
Christopher Layne wrote:
fdmfdm...@gmail.com wrote:
>hash table gives you O(1) searching but according to your hash
function you might take more memory than binary tree. On the
contrary, binary tree gives you O(logN) searching but less memory.
>Am I right?
One large difference is that ability to preserve some fundamental
kind of order with a tree and have a traversal reflect this.
Table of last names and you want to search them. Hash or binary
tree are both fine. Now what if you've got a partial last name
you want to search - which method do you think will be most
efficient?
The binary tree requires considerably more care to avoid a worst
case O(N) operation, since it is easily fed a sorted list on input.

Why does not every sort of size, say, greater than fifty, permute the input
randomly from the get-go? There isn't anything theoretically difficult in
doing so. LS
Skiplists do that. Some trees are self-balancing (AVL, Red-Black,
Weak Heaps...). A pure binary tree that does not self-balance is a
rarity in common usage where sorted distributions are likely to occur
anyway.

Feb 6 '07 # 7

#!/usr/bin/env pypy3 from __future__ import print_function import time, math from itertools import count from collections import namedtuple, defaultdict # If we could rely on the env -S argument, we could just use "pypy3 -u" # as the shebang to unbuffer stdout. But alas we have to do this instead: #from functools import partial #print = partial(print, flush=True) version = "sunfish 2023" ############################################################################### # Piece-Square tables. Tune these to change sunfish's behaviour ############################################################################### # With xz compression this whole section takes 652 bytes. # That's pretty good given we have 64*6 = 384 values. # Though probably we could do better... # For one thing, they could easily all fit into int8. piece = {"P": 100, "N": 280, "B": 320, "R": 479, "Q": 929, "K": 60000} pst = { 'P': ( 0, 0, 0, 0, 0, 0, 0, 0, 78, 83, 86, 73, 102, 82, 85, 90, 7, 29, 21, 44, 40, 31, 44, 7, -17, 16, -2, 15, 14, 0, 15, -13, -26, 3, 10, 9, 6, 1, 0, -23, -22, 9, 5, -11, -10, -2, 3, -19, -31, 8, -7, -37, -36, -14, 3, -31, 0, 0, 0, 0, 0, 0, 0, 0), 'N': ( -66, -53, -75, -75, -10, -55, -58, -70, -3, -6, 100, -36, 4, 62, -4, -14, 10, 67, 1, 74, 73, 27, 62, -2, 24, 24, 45, 37, 33, 41, 25, 17, -1, 5, 31, 21, 22, 35, 2, 0, -18, 10, 13, 22, 18, 15, 11, -14, -23, -15, 2, 0, 2, 0, -23, -20, -74, -23, -26, -24, -19, -35, -22, -69), 'B': ( -59, -78, -82, -76, -23,-107, -37, -50, -11, 20, 35, -42, -39, 31, 2, -22, -9, 39, -32, 41, 52, -10, 28, -14, 25, 17, 20, 34, 26, 25, 15, 10, 13, 10, 17, 23, 17, 16, 0, 7, 14, 25, 24, 15, 8, 25, 20, 15, 19, 20, 11, 6, 7, 6, 20, 16, -7, 2, -15, -12, -14, -15, -10, -10), 'R': ( 35, 29, 33, 4, 37, 33, 56, 50, 55, 29, 56, 67, 55, 62, 34, 60, 19, 35, 28, 33, 45, 27, 25, 15, 0, 5, 16, 13, 18, -4, -9, -6, -28, -35, -16, -21, -13, -29, -46, -30, -42, -28, -42, -25, -25, -35, -26, -46, -53, -38, -31, -26, -29, -43, -44, -53, -30, -24, -18, 5, -2, -18, -31, -32), 'Q': ( 6, 1, -8,-104, 69, 24, 88, 26, 14, 32, 60, -10, 20, 76, 57, 24, -2, 43, 32, 60, 72, 63, 43, 2, 1, -16, 22, 17, 25, 20, -13, -6, -14, -15, -2, -5, -1, -10, -20, -22, -30, -6, -13, -11, -16, -11, -16, -27, -36, -18, 0, -19, -15, -15, -21, -38, -39, -30, -31, -13, -31, -36, -34, -42), 'K': ( 4, 54, 47, -99, -99, 60, 83, -62, -32, 10, 55, 56, 56, 55, 10, 3, -62, 12, -57, 44, -67, 28, 37, -31, -55, 50, 11, -4, -19, 13, 0, -49, -55, -43, -52, -28, -51, -47, -8, -50, -47, -42, -43, -79, -64, -32, -29, -32, -4, 3, -14, -50, -57, -18, 13, 4, 17, 30, -3, -14, 6, -1, 40, 18), } # Pad tables and join piece and pst dictionaries for k, table in pst.items(): padrow = lambda row: (0,) + tuple(x + piece[k] for x in row) + (0,) pst[k] = sum((padrow(table[i * 8 : i * 8 + 8]) for i in range(8)), ()) pst[k] = (0,) * 20 + pst[k] + (0,) * 20 ############################################################################### # Global constants ############################################################################### # Our board is represented as a 120 character string. The padding allows for # fast detection of moves that don't stay within the board. A1, H1, A8, H8 = 91, 98, 21, 28 initial = ( " \n" # 0 - 9 " \n" # 10 - 19 " rnbqkbnr\n" # 20 - 29 " pppppppp\n" # 30 - 39 " ........\n" # 40 - 49 " ........\n" # 50 - 59 " ........\n" # 60 - 69 " ........