7 ms·
You can beat the binary search
- bediger4000 5mo agoThe (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.
- iosovi 5mo agoAgreed, it threw me off at first but the rest of the article was quite nice.
- crazygringo 5mo agoSeriously. It makes it seem like this is going to be a blog post either intended for elementary school students, or more likely for teachers on how to better explain some arithmetic concept to elementary school students. It's absolutely bizarre. Images communicate meaning. Much better to have no image than to have an image that is completely misleading about the target audience or level of technical sophistication.
- aidenn0 5mo agoIf you are storing 16-bit integers, wouldn't an 8kB bitmap be even faster?
- Findecanor 5mo agoThe 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.
- aidenn0 5mo agoThe size is 1..4096, the range is implied to be the full 16-bit integer range.
- loeg 5mo agoThe library the author is talking about selects between bitmap and array dynamically depending on density. https://roaringbitmap.org/ https://roaringbitmap.org/
- aidenn0 5mo agoThat explains the maximum size of 4096 elements (exactly where a bitmap would be smaller).
- jstanley 5mo agoAs 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.
- bryanlarsen 5mo agoDid you continue by fantasizing about CPU's that contain ternary comparators?
- madcaptenor 5mo agoIsn'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.
- jstanley 5mo agoMaybe! But you can see the other comment that points out I was wrong and it is actually 5/3 comparisons so it still works out worse.
- nkurz 5mo ago> 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.
- wood_spirit 5mo agoA beautiful algorithm. 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?
- saberience 5mo ago[flagged]
- Almondsetat 5mo agoyour loss
- taeric 5mo agoIf 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.
- rao-v 5mo agoThis is simply not true - if you look at this article’s excellent benchmarking, linear search falls behind somewhere around 200-400 elements. In general I love this article, it took what I’ve often wondered about and did a perfect job exploring with useful ablation studies.
- eggprices 5mo agoExcept on Apple, where binary search always wins. Does anyone know why?
- stephencanon 5mo agoPrior 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.
- BeetleB 5mo agoFor that machine and compiler version, yes.
- taeric 5mo agoI don't think std::find typically uses a sentinel, though?
- KalMann 5mo agoI don't really see how this implies the above commenter's statement is "simply not true".
- debo_ 5mo ago[dead]
- cubefox 5mo agoSince 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?
- loeg 5mo agoThis is a drop-in improvement for essentially any binary search over 16-bit integer members.
- cubefox 5mo agoWith "practically benefit" I meant a speedup that is noticable. Is there any software that is significantly bottlenecked by the speed of sorted search?
- senfiaj 5mo agoI guess it matters if you have to do lookup in a tight loop. If you do this occasionally, I think it's not worth it, especially for complex objects with custom comparators. The algorithm is still O(log(n)) just a more advanced "divide and conquer" with smaller constant.
- VorpalWay 5mo agoI would expect the standard library of various languages to provide an optimised implementation such as this. Then everyone downstream benefits, and benefits from future improvements when compiled for a newer version of the language / executed under a newer version of the runtime. You see this in rust, where they replaced the hash tables many years ago, the channel a couple of years ago, and most recently the sort implementations for both stable and unstable sort. I expect other languages / runtimes do similar things over time as well as CPUs change and new approaches are discovered.
- drob518 5mo agoIsn'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.
- wtallis 5mo agoYes, 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.
- mayoff 5mo agoQuaternary 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.
- loeg 5mo agoSort of, yes, but you're also removing a data dependency between the unrolled stages.
