{"title":"在网格连接的处理器阵列上解决树问题","authors":"Mikhail J. Atallah, Susanne E. Hambrusch","doi":"10.1016/S0019-9958(86)80046-8","DOIUrl":null,"url":null,"abstract":"<div><p>In this paper we present techniques that result in <span><math><mrow><mi>O</mi><mo>(</mo><msqrt><mi>n</mi></msqrt><mo>)</mo></mrow></math></span> time algorithms for computing many properties and functions of an <em>n</em>-node forest stored in an <span><math><mrow><msqrt><mi>n</mi></msqrt><mo>×</mo><msqrt><mi>n</mi></msqrt></mrow></math></span> mesh of processors. Our algorithms include computing simple properties like the depth, the height, the number of descendents, the preorder (resp. postorder, inorder) number of every node, and a solution to the more complex problem of computing the Minimax value of a game tree. Our algorithms are asymptotically optimal since any nontrivial computation will require <span><math><mrow><mi>Ω</mi><mo>(</mo><msqrt><mi>n</mi></msqrt><mo>)</mo></mrow></math></span> time on the mesh. All of our algorithms generalize to higher dimensional meshes.</p></div>","PeriodicalId":38164,"journal":{"name":"信息与控制","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"1986-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1016/S0019-9958(86)80046-8","citationCount":"79","resultStr":"{\"title\":\"Solving tree problems on a mesh-connected processor array\",\"authors\":\"Mikhail J. Atallah, Susanne E. Hambrusch\",\"doi\":\"10.1016/S0019-9958(86)80046-8\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>In this paper we present techniques that result in <span><math><mrow><mi>O</mi><mo>(</mo><msqrt><mi>n</mi></msqrt><mo>)</mo></mrow></math></span> time algorithms for computing many properties and functions of an <em>n</em>-node forest stored in an <span><math><mrow><msqrt><mi>n</mi></msqrt><mo>×</mo><msqrt><mi>n</mi></msqrt></mrow></math></span> mesh of processors. Our algorithms include computing simple properties like the depth, the height, the number of descendents, the preorder (resp. postorder, inorder) number of every node, and a solution to the more complex problem of computing the Minimax value of a game tree. Our algorithms are asymptotically optimal since any nontrivial computation will require <span><math><mrow><mi>Ω</mi><mo>(</mo><msqrt><mi>n</mi></msqrt><mo>)</mo></mrow></math></span> time on the mesh. All of our algorithms generalize to higher dimensional meshes.</p></div>\",\"PeriodicalId\":38164,\"journal\":{\"name\":\"信息与控制\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1986-04-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1016/S0019-9958(86)80046-8\",\"citationCount\":\"79\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"信息与控制\",\"FirstCategoryId\":\"1093\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0019995886800468\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"Mathematics\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"信息与控制","FirstCategoryId":"1093","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0019995886800468","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Mathematics","Score":null,"Total":0}
Solving tree problems on a mesh-connected processor array
In this paper we present techniques that result in time algorithms for computing many properties and functions of an n-node forest stored in an mesh of processors. Our algorithms include computing simple properties like the depth, the height, the number of descendents, the preorder (resp. postorder, inorder) number of every node, and a solution to the more complex problem of computing the Minimax value of a game tree. Our algorithms are asymptotically optimal since any nontrivial computation will require time on the mesh. All of our algorithms generalize to higher dimensional meshes.