In mathematics, computing, linguistics, and related disciplines, an algorithm is a finite list of well-defined instructions for
accomplishing some task that, given an initial state, will proceed through a well-defined series of successive states, eventually
terminating in an end-state.
The concept of an algorithm originated as a means of recording procedures for solving mathematical problems such as finding
the common divisor of two numbers or multiplying two numbers. A partial formalization of the
concept began with attempts to solve the Entscheidungsproblem (the "decision
problem") that David Hilbert posed in 1928. Subsequent formalizations were framed as
attempts to define "effective calculability" (cf Kleene 1943:274) or "effective
method" (cf Rosser 1939:225); those formalizations included the Gödel-Herbrand-Kleene recursive functions of 1930, 1934 and 1935, Alonzo Church's
lambda calculus of 1936, Emil Post's
"Formulation I" of 1936, and Alan Turing's Turing
machines of 1936-7 and 1939.
Etymology
Al-Khwārizmī, Persian
astronomer and mathematician, wrote a treatise in Arabic in 825 AD, On Calculation with Hindu
Numerals. (See algorism). It was translated into Latin in
the 12th century as Algoritmi de numero Indorum,[1] which title was likely intended to mean "Algoritmi on the numbers of the
Indians", where "Algoritmi" was the translator's rendition of the author's name; but people misunderstanding the title treated
Algoritmi as a Latin plural and this led to the word "algorithm" (Latin algorismus) coming to mean "calculation
method". The intrusive "th" is most likely due to a false cognate with the
Greek αριθμος (arithmos) meaning "number".
Flowcharts are often used to graphically represent algorithms.
Why algorithms are necessary: an informal definition
No generally accepted formal definition of "algorithm" exists yet. We can, however, derive clues to the issues involved
and an informal meaning of the word from the following quotation from Boolos and Jeffrey (1974, 1999):
- "No human being can write fast enough, or long enough, or small enough to list all members of an enumerably infinite set by
writing out their names, one after another, in some notation. But humans can do something equally useful, in the case of certain
enumerably infinite sets: They can give explicit instructions for determining the nth member of the set, for arbitrary
finite n. Such instructions are to be given quite explicitly, in a form in which they could be followed by a computing
machine, or by a human who is capable of carrying out only very elementary operations on symbols" (boldface added, p.
19).
The words "enumerably infinite" mean "countable using integers perhaps extending to infinity". Thus Boolos and Jeffrey are
saying that an algorithm implies instructions for a process that "creates" output integers from an arbitrary
"input" integer or integers that, in theory, can be chosen from 0 to infinity. Thus we might expect an algorithm to be an
algebraic equation such as y = m + n — two arbitrary "input variables" m and n that produce an output
y. As we see in Algorithm characterizations — the word algorithm
implies much more than this, something on the order of (for our addition example):
- Precise instructions (in language understood by "the computer") for a "fast, efficient, good" process that specifies
the "moves" of "the computer" (machine or human, equipped with the necessary internally-contained information and capabilities)
to find, decode, and then munch arbitrary input integers/symbols m and n, symbols + and = ... and
(reliably, correctly, "effectively") produce, in a "reasonable" time, output-integer y at a specified place and in a specified format.
The concept of algorithm is also used to define the notion of decidability
(logic). That notion is central for explaining how formal systems come into being
starting from a small set of axioms and rules. In logic, the time
that an algorithm requires to complete cannot be measured, as it is not apparently related with our customary physical dimension.
From such uncertainties, that characterize ongoing work, stems the unavailability of a definition of algorithm that suits
both concrete (in some sense) and abstract usage of the term.
- For a detailed presentation of the various points of view around the definition of "algorithm" see Algorithm characterizations. For examples of simple addition algorithms specified in the
detailed manner described in Algorithm characterizations, see
Algorithm examples.
Formalization of algorithms
Algorithms are essential to the way computers process information, because a
computer program is essentially an algorithm that tells the computer what specific
steps to perform (in what specific order) in order to carry out a specified task, such as calculating employees’ paychecks or
printing students’ report cards. Thus, an algorithm can be considered to be any sequence of operations that can be performed by a
Turing-complete system. Authors who assert this thesis include Savage (1987) and
Gurevich (2000):
- "...Turing's informal argument in favor of his thesis justifies a stronger thesis: every algorithm can be simulated by a
Turing machine" (Gurevich 2000:1) ...according to Savage [1987], "an algorithm is a computational process defined by a Turing
machine."(Gurevich 2000:3)
Typically, when an algorithm is associated with processing information, data are read from an input source or device, written
to an output sink or device, and/or stored for further processing. Stored data are regarded as part of the internal state of the
entity performing the algorithm. In practice, the state is stored in a data structure,
but an algorithm requires the internal data only for specific operation sets called abstract
data types.