- nkurz 5mo agoIt's trickier than that. Modern processors are speculative, which means that they guess at the result for a comparison and keep going along one side of a branch as far as they can until they are told they guessed wrong or hit some internal limit. If they guessed wrong, they throw away the speculative work, take a penalty of a handful of cycles, and do the same thing again from a different starting point. Essentially, this means that all loops are already unrolled from the processors point of view, minus a tiny bit of overhead for the loop itself that can often be ignored. Since in binary search the main cost is grabbing data from memory (or from cache in the "warm cache" examples) this means that the real game is how to get the processor to issue the requests for the data you will eventually need as far in advance as possible so you don't have to wait as long for it to arrive. The difference in algorithm for quad search (or anything higher than binary) is that instead of taking one side of each branch (and thus prefetching deeply in one direction) is that you prefetch all the possible cases but with less depth. This way you are guaranteed to have successfully issued the prefetch you will eventually need, and are spending slightly less of your bandwidth budget on data that will never be used in the actual execution path. As others are pointing out, "number of comparisons" is almost useless metric when comparing search algorithms if your goal is predicting real world performance. The limiting factor is almost never the number of comparisons you can do. Instead, the potential for speedup depends on making maximal use of memory and cache bandwidth. So yes, you can view this as loop unrolling, but only if you consider how branching on modern processors works under the hood.
- kardos 5mo agoSo 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..
- gobdovan 5mo agoI 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] [0] https://arxiv.org/abs/1509.03327 https://arxiv.org/abs/1509.03327 [1] https://www.youtube.com/watch?v=_3RNB8eOSx0 https://www.youtube.com/watch?v=_3RNB8eOSx0
- thaumasiotes 5mo agoYou can't beat binary search in Guess Who. From the abstract: >> Instead, the optimal strategy for the player who trails is to make certain bold plays in an attempt catch up. The reason that's optimal, if you're losing, is that you assume that your opponent, who isn't losing, is going to use binary search. They're going to use binary search because it's the optimal way to find the secret. Since you're behind, if you also use binary search, both players will progress toward the goal at the same rate, and you'll lose. Trying to get lucky means that you intentionally play badly in order to get more victories. You're redistributing guesses taken between games in a negative-sum manner - you take more total guesses (because your search strategy is inferior to binary search), but they are unevenly distributed across your games, and in the relatively few games where you perform well above expectation, you can score a victory.
- gobdovan 5mo agoYou're mixing two different objectives the paper presents. You can't beat binary search when the objective is to minimise the expected number of turns in a single player setting. However, in a two player setting, using the strategies presented in the paper, you will beat an adversary that uses binary search in more than 50% of the games played. Here's another visual demonstration: https://www.youtube.com/watch?v=zmvn4dnq82U https://www.youtube.com/watch?v=zmvn4dnq82U
- thaumasiotes 5mo agoWhat do you think you're saying that I didn't already say? > in a two player setting, using the strategies presented in the paper, you will beat an adversary that uses binary search in more than 50% of the games played. This is technically true. But 50 percentage points of your "more than 50%" of games played are games where you exclusively use binary search. For the remainder, you're redistributing luck around between potential games in a way that is negative-sum, exactly like I just said.
- BeetleB 5mo agoSome 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.
- gobdovan 5mo agoI 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.
- alexfoo 5mo agoThe 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. (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.html https://www.cs.unc.edu/~stotts/COMP590-059-f24/robsrules.htm...)
- quirino 5mo agoOn optimizing binary search: https://en.algorithmica.org/hpc/data-structures/binary-search/ https://en.algorithmica.org/hpc/data-structures/binary-searc...
- garaetjjte 5mo agoI once did have a need for binary search in memory mapped files and I experimented with Eytzinger layout (which I learned from https://bannalia.blogspot.com/2015/06/cache-friendly-binary-search.html https://bannalia.blogspot.com/2015/06/cache-friendly-binary-...). It turned out that it was slower than plain binary search, I think because keys I was looking up were often clumped together thus it played quite well with cache anyway.
- srcreigh 5mo agoThe algorithm description was a bit confusing for me. The SIMD part is just in the last step, where it uses SIMD to search the last 16 elements. The Quad part is that it checks 3 points to create 4 paths, but also it's searching for the right block, not just the right key. The details are a bit interesting. The author chooses to use the last element in each block for the quad search. I'm curious how the algorithm would change if you used the first element in each block instead, or even an arbitrary element.
- jonfe-darontos 5mo agoAnd here I thought this was going to be related to quaternions
- owlcompliance 5mo agoWhat about non-binary search?
- samagragune 5mo ago[dead]
- m3kw9 5mo agoWill I get a job if i say i can beat binary search?
