371 lines
17 KiB
TeX
Executable File
371 lines
17 KiB
TeX
Executable File
\section{Introduction} \label{sec:introduction}
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The BDZ algorithm was designed by Fabiano C. Botelho, Djamal Belazzougui, Rasmus Pagh and Nivio Ziviani.
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It is a simple, efficient, near-optimal space and practical
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algorithm to generate a family $\cal F$ of PHFs and MPHFs.
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It is also referred to as BPZ algorithm because the work presented
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by Botelho, Pagh and Ziviani in \cite{bpz07}.
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In the Botelho's PhD. dissertation \cite{b08} it is also referred to as RAM algorithm
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because it is more suitable for key sets that can be handled in internal memory.
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The BDZ algorithm uses $r$-uniform random hypergraphs
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given by function values of $r$
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uniform random hash functions on the input key set $S$ for generating PHFs and MPHFs that
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require $O(n)$ bits to be stored.
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A hypergraph is the generalization of a standard undirected
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graph where each edge connects $r\geq 2$ vertices.
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This idea is not new, see e.g. \cite{mwhc96},
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but we have proceed differently to achieve
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a space usage of $O(n)$ bits rather than $O(n\log n)$ bits.
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Evaluation time for all schemes considered is constant.
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For $r=3$ we obtain a space usage of approximately $2.6n$ bits for
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an MPHF. More compact, and even simpler, representations can be
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achieved for larger $m$. For example, for $m=1.23n$ we can get a
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space usage of $1.95n$ bits.
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Our best MPHF space upper bound is within a
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factor of 2 from the information theoretical lower bound of approximately
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$1.4427n$ bits. We have shown that the BDZ algorithm is far more
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practical than previous methods with proven space complexity, both
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because of its simplicity, and because the constant factor of the
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space complexity is more than 6 times lower than its closest
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competitor, for plausible problem sizes. We verify the practicality
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experimentally, using slightly more space than in the mentioned
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theoretical bounds.
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\section{The Algorithm}
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The BDZ algorithm is a three-step algorithm that generates PHFs and MPHFs based on
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random $r$-partite hypergraphs.
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This is an approach that provides a much tighter analysis and is
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much more simple than the one presented in
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\cite{ckrt04}, where it was implicit how to construct
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similar PHFs.
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The fastest and most compact functions
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are generated when $r=3$.
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In this case a PHF can be stored in
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approximately $1.95$ bits per key and
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an MPHF in approximately
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$2.62$ bits per key.
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Figure~\ref{fig:overview} gives an overview of the algorithm for $r=3$,
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taking as input a key set $S \subseteq U$ containing three English words, i.e., $S=\{\mathrm{who},\mathrm{band},\mathrm{the}\}$.
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% which are nicely hashed to the name of a rock band ``the who band''.
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The edge-oriented data structure proposed in~\cite{e87} is used
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to represent hypergraphs, where each edge is explicitly represented
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as an array of $r$ vertices and, for each vertex $v$,
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there is a list of edges that are incident on $v$.
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The {\em Mapping Step} in Figure~\ref{fig:overview}(a) carries out two
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important tasks:
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\begin{enumerate}
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\item
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It assumes that it is possible to find three uniform
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hash functions, $h_0$, $h_1$ and $h_2$, with ranges $\{0,1\}$, $\{2,3\}$ and $\{4,5\}$, respectively.
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These functions build an one-to-one mapping of the key set $S$ to the edge set $E$
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of a random acyclic
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$3$-partite hypergraph $G=(V,E)$, where $|V|=m=6$ and $|E|=n=3$.
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In \cite{b08,bpz07} it is shown that
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it is possible to obtain such a hypergraph with probability tending to $1$ as $n$
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tends to infinity
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whenever $m=cn$ and $c \ge 1.23$. The value of $c$ that minimizes the hypergraph size
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(and thereby the amount of bits to represent the resulting functions) is $c \approx 1.23$.