For any such computational process, the algorithm must be rigorously defined: specified in the way it applies in all possible
circumstances that could arise. That is, any conditional steps must be systematically dealt with, case-by-case; the criteria for
each case must be clear (and computable).
Because an algorithm is a precise list of precise steps, the order of computation will almost always be critical to the
functioning of the algorithm. Instructions are usually assumed to be listed explicitly, and are described as starting 'from the
top' and going 'down to the bottom', an idea that is described more formally by flow of
control.
So far, this discussion of the formalization of an algorithm has assumed the premises of imperative programming. This is the most common conception, and it attempts to describe a task in
discrete, 'mechanical' means. Unique to this conception of formalized algorithms is the assignment operation, setting the value of a variable. It derives from the intuition of
'memory' as a scratchpad. There is an example below of such an assignment.
For some alternate conceptions of what constitutes an algorithm see functional
programming and logic programming .
Termination
Some writers restrict the definition of algorithm to procedures that eventually finish. In such a category Kleene
places the "decision procedure or decision method or algorithm for the question" (Kleene 1952:136). Others,
including Kleene, include procedures that could run forever without stopping; such a procedure has been called a "computational
method" (Knuth 1997:5) or "calculation procedure or algorithm" (Kleene 1952:137); however, Kleene notes that such a
method must eventually exhibit "some object" (Kleene 1952:137).
Minsky makes the pertinent observation, in regards to determining whether an algorithm will eventually terminate (from a
particular starting state):
- "But if the length of the process is not known in advance, then 'trying' it may not be decisive, because if the process does
go on forever — then at no time will we ever be sure of the answer" (Minsky 1967:105)
As it happens, no other method can do any better, as was shown by Alan Turing with his
celebrated result on the undecidability of the so-called halting problem. There is no
algorithmic procedure for determining of arbitrary algorithms whether or not they terminate from given starting states. The
analysis of algorithms for their likelihood of termination is called Termination
analysis.
In the case of non-halting computation method (calculation procedure) success can no longer be defined in terms of
halting with a meaningful output. Instead, terms of success that allow for unbounded output sequences must be defined. For
example, an algorithm that verifies if there are more zeros than ones in an infinite random binary sequence must run forever to
be effective. If it is implemented correctly, however, the algorithm's output will be useful: for as long as it examines the
sequence, the algorithm will give a positive response while the number of examined zeros outnumber the ones, and a negative
response otherwise. Success for this algorithm could then be defined as eventually outputting only positive responses if there
are actually more zeros than ones in the sequence, and in any other case outputting any mixture of positive and negative
responses.
See the examples of (im-)"proper" subtraction at partial function for more about
what can happen when an algorithm fails for certain of its input numbers — e.g. (i) non-termination, (ii) production of "junk"
(output in the wrong format to be considered a number) or no number(s) at all (halt ends the computation with no output), (iii)
wrong number(s), or (iv) a combination of these. Kleene proposed that the production of "junk" or failure to produce a number is
solved by having the algorithm detect these instances and produce e.g. an error message (he suggested "0"), or preferably, force
the algorithm into an endless loop (Kleene 1952:322). Davis does this to his subtraction algorithm — he fixes his algorithm in a
second example so that it is proper subtraction (Davis 1958:12-15). Along with the logical outcomes "true" and "false" Kleene
also proposes the use of a third logical symbol "u" — undecided (Kleene 1952:326) — thus an algorithm will always produce
something when confronted with a "proposition". The problem of wrong answers must be solved with an independent "proof" of
the algorithm e.g. using induction:
- "We normally require auxiliary evidence for this (that the algorithm correctly defines a mu recursive function), e.g. in the form of an inductive proof that, for each argument value, the
computation terminates with a unique value" (Minsky 1967:186)
Expressing algorithms
Algorithms can be expressed in many kinds of notation, including natural languages,
pseudocode, flowcharts, and programming languages. Natural language expressions of algorithms tend to be verbose and ambiguous,
and are rarely used for complex or technical algorithms. Pseudocode and flowcharts are structured ways to express algorithms that
avoid many of the ambiguities common in natural language statements, while remaining independent of a particular implementation
language. Programming languages are primarily intended for expressing algorithms in a form that can be executed by a
computer, but are often used as a way to define or document algorithms.
There is a wide variety of representations possible and one can express a given Turing
machine program as a sequence of machine tables (see more at finite state
machine and state transition table), as flowcharts (see more at
state diagram), or as a form of rudimentary machine
code or assembly code called "sets of quadruples" (see more at Turing machine).