- zimpenfish 5mo agoI dunno but I once didn't get a job because I argued with the interviewer about my (Perl) implementation of binary search[0] - he said it was buggy, I proved it wasn't, he insisted it was, I proved it wasn't some more, I was correct, he was miffed. No job for me. [0] A nonsense thing to ask people to implement in an interview
- senfiaj 5mo agoThe title is slightly misleading, I mean yes, naive binary search might have larger constant but the algorithm is still O(log(n)). This is still some "divide and conquer" style algorithm just with bunch of CPU specific optimizations. Also this works well with simple data structures, like integers, with more complex objects (custom comparators) it matters less.
- cubefox 5mo ago> The title is slightly misleading, I mean yes, naive binary search might have larger constant but the algorithm is still O(log(n)). I think the title is not misleading since the Big O notation is only supposed to give a rough estimate of the performance of an algorithm. (I agree though that binary search is already extremely fast, so making something twice as fast won't move the needle for the vast majority of applications where the speed bottleneck is elsewhere. Even infinite speed, i.e. instant sorted search, would likely not be noticeable for most software.)
- senfiaj 5mo agoFor me it's slightly misleading because it's almost like saying "I wrote a faster quicksort implementation, so it beats quicksort!". In this case the binary search fundamental idea of "divide and conquer" is still there, the article just does microptimizations (which seem to be not very portable and are less relevant/applicible for more complex data structures) in order to reduce the constant part. Yes, algorithmic complexity is theoretical, it often ignores the real world constants, but they are usually useful when comparing algorithms for larger inputs, unless we are talking about "galactic algorithms" with insanely large constants.
- pfortuny 5mo agoThe complexity of binary search in terms of "search" (comparison) operations is exactly log_2(n)+1, not just O(n). This algorithm just uses modern and current processor architecture artifacts to "improve" it on arrays of up to 4096 elements. So not exactly "n" as in O(n). Also: only for 16-bit integers.
- aamargulies 5mo agoHere's my version with a key spline improvement. I should really write this up... #include <stdbool.h> #include <stdint.h> #include <arm_neon.h> /* Author: aam@fastmail.fm * * Apple M4 Max (P-core) variant of simd_quad which uses a key spline * to great effect (blog post summary incoming!) / bool simd_quad_m4(const uint16_t carr, int32_t cardinality, uint16_t pos) { enum { gap = 64 }; if (cardinality < gap) { if (cardinality >= 32) { // 32 <= n < 64: NEON-compare the first 32 as a single x4 load, // sweep the remainder. uint16x8_t needle = vdupq_n_u16(pos); uint16x8x4_t v = vld1q_u16_x4(carr); uint16x8_t hit = vorrq_u16( vorrq_u16(vceqq_u16(v.val[0], needle), vceqq_u16(v.val[1], needle)), vorrq_u16(vceqq_u16(v.val[2], needle), vceqq_u16(v.val[3], needle))); if (vmaxvq_u16(hit) != 0) return true; for (int32_t j = 32; j < cardinality; j++) { uint16_t x = carr[j]; if (x >= pos) return x == pos; } return false; } if (cardinality >= 16) { // 16 <= n < 32: paired x2 load + sweep tail. uint16x8_t needle = vdupq_n_u16(pos); uint16x8x2_t v = vld1q_u16_x2(carr); uint16x8_t hit = vorrq_u16(vceqq_u16(v.val[0], needle), vceqq_u16(v.val[1], needle)); if (vmaxvq_u16(hit) != 0) return true; for (int32_t j = 16; j < cardinality; j++) { uint16_t x = carr[j]; if (x >= pos) return x == pos; } return false; } if (cardinality >= 8) { // 8 <= n < 16: single 128-bit compare + sweep