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To illustrate the mapping,
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key ``who'' is mapped to edge $\{h_0(\text{``who''}),h_1(\text{``who''}),h_2(\text{``who''})\}=\{1,3,5\}$,
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key ``band'' is mapped to edge $\{h_0(\text{``band''}),h_1(\text{``band''}),h_2(\text{``band''})\}=\{1,2,4\}$, and
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key ``the'' is mapped to edge $\{h_0(\text{``the''}),h_1(\text{``the''}),h_2(\text{``the''})\}=\{0,2,5\}$.
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\item
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It tests whether the resulting random $3$-partite hypergraph contains cycles
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by iteratively deleting edges connecting vertices of degree 1.
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The deleted edges are stored in the order of deletion in a list $\cal L$
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to be used in the assigning step.
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The first deleted edge in Figure~\ref{fig:overview}(a)
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was $\{1,2,4\}$, the second one was $\{1,3,5\}$ and
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the third one was $\{0,2,5\}$.
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% the last one was $\{0,2,5\}$.
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If it ends with an empty graph, then the test succeeds,
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otherwise it fails.
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\end{enumerate}
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\begin{figure}
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\begin{center}
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\scalebox{0.9}{\epsfig{file=figs/overviewinternal3g.eps}}
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\end{center}
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\caption{(a) The mapping step generates a random acyclic $3$-partite hypergraph with $m=6$ vertices and $n=3$ edges
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and a list $\cal L$ of edges obtained when we test whether the hypergraph is acyclic.
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(b) The assigning step builds an array $g:[0,5] \to [0,3]$ to uniquely
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assign an edge to a vertex. (c) The ranking step builds the data structure used to
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compute function $\mathit{rank}: [0,5] \to [0,2]$ in $O(1)$ time.~~~~}
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\label{fig:overview}
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\end{figure}
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We now show how to use the Jenkins hash functions \cite{j97}
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to implement the three hash functions $h_i: S \to V_i$, $0\le i \le 2$, which are used to build a random $3$-partite hypergraph
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$G=(V,E)$,
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where $V= V_0 \cup V_1 \cup V_2$ and $|V_i| = \eta = \lceil \frac{m}{3} \rceil$.
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Let $h':S \to \{0,1\}^\gamma$ be a Jenkins hash function
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for $\gamma = 3 \times w$, where
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$w = 32 \text{ or } 64$ for
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32-bit and 64-bit architectures, respectively.
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Let $H'$ be an array of 3 $w$-bit values.
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The Jenkins hash function
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allow us to compute in parallel the three entries in $H'$
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and thereby the three hash functions $h_i$, as follows:
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% Thus we can compute the three hash functions $h_i$
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% as follows:
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\begin{eqnarray}
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H' &=& h'(x) \nonumber \\
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h_0(x) &=& H'[0] \bmod \eta \nonumber \\
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h_1(x) &=& H'[1] \bmod \eta + \eta \nonumber \\
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h_2(x) &=& H'[2] \bmod \eta + 2\eta
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\end{eqnarray}
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The {\em Assigning Step} in Figure~\ref{fig:overview}(b) outputs
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a PHF that maps the key set $S$ into the range $[0,m-1]$ and is represented by
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an array $g$ storing values from the range $[0,3]$.
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The array $g$ allows to select one out of the $3$
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vertices of a given edge, which is associated with a
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key $k$.
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A vertex for a key $k$ is given
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by either $h_0(k)$, $h_1(k)$ or $h_2(k)$.
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The function $h_i(k)$
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to be used for $k$ is chosen by calculating $i = (g[h_0(k)] + g[h_1(k)] + g[h_2(k)]) \bmod 3$.
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For instance,
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the values 1 and 4 represent the keys ``who'' and ``band''
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because $i = (g[1] + g[3] + g[5]) \bmod 3 = 0$ and $h_0(\text{``who''}) = 1$,
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and $i = (g[1] + g[2] + g[4]) \bmod 3 = 2$ and $h_2(\text{``band''}) = 4$, respectively.
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% Likewise, the value 4 represents the key
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% because $(g[1] + g[2] + g[4]) \bmod 3 = 2$ and $h_2(\text{``band''}) = 4$, and so on.