Sometimes it is helpful in the description of an algorithm to supplement small "flow charts" (state diagrams) with
natural-language and/or arithmetic expressions written inside "block diagrams" to
summarize what the "flow charts" are accomplishing.
Representations of algorithms are generally classed into three accepted levels of Turing machine description (Sipser
2006:157):
- 1 High-level description:
-
- "...prose to describe an algorithm, ignoring the implementation details. At this level we do not need to mention how the
machine manages its tape or head"
- 2 Implementation description:
-
- "...prose used to define the way the Turing machine uses its head and the way that it stores data on its tape. At this level
we do not give details of states or transition function"
-
- Most detailed, "lowest level", gives the Turing machine's "state table".
- For an example of the simple algorithm "Add m+n" described in all three levels see Algorithm examples.
Implementation
Most algorithms are intended to be implemented as computer programs. However,
algorithms are also implemented by other means, such as in a biological neural network
(for example, the human brain implementing arithmetic or
an insect looking for food), in an electrical circuit, or in a mechanical device.
Example
One of the simplest algorithms is to find the largest number in an (unsorted) list of numbers. The solution necessarily
requires looking at every number in the list, but only once at each. From this follows a simple algorithm, which can be stated in
a high-level description English prose, as:
High-level description:
- Assume the first item is largest.
- Look at each of the remaining items in the list and if it is larger than the largest item so far, make a note of it.
- The last noted item is the largest in the list when the process is complete.
(Quasi-) Formal description: Written in prose but much closer to the high-level language of a computer program, the
following is the more formal coding of the algorithm in pseudocode or pidgin code:
Algorithm LargestNumber
Input: A non-empty list of numbers L.
Output: The largest number in the list L.
largest ← L0
for each item in the list L≥1, do
if the item > largest, then
largest ← the item
return largest
- "←" is a loose shorthand for "changes to". For instance, "largest ← item" means that the value of
largest changes to the value of item.
- "return" terminates the algorithm and outputs the value that follows.
For a more complex example of an algorithm, see Euclid's algorithm for the
greatest common divisor, one of the earliest algorithms known.
Algorithm analysis
As it happens, it is important to know how much of a particular resource (such as time or storage) is required for a given
algorithm. Methods have been developed for the analysis of algorithms to obtain
such quantitative answers; for example, the algorithm above has a time requirement of O(n), using the big O notation with n as the length of the list. At all times the algorithm only needs to remember
two values: the largest number found so far, and its current position in the input list. Therefore it is said to have a space
requirement of O(1).[2] (Note that the size of the
inputs is not counted as space used by the algorithm.)
Different algorithms may complete the same task with a different set of instructions in less or more time, space, or effort
than others. For example, given two different recipes for making potato salad, one may have peel the potato before boil
the potato while the other presents the steps in the reverse order, yet they both call for these steps to be repeated for all
potatoes and end when the potato salad is ready to be eaten.
The analysis and study of algorithms is a discipline of computer science, and is often practiced abstractly without the use of a specific programming language or implementation. In this sense, algorithm analysis resembles other
mathematical disciplines in that it focuses on the underlying properties of the algorithm and not on the specifics of any
particular implementation. Usually pseudocode is used for analysis as it is the simplest and most general representation.
Classes
There are various ways to classify algorithms, each with its own merits.
Classification by implementation
One way to classify algorithms is by implementation means.
- Recursion or iteration: A recursive algorithm is one that
invokes (makes reference to) itself repeatedly until a certain condition matches, which is a method common to functional programming. Iterative algorithms use repetitive
constructs like loops and sometimes additional data structures like stacks to solve the given problems. Some problems are naturally suited for one implementation or
the other. For example, towers of hanoi is well understood in recursive implementation.
Every recursive version has an equivalent (but possibly more or less complex) iterative version, and vice versa.
- Logical: An algorithm may be viewed as controlled logical deduction. This
notion may be expressed as:
Algorithm = logic + control.
[3]
The logic component expresses the axioms that may be used in the computation and the control component determines the way in
which deduction is applied to the axioms. This is the basis for the logic programming
paradigm. In pure logic programming languages the control component is fixed and algorithms are specified by supplying only the
logic component. The appeal of this approach is the elegant semantics: a change in the axioms has a well defined change in the
algorithm.
- Serial or parallel or distributed: Algorithms are usually discussed with the assumption that computers
execute one instruction of an algorithm at a time. Those computers are sometimes called serial computers. An algorithm designed
for such an environment is called a serial algorithm, as opposed to parallel
algorithms or distributed algorithms. Parallel algorithms take advantage
of computer architectures where several processors can work on a problem at the same time, whereas distributed algorithms utilise
multiple machines connected with a network. Parallel or distributed algorithms divide
the problem into more symmetrical or asymmetrical subproblems and collect the results back together. The resource consumption in
such algorithms is not only processor cycles on each processor but also the communication overhead between the processors.