tail. uint16x8_t needle = vdupq_n_u16(pos); uint16x8_t v = vld1q_u16(carr); if (vmaxvq_u16(vceqq_u16(v, needle)) != 0) return true; for (int32_t j = 8; j < cardinality; j++) { uint16_t x = carr[j]; if (x >= pos) return x == pos; } return false; } for (int32_t j = 0; j < cardinality; j++) { uint16_t v = carr[j]; if (v >= pos) return v == pos; } return false; } int32_t num_blocks = cardinality / gap; int32_t base = 0; int32_t n = num_blocks; while (n > 3) { int32_t quarter = n >> 2; int32_t k1 = carr[(base + quarter + 1) * gap - 1]; int32_t k2 = carr[(base + 2 * quarter + 1) * gap - 1]; int32_t k3 = carr[(base + 3 * quarter + 1) * gap - 1]; int32_t c1 = (k1 < pos); int32_t c2 = (k2 < pos); int32_t c3 = (k3 < pos); base += (c1 + c2 + c3) * quarter; n -= 3 * quarter; } while (n > 1) { int32_t half = n >> 1; base = (carr[(base + half + 1) * gap - 1] < pos) ? base + half : base; n -= half; } int32_t lo = (carr[(base + 1) * gap - 1] < pos) ? base + 1 : base; if (lo < num_blocks) { const uint16_t *blk = carr + lo * gap; uint16x8_t needle = vdupq_n_u16(pos); uint16x8x4_t a = vld1q_u16_x4(blk); uint16x8x4_t b = vld1q_u16_x4(blk + 32); uint16x8_t h0 = vorrq_u16( vorrq_u16(vceqq_u16(a.val[0], needle), vceqq_u16(a.val[1], needle)), vorrq_u16(vceqq_u16(a.val[2], needle), vceqq_u16(a.val[3], needle))); uint16x8_t h1 = vorrq_u16( vorrq_u16(vceqq_u16(b.val[0], needle), vceqq_u16(b.val[1], needle)), vorrq_u16(vceqq_u16(b.val[2], needle), vceqq_u16(b.val[3], needle))); return vmaxvq_u16(vorrq_u16(h0, h1)) != 0; } for (int32_t j = num_blocks * gap; j < cardinality; j++) { uint16_t v = carr[j]; if (v >= pos) return v == pos; } return false; } /* * Spine variant, M4 edition. * * pack the interpolation probe keys into a dense contiguous region so the * cold-cache pointer chase streams through consecutive cache lines: * * n=4096 -> 64 spine keys -> 128 B = 1 M4 cache line * n=2048 -> 32 spine keys -> 64 B = half a line * n=1024 -> 16 spine keys -> 32 B * * The entire interpolation phase for a max-sized Roaring container now * lives in one cache line. The final SIMD block check still loads from * carr. * * The num_blocks <= 3 fallback: * with very few blocks the carr-based probes accidentally prime the final * block's lines, which the spine path disrupts. / bool simd_quad_m4_spine(const uint16_t carr, const uint16_t spine, int32_t cardinality, uint16_t pos) { enum { gap = 64 }; if (cardinality < gap) { // Same fast paths as simd_quad_m4 -- spine is irrelevant here. if (cardinality >= 32) { uint16x8_t needle = vdupq_n_u16(pos); uint16x8x4_t v = vld1q_u16_x4(carr); uint16x8_t hit = vorrq_u16( vorrq_u16(vceqq_u16(v.val[0], needle), vceqq_u16(v.val[1], needle)), vorrq_u16(vceqq_u16(v.val[2], needle), vceqq_u16(v.val[3], needle))); if (vmaxvq_u16(hit) != 0) return true; for (int32_t j = 32; j < cardinality; j++) { uint16_t x = carr[j]; if (x >= pos) return x == pos; } return false; } if (cardinality >= 16) { uint16x8_t needle = vdupq_n_u16(pos); uint16x8x2_t v = vld1q_u16_x2(carr); uint16x8_t hit = vorrq_u16(vceqq_u16(v.val[0], needle), vceqq_u16(v.val[1], needle)); if (vmaxvq_u16(hit) != 0) return true; for (int32_t j = 16; j < cardinality; j++) { uint16_t x = carr[j]; if (x >= pos) return x == pos; } return false; } if (cardinality >= 8) { uint16x8_t needle = vdupq_n_u16(pos); uint16x8_t v = vld1q_u16(carr); if (vmaxvq_u16(vceqq_u16(v, needle)) != 0) return true; for (int32_t j = 8; j < cardinality; j++) { uint16_t x = carr[j]; if (x >= pos) return x == pos; } return false; } for (int32_t j = 0; j < cardinality; j++) { uint16_t v = carr[j]; if (v >= pos) return v == pos; } return false; } int32_t num_blocks = cardinality / gap; if (num_blocks <= 3) { return