\n" # 70 - 79 " PPPPPPPP\n" # 80 - 89 " RNBQKBNR\n" # 90 - 99 " \n" # 100 -109 " \n" # 110 -119 ) # Lists of possible moves for each piece type. N, E, S, W = -10, 1, 10, -1 directions = { "P": (N, N+N, N+W, N+E), "N": (N+N+E, E+N+E, E+S+E, S+S+E, S+S+W, W+S+W, W+N+W, N+N+W), "B": (N+E, S+E, S+W, N+W), "R": (N, E, S, W), "Q": (N, E, S, W, N+E, S+E, S+W, N+W), "K": (N, E, S, W, N+E, S+E, S+W, N+W) } # Mate value must be greater than 8*queen + 2*(rook+knight+bishop) # King value is set to twice this value such that if the opponent is # 8 queens up, but we got the king, we still exceed MATE_VALUE. # When a MATE is detected, we'll set the score to MATE_UPPER - plies to get there # E.g. Mate in 3 will be MATE_UPPER - 6 MATE_LOWER = piece["K"] - 10 * piece["Q"] MATE_UPPER = piece["K"] + 10 * piece["Q"] # Constants for tuning search QS = 40 QS_A = 140 EVAL_ROUGHNESS = 15 # minifier-hide start opt_ranges = dict( QS = (0, 300), QS_A = (0, 300), EVAL_ROUGHNESS = (0, 50), ) # minifier-hide end ############################################################################### # Chess logic ############################################################################### Move = namedtuple("Move", "i j prom") class Position(namedtuple("Position", "board score wc bc ep kp")): """A state of a chess game board -- a 120 char representation of the board score -- the board evaluation wc -- the castling rights, [west/queen side, east/king side] bc -- the opponent castling rights, [west/king side, east/queen side] ep - the en passant square kp - the king passant square """ def gen_moves(self): # For each of our pieces, iterate through each possible 'ray' of moves, # as defined in the 'directions' map. The rays are broken e.g. by # captures or immediately in case of pieces such as knights. for i, p in enumerate(self.board): if not p.isupper(): continue for d in directions[p]: for j in count(i + d, d): q = self.board[j] # Stay inside the board, and off friendly pieces if q.isspace() or q.isupper(): break # Pawn move, double move and capture if p == "P": if d in (N, N + N) and q != ".": break if d == N + N and (i < A1 + N or self.board[i + N] != "."): break if ( d in (N + W, N + E) and q == "." and j not in (self.ep, self.kp, self.kp - 1, self.kp + 1) #and j != self.ep and abs(j - self.kp) >= 2 ): break # If we move to the last row, we can be anything if A8 <= j <= H8: for prom in "NBRQ": yield Move(i, j, prom) break # Move it yield Move(i, j, "") # Stop crawlers from sliding, and sliding after captures if p in "PNK" or q.islower(): break # Castling, by sliding the rook next to the king if i == A1 and self.board[j + E] == "K" and self.wc[0]: yield Move(j + E, j + W, "") if i == H1 and self.board[j + W] == "K" and self.wc[1]: yield Move(j + W, j + E, "") def rotate(self, nullmove=False): """Rotates the board, preserving enpassant, unless nullmove""" return Position( self.board[::-1].swapcase(), -self.score, self.bc, self.wc, 119 - self.ep if self.ep and not nullmove else 0, 119 - self.kp if self.kp and not nullmove else 0, ) def move(self, move): i, j, prom = move p, q = self.board[i], self.board[j] put = lambda board, i, p: board[:i] + p + board[i + 1 :] # Copy variables and reset ep and kp board = self.board wc, bc, ep, kp = self.wc, self.bc, 0, 0 score = self.score + self.value(move) # Actual move board = put(board, j, board[i]) board = put(board, i, ".") # Castling rights, we move the rook or capture the opponent's if i == A1: wc = (False, wc[1]) if i == H1: wc = (wc[0], False) if j == A8: bc = (bc[0], False) if j == H8: bc = (False, bc[1]) # Castling if p == "K": wc = (False, False) if abs(j - i) == 2: kp = (i + j) // 2 board = put(board, A1 if j < i else H1, ".") board = put(board, kp, "R") # Pawn promotion, double move and en passant capture if p == "P": if A8 <= j <= H8: board = put(board, j, prom) if j - i == 2 * N: ep = i + N if j == self.ep: board = put(board, j + S, ".") # We rotate the returned position, so it's ready for the next player return Position(board, score, wc, bc, ep, kp).rotate() def value(self, move): i, j, prom = move p, q = self.board[i], self.board[j] # Actual move score = pst[p][j] - pst[p][i] # Capture if q.islower(): score += pst[q.upper()][119 - j] # Castling check detection if abs(j - self.kp) < 2: score += pst["K"][119 - j] # Castling if p == "K" and abs(i - j) == 2: score += pst["R"][(i + j) // 2] score -= pst["R"][A1 if j < i else H1] # Special pawn stuff if p == "P": if A8 <= j <= H8: score += pst[prom][j] - pst["P"][j] if j == self.ep: score += pst["P"][119 - (j + S)] return score ############################################################################### # Search logic ############################################################################### # lower <= s(pos) <= upper Entry = namedtuple("Entry", "lower upper") class Searcher: def __init__(self): self.tp_score = {} self.tp_move = {} self.history = set() self.nodes = 0 def bound(self, pos, gamma, depth, can_null=True): """ Let s* be the "true" score of the sub-tree we are searching. The method returns r, where if gamma > s* then s* <= r < gamma (A better upper bound) if gamma <= s* then gamma <= r <= s* (A better lower bound) """ self.nodes += 1 # Depth <= 0 is QSearch. Here any position is searched as deeply as is needed for # calmness, and from this point on there is no difference in behaviour depending on # depth, so so there is no reason to keep different depths in the transposition table. depth = max(depth, 0) # Sunfish is a king-capture engine, so we should always check if we # still have a king. Notice since this is the only termination check, # the remaining code has to be comfortable with being mated, stalemated # or able to capture the opponent king. if pos.score <= -MATE_LOWER: return -MATE_UPPER # Look in the table if we have already searched this position before. # We also need to be sure, that the stored search was over the same # nodes as the current search. entry = self.tp_score.get((pos, depth, can_null), Entry(-MATE_UPPER, MATE_UPPER)) if entry.lower >= gamma: return entry.lower if entry.upper < gamma: return entry.upper # Let's not repeat positions. We don't chat # - at the root (can_null=False) since it is in history, but not a draw. # - at depth=0, since it would be expensive and break "futility pruning". if can_null and depth > 0 and pos in self.history: return 0 # Generator of moves to search in order. # This allows us to define the moves, but only calculate them if needed. def moves(): # First try not moving at all. We only do this if there is at least one major # piece left on the board, since otherwise zugzwangs are too dangerous. # FIXME: We also can't null move if we can capture the opponent king. # Since if we do, we won't spot illegal moves that could lead to stalemate. # For now we just solve this by not using null-move in very unbalanced positions. # TODO: We could actually use null-move in QS as well. Not sure it would be very useful. # But still.... We just have to move stand-pat to be before null-move. #if depth > 2 and can_null and any(c in pos.board for c in "RBNQ"): #if depth > 2 and can_null and any(c in pos.board for c in "RBNQ") and abs(pos.score) < 500: if depth > 2 and can_null and abs(pos.score) < 500: yield None, -self.bound(pos.rotate(nullmove=True), 1 - gamma, depth - 3) # For QSearch we have a different kind of null-move, namely we can just stop # and not capture anything else. if depth == 0: yield None, pos.score # Look for the strongest ove from last time, the hash-move. killer = self.tp_move.get(pos) # If there isn't one, try to find one with a more shallow search. # This is known as Internal Iterative Deepening (IID). We set # can_null=True, since we want to make sure we actually find a move. if not killer and depth > 2: self.bound(pos, gamma, depth - 3, can_null=False) killer = self.tp_move.get(pos) # If depth == 0 we only try moves with high intrinsic score (captures and # promotions). Otherwise we do all moves. This is called quiescent search. val_lower = QS - depth * QS_A # Only play the move if it would be included at the current val-limit, # since otherwise we'd get search instability. # We will search it again in the main loop below, but the tp will fix # things for us. if killer and pos.value(killer) >= val_lower: yield killer, -self.bound(pos.move(killer), 1 - gamma, depth - 1) # Then all the other moves for val, move in sorted(((pos.value(m), m) for m in pos.gen_moves()), reverse=True): # Quiescent search if val < val_lower: break # If the new score is less than gamma, the opponent will for sure just # stand pat, since ""pos.score + val < gamma === -(pos.score + val) >= 1-gamma"" # This is known as futility pruning. if depth <= 1 and pos.score + val < gamma: # Need special case for MATE, since it would normally be caught # before standing pat. yield move, pos.score + val if val < MATE_LOWER else MATE_UPPER # We can also break, since we have ordered