Sorting algorithms can be parallelized efficiently, but their communication overhead is expensive. Iterative algorithms are
generally parallelizable. Some problems have no parallel algorithms, and are called inherently serial problems.
- Exact or approximate: While many algorithms reach an exact solution, approximation algorithms seek an approximation that is close to the true solution. Approximation
may use either a deterministic or a random strategy. Such algorithms have practical value for many hard problems.
Classification by design paradigm
Another way of classifying algorithms is by their design methodology or paradigm. There is a certain number of paradigms, each
different from the other. Furthermore, each of these categories will include many different types of algorithms. Some commonly
found paradigms include:
- Divide and conquer. A divide and conquer algorithm repeatedly
reduces an instance of a problem to one or more smaller instances of the same problem (usually recursively), until the instances are small enough to solve easily. One such example of divide and conquer is
merge sorting. Sorting can be done on each segment of data after dividing data into segments
and sorting of entire data can be obtained in conquer phase by merging them. A simpler variant of divide and conquer is called
decrease and conquer algorithm, that solves an identical subproblem and uses the solution of this subproblem to solve the
bigger problem. Divide and conquer divides the problem into multiple subproblems and so conquer stage will be more complex than
decrease and conquer algorithms. An example of decrease and conquer algorithm is binary
search algorithm.
- Dynamic programming. When a problem shows optimal substructure, meaning the optimal solution to a problem can be constructed from optimal
solutions to subproblems, and overlapping subproblems, meaning the same
subproblems are used to solve many different problem instances, a quicker approach called dynamic programming avoids
recomputing solutions that have already been computed. For example, the shortest path to a goal from a vertex in a weighted
graph can be found by using the shortest path to the goal from all adjacent
vertices. Dynamic programming and memoization go together. The main difference between
dynamic programming and divide and conquer is that subproblems are more or less independent in divide and conquer, whereas
subproblems overlap in dynamic programming. The difference between dynamic programming and straightforward recursion is in
caching or memoization of recursive calls. When subproblems are independent and there is no repetition, memoization does not
help; hence dynamic programming is not a solution for all complex problems. By using memoization or maintaining a
table of subproblems already solved, dynamic programming reduces the exponential
nature of many problems to polynomial complexity.
- The greedy method. A greedy algorithm is similar to a dynamic programming algorithm, but the difference is that solutions to the subproblems do not have
to be known at each stage; instead a "greedy" choice can be made of what looks best for the moment. The greedy method extends the
solution with the best possible decision (not all feasible decisions) at an algorithmic stage based on the current local optimum
and the best decision (not all possible decisions) made in previous stage. It is not exhaustive, and does not give accurate
answer to many problems. But when it works, it will be the fastest method. The most popular greedy algorithm is finding the
minimal spanning tree as given by Kruskal.
- Linear programming. When solving a problem using linear programming,
specific inequalities involving the inputs are found and then an attempt is made to maximize
(or minimize) some linear function of the inputs. Many problems (such as the maximum
flow for directed graphs) can be stated in a linear programming way, and then
be solved by a 'generic' algorithm such as the simplex algorithm. A more complex
variant of linear programming is called integer programming, where the solution space is restricted to the integers.
- Reduction. This technique involves solving a difficult problem by
transforming it into a better known problem for which we have (hopefully) asymptotically
optimal algorithms. The goal is to find a reducing algorithm whose complexity is not dominated by the resulting reduced algorithm's. For example, one
selection algorithm for finding the median in an unsorted list involves first
sorting the list (the expensive portion) and then pulling out the middle element in the sorted list (the cheap portion). This
technique is also known as transform and conquer.
- Search and enumeration. Many problems (such as playing chess) can be modeled as
problems on graphs. A graph exploration
algorithm specifies rules for moving around a graph and is useful for such problems. This category also includes
search algorithms, branch and bound
enumeration and backtracking.
- The probabilistic and heuristic paradigm. Algorithms belonging to this class fit the definition of an algorithm more
loosely.
- Probabilistic algorithms are those that make some choices randomly (or
pseudo-randomly); for some problems, it can in fact be proven that the fastest solutions must involve some randomness.
- Genetic algorithms attempt to find solutions to problems by mimicking biological
evolutionary processes, with a cycle of random mutations yielding successive generations of
"solutions". Thus, they emulate reproduction and "survival of the fittest". In genetic
programming, this approach is extended to algorithms, by regarding the algorithm itself as a "solution" to a problem.
- Heuristic algorithms, whose general purpose is not to find an optimal
solution, but an approximate solution where the time or resources are limited. They are not practical to find perfect solutions.