simd_quad_m4(carr, cardinality, pos); } int32_t base = 0; int32_t n = num_blocks; // Pull the whole spine into L1 up front. For n in [256, 4096] this is // 1 line (128 B); for smaller n it is a partial line. Cheap on cold. __builtin_prefetch(spine); while (n > 3) { int32_t quarter = n >> 2; int32_t k1 = spine[base + quarter]; int32_t k2 = spine[base + 2 * quarter]; int32_t k3 = spine[base + 3 * quarter]; int32_t c1 = (k1 < pos); int32_t c2 = (k2 < pos); int32_t c3 = (k3 < pos); base += (c1 + c2 + c3) * quarter; n -= 3 * quarter; } while (n > 1) { int32_t half = n >> 1; base = (spine[base + half] < pos) ? base + half : base; n -= half; } int32_t lo = (spine[base] < pos) ? base + 1 : base; if (lo < num_blocks) { const uint16_t *blk = carr + lo * gap; uint16x8_t needle = vdupq_n_u16(pos); uint16x8x4_t a = vld1q_u16_x4(blk); uint16x8x4_t b = vld1q_u16_x4(blk + 32); uint16x8_t h0 = vorrq_u16( vorrq_u16(vceqq_u16(a.val[0], needle), vceqq_u16(a.val[1], needle)), vorrq_u16(vceqq_u16(a.val[2], needle), vceqq_u16(a.val[3], needle))); uint16x8_t h1 = vorrq_u16( vorrq_u16(vceqq_u16(b.val[0], needle), vceqq_u16(b.val[1], needle)), vorrq_u16(vceqq_u16(b.val[2], needle), vceqq_u16(b.val[3], needle))); return vmaxvq_u16(vorrq_u16(h0, h1)) != 0; } for (int32_t j = num_blocks * gap; j < cardinality; j++) { uint16_t v = carr[j]; if (v >= pos) return v == pos; } return false; } // Build the spine for a given carr. Caller allocates cardinality/64 u16s. void simd_quad_m4_build_spine(const uint16_t carr, int32_t cardinality, uint16_t spine) { enum { gap = 64 }; int32_t num_blocks = cardinality / gap; for (int32_t i = 0; i < num_blocks; i++) { spine[i] = carr[(i + 1) gap - 1]; } }
- ssivark 5mo agoDaniel Lemire's points about low-level hardware optimization notwithstanding, it's worth pointing out that binary search (or low-level implementation variants) is the best only if you know nothing about the data beyond the fact that it is sorted / monotonic. If you have priors about the data distribution, then it's possible to design algorithms which use that extra information to perform MUCH better. eg: a human searching a physical paper dictionary can zoom into the right bunch of pages faster than pure idealized binary search; it's a separate matter it's hard for humans to continue binary search till the very end and we might default to scanning linearly for the last few iterations (cognitive convenience / affordances of human wetware / etc). In mathematical language, searching a sorted list is basically inverting a monotonic function, by using a closed-loop control algorithm. Often, we could very well construct a suitable cost function and use gradient descent or its accelerated cousins. More generally, the best bet to solving a problem more efficiently is always to use more information about the specific problem you want to solve, instead of pulling up the solution for an overly abstract representations. That can offer scalable orders of magnitude speedup compared to constant factor speedups from just using hardware better.
- mycall 5mo agoFurthermore, with the vast and immediate knowledge that LLMs have, we could see a proliferation of domain-specific sorting algorithms designed for all types of purposes.
- locknitpicker 5mo ago> If you have priors about the data distribution, then it's possible to design algorithms which use that extra information to perform MUCH better. You don't even need priors. See interpolation search, where knowing the position and value of two elements in a sorted list already allows the search to make an educated guess about where the element it's searching for is by estimating the likely place it would be by interpolating the elements.
