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Splay Tree
Posted Date: 17 Mar 2008 Resource Type: Articles/Knowledge Sharing Category: General
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Posted By: Aparanjitha Member Level: Gold Rating: Points: 5
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A splay tree is a self-balancing binary search tree with the additional unusual property that recently accessed elements are quick to access again. It performs basic operations such as insertion, look-up and removal in O(log(n)) amortized time. For many non-uniform sequences of operations, splay trees perform better than other search trees, even when the specific pattern of the sequence is unknown. The splay tree was invented by Daniel Sleator and Robert Tarjan.
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 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 and disadvantages
Good performance for a splay tree depends on the fact that it is self-balancing, and indeed self optimizing, in that frequently accessed nodes will move nearer to the root where they can be accessed more quickly. This is an advantage for nearly all practical applications, and is particularly useful for implementing caches and garbage collection algorithms; however it is important to note that for uniform access, a splay tree's performance will be considerably (although not asymptotically) worse than a somewhat balanced simple binary search tree.
Splay trees also have the advantage of being considerably simpler to implement than other self-balancing binary search trees, such as red-black trees or AVL trees, while their average-case performance is just as efficient. Also, splay trees don't need to store any bookkeeping data, thus minimizing memory requirements. However, these other data structures provide worst-case time guarantees, and can be more efficient in practice for uniform access.
One worst case issue with the basic splay tree algorithm is that of sequentially accessing all the elements of the tree in the sorted order. This leaves the tree completely unbalanced (this takes n accesses - each a O(log n) operation). Reaccessing the first item triggers an operation that takes O(n) operations to rebalance the tree before returning the first item. This is a significant delay for that final operation, although the amortized performance over the entire sequence is actually O(log n). However, recent research shows that randomly rebalancing the tree can avoid this unbalancing effect and give similar performance to the other self-balancing algorithms.[citation needed]
It is possible to create a persistent version of splay trees which allows access to both the previous and new versions after an update. This requires amortized O(log n) space per update.
Contrary to other types of self balancing trees, splay trees work well with nodes containing identical keys. Even with identical keys, performance remains amortized O(log n). All tree operations preserve the order of the identical nodes within the tree, which is a property similar to stable sorting algorithms. A carefully designed find operation can return the left most or right most node of a given key.
The splay operation
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 can depend 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).
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 and 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 rotate 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 indroduced by Allen and Munro prior to the introduction of splay trees.
Zig-zag Step: This step is done when p is not the root and x is a left child and p is a right child or vice versa. The tree is rotated on the edge between x and p, then rotated on the edge between x and its new parent g.
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Responses
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| Author: Deepu 19 Mar 2008 | Member Level: Diamond Points : 2 | Good work Aparanjitha.Keep going with your postings.Its really very nice.your cs knowledge is very good.keep on posting these kind of articles.These will be help ful to many IT students.
| | Author: Aparanjitha 19 Mar 2008 | Member Level: Gold Points : 2 | thanks your deepu , i hope i can follow your suggestion and do my best in collecting materials that would be helpful to the IT students and also to you .
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