An example of this would be local search, tabu
search, or simulated annealing algorithms, a class of heuristic probabilistic
algorithms that vary the solution of a problem by a random amount. The name "simulated annealing" alludes to the metallurgic term meaning the heating and cooling of metal to achieve
freedom from defects. The purpose of the random variance is to find close to globally optimal solutions rather than simply
locally optimal ones, the idea being that the random element will be decreased as the algorithm settles down to a solution.
Classification by field of study
- See also: List of algorithms
Every field of science has its own problems and needs efficient algorithms. Related problems in one field are often studied
together. Some example classes are search algorithms, sorting algorithms, merge algorithms, numerical algorithms, graph algorithms, string algorithms, computational geometric
algorithms, combinatorial algorithms, machine
learning, cryptography, data compression
algorithms and parsing techniques.
Fields tend to overlap with each other, and algorithm advances in one field may improve those of other, sometimes completely
unrelated, fields. For example, dynamic programming was originally invented for optimization of resource consumption in industry,
but is now used in solving a broad range of problems in many fields.
Classification by complexity
- See also: Complexity class
Algorithms can be classified by the amount of time they need to complete compared to their input size. There is a wide
variety: some algorithms complete in linear time relative to input size, some do so in an exponential amount of time or even
worse, and some never halt. Additionally, some problems may have multiple algorithms of differing complexity, while other
problems might have no algorithms or no known efficient algorithms. There are also mappings from some problems to other problems.
Owing to this, it was found to be more suitable to classify the problems themselves instead of the algorithms into equivalence
classes based on the complexity of the best possible algorithms for them.
Legal issues
- See also: Software patents for a general overview of the patentability of
software, including computer-implemented algorithms.
Algorithms, by themselves, are not usually patentable. In the United States, a claim
consisting solely of simple manipulations of abstract concepts, numbers, or signals do not constitute "processes" (USPTO 2006)
and hence algorithms are not patentable (as in Gottschalk v. Benson). However,
practical applications of algorithms are sometimes patentable. For example, in Diamond v.
Diehr, the application of a simple feedback algorithm to aid in the
curing of synthetic rubber was deemed patentable. The patenting of software is highly controversial, and there are highly criticized patents involving
algorithms, especially data compression algorithms, such as Unisys' LZW patent.
Additionally, some cryptographic algorithms have export restrictions (see export of
cryptography).
History: Development of the notion of "algorithm"
Origin of the word
- See also: Timeline of
algorithms
The word algorithm comes from the name of the 9th century Persian mathematician
Abu Abdullah Muhammad ibn Musa al-Khwarizmi whose works introduced Indian
numerals and algebraic concepts. He worked in Baghdad at the time when it was the centre of
scientific studies and trade. The word algorism originally referred only to the rules of
performing arithmetic using Arabic
numerals but evolved via European Latin translation of al-Khwarizmi's name into algorithm by the 18th century. The
word evolved to include all definite procedures for solving problems or performing tasks.
Discrete and distinguishable symbols
Tally-marks: To keep track of their flocks, their sacks of grain and their money the ancients used tallying:
accumulating stones or marks scratched on sticks, or making discrete symbols in clay. Through the Babylonian and Egyptian use of
marks and symbols, eventually Roman numerals and the abacus evolved. (Dilson, p.16–41) Tally marks appear prominently in unary
numeral system arithmetic used in Turing machine and Post-Turing machine computations.
Manipulation of symbols as "place holders" for numbers: algebra
The work of the ancient Greek geometers, Persian mathematician Al-Khwarizmi — often considered as the "father of algebra", and Western European mathematicians culminated in Leibniz's
notion of the calculus ratiocinator (ca 1680):
- "A good century and a half ahead of his time, Leibniz proposed an algebra of logic, an algebra that would specify the rules
for manipulating logical concepts in the manner that ordinary algebra specifies the rules for manipulating numbers" (Davis
2000:18).
Mechanical contrivances with discrete states
The clock: Bolter credits the invention of the weight-driven clock as “The key invention
[of Europe in the Middle Ages]", in particular the verge escapement (Bolter 1984:24)
that provides us with the tick and tock of a mechanical clock. “The accurate automatic machine” (Bolter 1984:26) led immediately
to "mechanical automata" beginning in the thirteenth century and finally to
“computational machines" – the difference engine and analytical engines of Charles Babbage and Countess
Ada Lovelace (Bolter p.33–34, p.204–206).