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The assigning step firstly initializes $g[i]=3$
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to mark every vertex as unassigned
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% (i.e., each vertex is unassigned)
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and
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$\mathit{Visited}[i]=\mathit{false}$, $0\leq i \leq m-1$.
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Let $\mathit{Visited}$ be a boolean vector of size $m$
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to indicate whether a vertex has been visited.
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Then, for each edge $e \in \cal L$ from tail to head,
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it looks for the first
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vertex $u$ belonging to $e$ not yet visited.
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This is a sufficient condition for success \cite{b08,bpz07,mwhc96}.
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Let $j$, $0 \leq j \leq 2$, be the index of $u$ in $e$.
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Then, it assigns $g[u]=(j-\sum_{v \in e \wedge \mathit{Visited}[v] = true} g[v]) \bmod 3$.
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Whenever it passes through a vertex $u$ from $e$,
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if $u$ has not yet been visited,
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it sets $\mathit{Visited}[u] = true$.
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% The value $g[i]=3$ is used to represent unassigned vertices.
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If we stop the BDZ algorithm in the assigning step
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we obtain a PHF with range $[0,m-1]$.
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The PHF has the following form:
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$phf(x) = h_{i(x)}(x)$, where $x\in S$ and $i(x) = (g[h_0(x)] + g[h_1(x)] + g[h_2(x)]) \bmod 3$.
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In this case we do not need information for ranking and
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can set $g[i] = 0$ whenever $g[i]$ is equal to 3, where $0 \le i \le m-1$.
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Therefore, the range of the values stored in $g$ is narrowed
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from $[0,3]$ to $[0,2]$. By using arithmetic coding as block of
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values (see \cite{b08,bpz07} for details),
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or any compression technique that allows to perform
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random access in constant time to an array of compressed values \cite{fn07,gn06,sg06},
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we can store the resulting PHFs in $m\log 3 = c n\log 3$ bits,
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where $c \ge 1.23$. For $c = 1.23$, the space requirement is $1.95n$ bits.
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The {\em Ranking Step} in Figure~\ref{fig:overview}(c)
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outputs a data structure
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that permits to narrow the range of a PHF generated in the
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assigning step from $[0,m-1]$ to $[0,n-1]$ and thereby
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an MPHF is produced.
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The data structure allows to compute in constant time
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a function $\mathit{rank}\!\!:[0,m-1]\to [0,n-1]$
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that counts the number of assigned positions
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before a given position $v$ in $g$.
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For instance, $\mathit{rank}(4) = 2$ because
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the positions $0$ and $1$ are assigned
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since $g[0] \text{ and } g[1] \not = 3$.
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% and they come before position 4 in $g$.
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For the implementation of the ranking step
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we have borrowed
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a simple and efficient implementation from
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\cite{dict-jour}.
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It requires $\epsilon \, m$ additional bits of space, where $0 < \epsilon < 1$,
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and is obtained by storing explicitly the
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$\mathit{rank}$ of every $k$th index in a rankTable, where $k
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=\lfloor\log(m)/\epsilon\rfloor$.
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The larger is $k$ the more compact is the resulting MPHF.
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Therefore, the users can tradeoff space for evaluation time
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by setting $k$ appropriately in the implementation.
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% In the implementation we let
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% $k$ to be set by the users so that they can trade off
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% space for evaluation time and vice-versa.
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We only allow values for $k$
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that are power of two (i.e., $k=2^{b_k}$ for some constant $b_k$) in order to replace the expensive
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division and modulo operations by
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bit-shift and bitwise ``and'' operations, respectively.
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We have used $k=256$
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in the experiments
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for generating more succinct MPHFs.
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We remark that it is still possible to obtain a more compact data structure by
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using the results presented in \cite{os07,rrr02}, but at the cost of a much more
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complex implementation.
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We need to use an additional lookup table $T_r$
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to guarantee the constant evaluation time of $\mathit{rank}(u)$.