- rv64imafdc 5mo ago> knowing the position and value of two elements in a sorted list That's a prior about the distribution, if a relatively weak one (in some sense, at least).
- vasco 5mo agoThis was the entry level project we did in a hardware optimization course I took maybe 15 years ago, using SIMD instructions. Lots of things can be naively optimized by unrolling any loops like this. Compilers do some of this themselves.
- gowld 5mo agoPrevious related: https://news.ycombinator.com/item?id=47726340 https://news.ycombinator.com/item?id=47726340 40x Faster Binary Search - This talk will first expose the lie that binary search takes O(lg n) time — it very much does not! Instead, we will see that binary search has only constant overhead compared to an oracle. Then, we will exploit everything that modern CPUs have to offer (SIMD, ILP, prefetching, efficient caching) in order to gain 40x increased throughput over the Rust standard library implementation.
- lalitmaganti 5mo agoI also wrote recently [1] about Exponential Search [2] which is another algorithm if you need to repeatedly binary search in an array where the elements you're searching are themselves are sorted. It allowed for an 8x speedup in our workload! [1] https://lalitm.com/post/exponential-search/ https://lalitm.com/post/exponential-search/ [2] https://en.wikipedia.org/wiki/Exponential_search https://en.wikipedia.org/wiki/Exponential_search
- 10000truths 5mo agoExponential search is useful when you're querying a REST API that addresses resources with sequential IDs, and need the last ID, but there's no dedicated endpoint for it: HEAD /users/1 -> 200 OK HEAD /users/2 -> 200 OK HEAD /users/4 -> 200 OK ... HEAD /users/2048 -> 200 OK HEAD /users/4096 -> 404 Not Found And then a binary search between 2048 and 4096 to find the most recent user (and incidentally, the number of users). Great info to have if you're researching competing SaaS companies.
- YourDadVPN 5mo agoI'm guessing you don't really do this for users since the response for all of them should be 401 on any user that you aren't logged in as? I would argue even for IDs that don't exist, you should get the same error whether they don't exist or you just aren't authorised to see them. It's been a few years since I worked in web but I think that's what I would have done, GitHub does similar for private repos.
- peter_d_sherman 5mo ago>"Virtually all processors today have data parallel instructions (sometimes called SIMD) that can check several values at once. [...] The binary search checks one value at a time. However, recent processors can load and check more than one value at once. They have excellent memory-level parllelism. This suggest that instead of a binary search, we might want to try a quaternary search..." First of all, brilliant observations! (Overall, a great article too!) Yes, today's processors indeed have a parallelism which was unconceived of at the time the original Mathematicians, then-to-be Computer Scientists, conceived of Binary Search... Now I myself wonder if these ideas might be extended to GPU's, that is, if the massively parallel execution capability of GPU's could be extended to search for data like Binary Search does, and what such an appropriately parallelized algorithm/data structure would look like... keep in mind, if we consider an updateable data structure, then that means that parts of it may need to be appropriately locked at the same time that multiple searches and updates are occurring simultaneously... so what data structure/algorithm would be the most efficient for a massively parallel scenario like that? Anyway, great article and brilliant observations!
- layer8 5mo ago…for 16-bit integers, and it’s still a binary search with the same asymptotic complexity, just a constant-factor speedup.
- nullc 5mo agoYou can improve interpolated search by monitoring progress and if it's not converging fast enough, alternate with bisection steps. (and, as clear from the article, switch to linear/vector scanning when the range is small emough). Often when an interpolated search is wrong the interpolation will tend to nail you against one side or the other of the range-- so the worst case is linear. By allowing only a finite number of failed probes (meaning they only move the same boundary as last time, an optimally working search will on average alternate hi/lo) you can maintain the log guarantee of bisection.
- drkrab 5mo agoSince the cpu always accesses a full cache line (64 bytes) at a time, you might as well search the entire cache line (it’s practically free once the data is on-cpu). So I’d like to try a ‘binary’ search that tests all the values in the ‘middle cache line’ and then chooses to go left or right if none match. You can do the cache line search as a single 512bit simd instruction. A cache line is 64 bytes (or 32 16-bit integers); such a search might well be almost 32 times faster than simple binary search; at least it’ll do 32x less memory accesses, which will dominate in most realistic programs.