Jacquard loom, Hollerith punch cards, telegraphy and telephony — the electromechanical relay: Bell and Newell (1971)
indicate that the Jacquard loom (1801), precursor to Hollerith cards (punch cards, 1887), and “telephone switching technologies” were the roots of a tree
leading to the development of the first computers (Bell and Newell diagram p. 39, cf Davis (2000)). By the mid-1800s the
telegraph, the precursor of the telephone, was in use throughout the world, its discrete and
distinguishable encoding of letters as “dots and dashes” a common sound. By the late 1800s the ticker tape (ca 1870s) was in use, as was the use of Hollerith cards
in the 1890 U.S. census. Then came the Teletype (ca 1910) with its punched-paper use of
Baudot code on tape.
Telephone-switching networks of electromechanical relays (invented 1835) was behind the work of
George Stibitz (1937), the inventor of the digital adding device. As he worked in Bell
Laboratories, he observed the “burdensome’ use of mechanical calculators with gears. "He went home one evening in 1937 intending
to test his idea.... When the tinkering was over, Stibitz had constructed a binary adding device" (Valley News, p. 13).
Davis (2000) observes the particular importance of the electromechanical relay (with its two "binary states" open and
closed):
- It was only with the development, beginning in the 1930s, of electromechanical calculators using electrical relays, that
machines were built having the scope Babbage had envisioned." (Davis, p. 148)
Mathematics during the 1800s up to the mid-1900s
Symbols and rules: In rapid succession the mathematics of George Boole (1847,
1854), Gottlob Frege (1879), and Giuseppe Peano
(1888–1889) reduced arithmetic to a sequence of symbols manipulated by rules. Peano's The principles of arithmetic, presented
by a new method (1888) was "the first attempt at an axiomatization of mathematics in a symbolic language" (van
Heijenoort:81ff).
But Heijenoort gives Frege (1879) this kudos: Frege’s is "perhaps the most important single work ever written in logic. ... in
which we see a " 'formula language', that is a lingua characterica, a language written with special symbols, "for pure
thought", that is, free from rhetorical embellishments ... constructed from specific symbols that are manipulated according to
definite rules"(van Heijenoort:1). The work of Frege was further simplified and amplified by Alfred North Whitehead and Bertrand Russell in their
Principia Mathematica (1910–1913).
The paradoxes: At the same time a number of disturbing paradoxes appeared in the literature, in particular the
Burali-Forti paradox (1897), the Russell
paradox (1902–03), and the Richard Paradox (1905, Dixon 1906), (cf Kleene
1952:36–40). The resultant considerations led to Kurt Gödel’s paper (1931) — he specifically
cites the paradox of the liar — that completely reduces rules of recursion to numbers.
Effective calculability: In an effort to solve the Entscheidungsproblem
defined precisely by Hilbert in 1928, mathematicians first set about to define what was meant by an "effective method" or
"effective calculation" or "effective calculability" (i.e. a calculation that would succeed). In rapid succession the following
appeared: Alonzo Church, Stephen Kleene and
J.B. Rosser's λ-calculus (cf footnote in
Alonzo Church 1936a:90, 1936b:110), a finely-honed definition of "general recursion" from
the work of Gödel acting on suggestions of Jacques Herbrand (cf Gödel's Princeton
lectures of 1934) and subsequent simplifications by Kleene (1935-6:237ff, 1943:255ff), Church's proof (Church 1936:88ff) that the
Entscheidungsproblem was unsolvable, Emil
Post's definition of effective calculability as a worker mindlessly following a list of instructions to move left or right
through a sequence of rooms and while there either mark or erase a paper or observe the paper and make a yes-no decision about
the next instruction (cf his "Formulation I" 1936:289-290), Alan Turing's proof of that the
Entscheidungsproblem was unsolvable by use of his "a- [automatic-] machine" (Turing 1936-7:116ff) -- in effect almost identical
to Post's "formulation", J. Barkley Rosser's definition of "effective method" in terms
of "a machine" (Rosser 1939:226), S. C. Kleene's proposal of a precursor to the
"Church thesis" that he called "Thesis I" (Kleene 1943:273–274)), and a few years
later Kleene's renaming his "Thesis" "Church's Thesis" (Kleene 1952:300, 317) and proposing "Turing's Thesis (Kleene
1952:376).
Emil Post (1936) and Alan Turing (1936-7, 1939)
Here is a remarkable coincidence of two men not knowing each other but describing a process of men-as-computers working on
computations — and they yield virtually identical definitions.
Emil Post (1936) described the actions of a "computer" (human being) as follows:
- "...two concepts are involved: that of a symbol space in which the work leading from problem to answer is to be
carried out, and a fixed unalterable set of directions.
His symbol space would be
- "a two way infinite sequence of spaces or boxes... The problem solver or worker is to move and work in this symbol space,
being capable of being in, and operating in but one box at a time.... a box is to admit of but two possible conditions, i.e.
being empty or unmarked, and having a single mark in it, say a vertical stroke.