the moves by value, # so it can't get any better than this. break yield move, -self.bound(pos.move(move), 1 - gamma, depth - 1) # Run through the moves, shortcutting when possible best = -MATE_UPPER for move, score in moves(): best = max(best, score) if best >= gamma: # Save the move for pv construction and killer heuristic if move is not None: self.tp_move[pos] = move break # Stalemate checking is a bit tricky: Say we failed low, because # we can't (legally) move and so the (real) score is -infty. # At the next depth we are allowed to just return r, -infty <= r < gamma, # which is normally fine. # However, what if gamma = -10 and we don't have any legal moves? # Then the score is actaully a draw and we should fail high! # Thus, if best < gamma and best < 0 we need to double check what we are doing. # We will fix this problem another way: We add the requirement to bound, that # it always returns MATE_UPPER if the king is capturable. Even if another move # was also sufficient to go above gamma. If we see this value we know we are either # mate, or stalemate. It then suffices to check whether we're in check. # Note that at low depths, this may not actually be true, since maybe we just pruned # all the legal moves. So sunfish may report "mate", but then after more search # realize it's not a mate after all. That's fair. # This is too expensive to test at depth == 0 if depth > 2 and best == -MATE_UPPER: flipped = pos.rotate(nullmove=True) # Hopefully this is already in the TT because of null-move in_check = self.bound(flipped, MATE_UPPER, 0) == MATE_UPPER best = -MATE_LOWER if in_check else 0 # Table part 2 if best >= gamma: self.tp_score[pos, depth, can_null] = Entry(best, entry.upper) if best < gamma: self.tp_score[pos, depth, can_null] = Entry(entry.lower, best) return best def search(self, history): """Iterative deepening MTD-bi search""" self.nodes = 0 self.history = set(history) self.tp_score.clear() gamma = 0 # In finished games, we could potentially go far enough to cause a recursion # limit exception. Hence we bound the ply. We also can't start at 0, since # that's quiscent search, and we don't always play legal moves there. for depth in range(1, 1000): # The inner loop is a binary search on the score of the position. # Inv: lower <= score <= upper # 'while lower != upper' would work, but it's too much effort to spend # on what's probably not going to change the move played. lower, upper = -MATE_LOWER, MATE_LOWER while lower < upper - EVAL_ROUGHNESS: score = self.bound(history[-1], gamma, depth, can_null=False) if score >= gamma: lower = score if score < gamma: upper = score yield depth, gamma, score, self.tp_move.get(history[-1]) gamma = (lower + upper + 1) // 2 ############################################################################### # UCI User interface ############################################################################### def parse(c): fil, rank = ord(c[0]) - ord("a"), int(c[1]) - 1 return A1 + fil - 10 * rank def render(i): rank, fil = divmod(i - A1, 10) return chr(fil + ord("a")) + str(-rank + 1) hist = [Position(initial, 0, (True, True), (True, True), 0, 0)] #input = raw_input # minifier-hide start import sys, tools.uci tools.uci.run(sys.modules[__name__], hist[-1]) sys.exit() # minifier-hide end searcher = Searcher() while True: args = input().split() if args[0] == "uci": print("id name", version) print("uciok") elif args[0] == "isready": print("readyok") elif args[0] == "quit": break elif args[:2] == ["position", "startpos"]: del hist[1:] for ply, move in enumerate(args[3:]): i, j, prom = parse(move[:2]), parse(move[2:4]), move[4:].upper() if ply % 2 == 1: i, j = 119 - i, 119 - j hist.append(hist[-1].move(Move(i, j, prom))) elif args[0] == "go": wtime, btime, winc, binc = [int(a) / 1000 for a in args[2::2]] if len(hist) % 2 == 0: wtime, winc = btime, binc think = min(wtime / 40 + winc, wtime / 2 - 1) start = time.time() move_str = None for depth, gamma, score, move in Searcher().search(hist): # The only way we can be sure to have the real move in tp_move, # is if we have just failed high. if score >= gamma: i, j = move.i, move.j if len(hist) % 2 == 0: i, j = 119 - i, 119 - j move_str = render(i) + render(j) + move.prom.lower() print("info depth", depth, "score cp", score, "pv", move_str) if move_str and time.time() - start > think * 0.8: break print("bestmove", move_str or '(none)') 这段代码需要数据训练模型吗
11-12
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