- nly 5mo agoSearching the upper cache lines in your binary search tree (sorted vector) for your target is unlikely to yield results. Instead you want to use the extra data in the line to shorten the search, which leads you to a B-Tree or B+tree. For 4 byte keys and 4 byte child pointers (or indexes in to an array) your inner nodes would have 7 keys, 8 child pointers and 1 next pointer, completely filling a 64 byte cache-line and your tree depth for 1 million entries would go down from ~20 to ~7, the top few levels of which are likely to remain cache resident. With some thought, it's possible to use SIMD on B-tree nodes to speed up the search within the node, but it's all very data dependent.
- aidenn0 5mo agoBinary searching a sorted array is isomorphic to a sorted binary tree with implicit child pointers. It seems to me like there should be a sort order that stores the items as a fully-dense left-shifted binary tree from top-to-bottom (e.g. like the implicit heap in an in-place heap sort, but a binary search tree instead of a hea). Is there a name for this? Does it show any performance wins in practice?
- Rusky 5mo agoThere's Eytzinger order: https://algorithmica.org/en/eytzinger https://algorithmica.org/en/eytzinger
- attractivechaos 5mo agoSee also: Static search trees: 40x faster than binary search - https://curiouscoding.nl/slides/p99-text/ https://curiouscoding.nl/slides/p99-text/ - https://curiouscoding.nl/posts/static-search-tree/ https://curiouscoding.nl/posts/static-search-tree/ - https://news.ycombinator.com/item?id=42562847 https://news.ycombinator.com/item?id=42562847 (656 points; 232 comments)
- dicroce 5mo agoIf you know about the distribution of keys you can do even better by factoring that knowledge into where you split.
- amelius 5mo agoI always wondered if we could get any faster than O(log n). Glad we're making progress!
- XCSme 5mo agoIs it possible to do some sort of Binary* Search (Binary Star, as in A* star search algorithm, where we use heuristics). a: [1,3,5,7,8,9,10,15] x: 8 (query value) For this array, we would compare a[0], a[3], a[7] (left/mid/right) by subtracting 9. And we would get d=[-7, -1, 7] Now, normally, with binary search, because 8 > mid, we would go to (mid+right)/2, BUT we already have some extra information: we see that x is closer to a[3] (diff of 1) than a[7] (diff of 7), so instead of going to the middle between mid and right, we could choose a new "mid" point that's closer to the desired value (maybe as a ratio of (d[right]-d[mid]). so left=mid+1, right stays the same, but new mid is NOT half of left and right, it is (left+right)/2 + ratioOffset Where ratioOffset makes the mid go closer to left or right, depending on d. The idea is quite obvious, so I am pretty sure it already exists. But what if we use SIMD, with it? So we know not only which block the number is in in, but also, which part of the block the number is likely in. Or is this what the article actually says?
- mbowring 5mo agoYeah this is basically interpolation search
- XCSme 5mo agoOh, that's what the article was referring to with "interpolation". Weird that I didn't hear about it before, it's not that used in practice? One reason I could see is that binary search is fast enough and easy to implement. Even on largest datasets it's still just a few tens of loop iterations.
- teo_zero 5mo agoTL;DR the author developed an algorithm to solve this specific problem: > The popular Roaring Bitmap format uses arrays of 16-bit integers of size ranging from 1 to 4096. We sometimes have to check whether a value is present. There's no claim that this algorithm is universal and performs equally well for other problems. In fact, note how the compare operation on the data types involved (16-bit integers) is quite cheap for modern CPUs. A similar problem with strings instead of integers would get no benefits from the author's ideas and would actually fare worse, due to useless comparisons per cycle.