- "One box is to be singled out and called the starting point. ...a specific problem is to be given in symbolic form by a
finite number of boxes [i.e. INPUT] being marked with a stroke. Likewise the answer [i.e. OUTPUT] is to be given in symbolic form
by such a configuration of marked boxes....
- "A set of directions applicable to a general problem sets up a deterministic process when applied to each specific problem.
This process will terminate only when it comes to the direction of type (C ) [i.e. STOP]." (U p. 289–290) See more at
Post-Turing machine
Alan Turing’s work (1936–1937, 1939:160) preceded that of Stibitz (1937); it is unknown
if Stibitz knew of the work of Turing. Turing’s biographer believed that Turing’s use of a typewriter-like model derived from a
youthful interest: “Alan had dreamt of inventing typewriters as a boy; Mrs. Turing had a typewriter; and he could well have begun
by asking himself what was meant by calling a typewriter 'mechanical'" (Hodges, p. 96) Given the prevalence of Morse code and
telegraphy, ticker tape machines, and Teletypes we might conjecture that all were influences.
Turing — his model of computation is now called a Turing machine — begins, as did
Post, with an analysis of a human computer that he whittles down to a simple set of basic motions and "states of mind". But he
continues a step further and creates a machine as a model of computation of numbers (Turing 1936-7:116):
- "Computing is normally done by writing certain symbols on paper. We may suppose this paper is divided into squares like a
child's arithmetic book....I assume then that the computation is carried out on one-dimensional paper, i.e. on a tape divided
into squares. I shall also suppose that the number of symbols which may be printed is finite....
- "The behavior of the computer at any moment is determined by the symbols which he is observing, and his "state of mind" at
that moment. We may suppose that there is a bound B to the number of symbols or squares which the computer can observe at one
moment. If he wishes to observe more, he must use successive observations. We will also suppose that the number of states of mind
which need be taken into account is finite...
- "Let us imagine that the operations performed by the computer to be split up into 'simple operations' which are so elementary
that it is not easy to imagine them further divided" (Turing 1936-7:136).
Turing's reduction yields the following:
- "The simple operations must therefore include:
- "(a) Changes of the symbol on one of the observed squares
- "(b) Changes of one of the squares observed to another square within L squares of one of the previously observed
squares.
"It may be that some of these change necessarily invoke a change of state of mind. The most general single operation must
therefore be taken to be one of the following:
-
- "(A) A possible change (a) of symbol together with a possible change of state of mind.
- "(B) A possible change (b) of observed squares, together with a possible change of state of mind"
- "We may now construct a machine to do the work of this computer."((Turing 1936-7:136).
A few years later, Turing expanded his analysis (thesis, definition) with this forceful expression of it:
- "A function is said to be "effectivey calculable" if its values can be found by some purely mechanical process. Although it
is fairly easy to get an intuitive grasp of this idea, it is neverthessless desirable to have some more definite, mathematical
expressible definition . . . [he discusses the history of the definition pretty much as presented above with respect to Gödel,
Herbrand, Kleene, Church, Turing and Post] . . . We may take this statement literally, understanding by a purely mechanical
process one which could be carried out by a machine. It is possible to give a mathematical description, in a certain normal form,
of the structures of these machines. The development of these ideas leads to the author's definition of a computable function,
and to an identification of computability † with effective calculability . . . .
- "† We shall use the expression "computable function" to mean a function calculable by a machine, and we let "effectively
calculabile" refer to the intuitive idea without particular identification with any one of these definitions." (Turing
1939:160).
J. B. Rosser (1939) and S. C. Kleene (1943)
J. Barkley Rosser boldly defined an ‘effective [mathematical] method’ in the
following manner (boldface added):
- "'Effective method' is used here in the rather special sense of a method each step of which is precisely determined and which
is certain to produce the answer in a finite number of steps. With this special meaning, three different precise definitions have
been given to date. [his footnote #5; see discussion immediately below]. The simplest of these to state (due to Post and Turing)
says essentially that an effective method of solving certain sets of problems exists if one can build a machine which will
then solve any problem of the set with no human intervention beyond inserting the question and (later) reading the answer.
All three definitions are equivalent, so it doesn't matter which one is used. Moreover, the fact that all three are equivalent is
a very strong argument for the correctness of any one." (Rosser 1939:225–6)
Rosser's footnote #5 references the work of (1) Church and Kleene and their definition of λ-definability, in particular
Church's use of it in his An Unsolvable Problem of Elementary Number Theory (1936); (2) Herbrand and Gödel and their use
of recursion in particular Gödel's use in his famous paper On Formally Undecidable Propositions of Principia Mathematica and
Related Systems I (1931); and (3) Post (1936) and Turing (1936-7) in their mechanism-models of computation.
Stephen C. Kleene defined as his now-famous "Thesis I" known as "the
Church-Turing Thesis". But he did this in the following context (boldface in
original):
- "12. Algorithmic theories... In setting up a complete algorithmic theory, what we do is to describe a procedure,
performable for each set of values of the independent variables, which procedure necessarily terminates and in such manner that
from the outcome we can read a definite answer, "yes" or "no," to the question, "is the predicate value true?”" (Kleene
1943:273)
History after 1950
A number of efforts have been directed toward further refinement of the definition of "algorithm", and activity is on-going
because of issues surrounding, in particular, foundations of mathematics
(especially the Church-Turing Thesis) and philosophy of mind (especially arguments around artificial
intelligence). For more, see Algorithm characterizations.
See also
-
Notes
- ^ Daffa', Ali Abdullah al- (1977). The Muslim contribution to mathematics. London: Croom Helm.
ISBN 0-85664-464-1.
- ^ In this example the sizes of the numbers themselves could be unbounded and
one could therefore argue that the space requirement is O (log n). In practice, however, the numbers considered would be
bounded and hence the space taken up each number is fixed.
- ^ Kowalski, Robert (1979). "Algorithm=Logic+Control". Communications of the ACM 22 (7):
424–436. ACM Press. DOI:10.1145/359131.359136. ISSN 0001-0782.
References
- Andreas Blass and Yuri Gurevich (2003), Algorithms: A Quest for Absolute
Definitions, Bulletin of European Association for Theoretical Computer Science 81, 2003. Includes an excellent
bibliography of 56 references.
- Boolos, George and
Jeffrey, Richard (1974, 1980, 1989, 1999). Computability and Logic, First Edition, Cambridge University Press,
London. .
cf chapter 3 Turing machines where they discuss "certain enumerable sets not effectively (mechanically) enumerable".
- Church, Alonzo (1936a). "An Unsolvable Problem of
Elementary Number Theory". The American Journal Of Mathematics 58: 345–363.
Reprinted in The Undecidable, p. 89ff. The first expression of "Church's Thesis". See in particular page 100 (The
Undecidable) where he defines the notion of "effective calculability" in terms of "an algorithm", and he uses the word
"terminates", etc.
- Church, Alonzo (1936b). "A Note on the
Entscheidungsproblem". Journal of Symbolic Logic 1 no. 1 and volume 1 no. 3.
Reprinted in The Undecidable, p. 110ff. Church shows that the Entscheidungsproblem is unsolvable in about 3 pages of text
and 3 pages of footnotes.
- Davis, Martin
(1965). The Undecidable: Basic Papers On Undecidable Propostions, Unsolvable Problems and Computable Functions. New York:
Raven Press.
Davis gives commentary before each article. Papers of Gödel, Alonzo Church, Turing, Rosser, Kleene, and Emil
Post are included; those cited in the article are listed here by author's name.
- Davis, Martin
(2000). Engines of Logic: Mathematicians and the Origin of the Computer. New York: W. W. Nortion.
Davis offers concise biographies of Leibniz, Boole, Frege, Cantor,
Hilbert, Gödel and Turing with von Neumann as the show-stealing villain. Very brief
bios of Joseph-Marie Jacquard, Babbage,
Ada Lovelace, Claude Shannon, Howard Aiken, etc.
- Paul E. Black, algorithm at
the NIST Dictionary of Algorithms and Data Structures.
- Dennett,
Daniel (1995). Darwin's Dangerous Idea. New York: Touchstone/Simon & Schuster.
- Yuri Gurevich, Sequential Abstract State Machines Capture Sequential Algorithms, ACM Transactions on
Computational Logic, Vol 1, no 1 (July 2000), pages 77–111. Includes bibliography of 33 sources.
- Kleene C., Stephen (1936). "General Recursive
Functions of Natural Numbers". Mathematische Annalen Band 112, Heft 5: 727-742.
Presented to the American Mathematical Society, September 1935. Reprinted in The Undecidable, p. 237ff. Kleene's
definition of "general recursion" (known now as mu-recursion) was used by Church in his 1935 paper An Unsolvable Problem of
Elementary Number Theory that proved the "decision problem" to be "undecidable" (i.e. a negative result).
- Kleene C., Stephen (1943). "Recursive Predicates
and Quantifiers". American Mathematical Society Transactions Volume 54, No. 1: 41-73.
Reprinted in The Undecidable, p. 255ff. Kleene refined his definition of "general recursion" and proceeded in his chapter
"12. Algorithmic theories" to posit "Thesis I" (p. 274); he would later repeat this thesis (in Kleene 1952:300) and name it
"Church's Thesis"(Kleene 1952:317) (i.e. the Church Thesis).