- benmmurphy 5mo agoyou know things are bad when lemire.me feels he needs to post an AI slop image :(
- ted_dunning 5mo agoSeems like you can use the core intuition here of SIMD comparison of multiple elements on more than just the terminal scale. The outline would be: a) use a gather to grab multiple elements from 16 evenly spaced locations b) compare these in parallel using a SIMD instruction c) focus in on the correct block d) if the block is small revert to linear search, else repeat the gather/compare cycle Even though the gather instruction is reading from non-contiguous memory and reading more than you normally would need to with a binary sort, enabling a multiway compare and collapsing 4 levels of binary search should be a win on large tables. You also may not be able to do a full 16-way comparison for all data types. Searching for float64 will limit you to 8 way comparisons (with AVX-512) but int32, float32 will allow 16 way comparisons.
- dragontamer 5mo agoGather is extremely slow. Anyone aiming for efficiency will avoid gathers. I bet you a binary search is in fact faster than any gather based methodology.
- vjay15 5mo agoSurprisingly simple concept!
- codedokode 5mo agoI did little experiments with search in small arrays (16-32 items) and binary search is one of the worst methods because it requires lot of branches. The fastest method for small arrays was linear branchless search (you walk over all elements without breaking out of the loop. For example, if you want to know whether the array contains a number, you logically OR the checks for all items). I didn't use SIMD though, but the branches are very expensive for small arrays and simply checking all elements without branching is faster.
- LoganDark 5mo agoI wonder if this is faster because it makes the prefetcher happy.
- codedokode 5mo agoI think the problem is with branches misprediction. Binary and linear searches use a lot of unpredictable branches that ruin performance. No-branch versions of search work faster. I wrote the details here: https://news.ycombinator.com/item?id=47983102 https://news.ycombinator.com/item?id=47983102
- YourDadVPN 5mo agoHow did you do it? Hopefully you generated thousands of such arrays and measured the cost of searching all of them as a single iteration? Because depending on what you use to measure time, the overhead of reading the timer would likely dwarf the cost of searching such a small array. The best case is a dedicated cycle counter instruction/register (e.g. rdtsc) and even that may cost hundreds of cycles. Cache hits cost less than a cycle so if your timing code gated a small number of searches you essentially didn't measure the search at all. That aside your findings point to the prefetcher having identified your linear searches as sequential access so practically every single access was a cache hit (you effectively measured the latency between a CPU and its L1 cache). If you wanted to test this you could do something like make each element some number of cache lines wide. Stream prefetchers have a maximum stride, so variables more than that many bytes apart won't be prefetched. Google's multichase benchmark uses 256 bytes IIRC.
- zug_zug 5mo agoI'd like to point out that all the graphs only go to 4,000 elements, which is basically non-data. Basically it'd be like measuring which car wins a 1cm race. For small workloads binary search is slower than just checking every element. To add to this, I think people can forget how small log(n) is... it can practically be seen as constant (as the log base 2 of ATOMS IN THE UNIVERSE is ~300).
- pantsforbirds 5mo agoIf your data follows a relatively uniform distribution, you can try out interpolation search: https://en.wikipedia.org/wiki/Interpolation_search https://en.wikipedia.org/wiki/Interpolation_search
- drewg123 5mo agoOne thing that makes me nervous about the increased use of SIMD in new ways is that more processes will be using SIMD. This, in turn, make context switches that much more expensive as the SIMD registers must be saved and restored when switching to a new process that also uses SIMD.
- Cthulhu_ 5mo agoIs this an actual, measurable, major issue or just a gut feeling? Context switches in general are suboptimal but pretty normal.
- listeria 5mo agoThis reminds me of two excellent articles[1][2] by Paul Khuong, in which he talks about using size-specialized binary search for power-of-two sized arrays (special-casing the first iteration for other sizes). He uses conditional moves and defines the number of iterations in advance to ellide the often mispredicted branch, and in the second article goes on to fix cache aliasing issues for large vectors using ternary search. [1]: https://pvk.ca/Blog/2012/07/03/binary-search-star-eliminates-star-branch-mispredictions/ https://pvk.ca/Blog/2012/07/03/binary-search-star-eliminates... [2]: https://pvk.ca/Blog/2012/07/30/binary-search-is-a-pathological-case-for-caches/ https://pvk.ca/Blog/2012/07/30/binary-search-is-a-pathologic...