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Let us illustrate how $\mathit{rank}(u)$ is computed
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using both the rankTable and the lookup table $T_r$.
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We first look up
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the rank of the largest precomputed index
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$v\leq u$ in the rankTable,
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and use $T_r$ to count the number of assigned vertices from position
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$v$ to $u-1$.
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The lookup table $T_r$ allows us to count in constant time
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the number of assigned vertices in $\flat=\epsilon \log m$ bits,
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where $0 < \epsilon < 1$. Thus the actual evaluation time is $O(1/\epsilon)$.
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For simplicity and
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without loss of generality we let $\flat$ be a multiple of the number of
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bits $\beta$ used to encode each entry of $g$.
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As the values in $g$ come from the range $[0,3]$,
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then $\beta=2$ bits and we have tried $\flat = 8 \text{ and } 16$.
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We would expect that $\flat = 16$ should provide
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a faster evaluation time because we would need to carry out fewer lookups
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in $T_r$. But, for both values of $\flat$ the lookup table $T_r$ fits entirely in
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the CPU cache and we did not realize any significant difference in
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the evaluation times. Therefore we settle for $\flat=8$.
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We remark that each $r \ge 2$ requires
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a different lookup table $T_r$ that can be generated a priori.
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% To do this in $O(1/\epsilon)$ time
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% we use a lookup table $T_r$ that allows us to count
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% the number of assigned vertices in $\flat=\epsilon \log m$ bits
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% in constant time for any $0 < \epsilon < 1$.
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% In general the PHFs or MPHFs are constructed based on random acyclic $r$-partite hypergraphs $G_r=(V,E)$,
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% where $V= V_0 \cup V_1 \cup \dots \cup V_{r-1}$ and $|V_i| = \eta = \lceil \frac{m}{r} \rceil$, where $0\leq i < r$.
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% The most efficient and compact functions are generated
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% when $r=3$ and $m=1.23n$. The value $1.23n$ is required to generate a
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% random acyclic $3$-partite hypergraph with high probability\footnote{Throughout this paper
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% we write ``with high probability'' to mean with probability
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% $1 - n^{-\delta}$ for $\delta > 0$.}~\cite{b08,bpz07}.
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% the family of linear transformations
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% presented in \cite{admp99}. A still faster option is the Jenkins function
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% proposed in \cite{j97}, which was used for all methods considered in this paper.
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The resulting
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MPHFs have the following form:
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$h(x) = \mathit{rank}(\mathit{phf}(x))$.
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Then, we cannot get rid of
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the raking information by replacing the values 3 by 0 in the entries of $g$.
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% The array
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% $g$ is now representing a function $g:V\to \{0,1,2,3\}$
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% and $\mathit{rank}: V \to [0,n-1]$ is
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% now the cardinality of
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% $\{ u\in V \;\mid\; u<v \wedge g[u] \not = 3\}$.
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% Notice that a vertex $u$ is assigned if $g[u] \neq 3$.
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In this case each entry in the array $g$ is encoded
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with $2$ bits and we need $\epsilon m$ additional bits to compute function
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$\mathit{rank}$ in constant time. Then, the total space to store
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the resulting functions is $(2 + \epsilon)m = (2 + \epsilon)cn$ bits.
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By using $c = 1.23$ and $\epsilon = 0.125$
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we have obtained MPHFs that require approximately $2.62$ bits per key to be stored.
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% Figure~\ref{prog:ram} presents a pseudo code for
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% the BDZ algorithm, showing how to implement the mapping,
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% assigning, and ranking steps. Next, it shows how to evaluate the PHF and the MPHF.
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% The MPHF algorithm uses a lookup table, which is also shown in the figure.
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%
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% \begin{figure}
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% \begin{center}
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% \vspace{-10mm}
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% \begin{lstlisting}[multicols=2]
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% @{\bf BDZ Algorithm}\\[1mm]@
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% @{\bf Input:} key set $S$, a constant $c \ge 1.23$, a constant $b_k$
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% and a family of ``good'' hash functions $\cal H$.\\[1mm]@
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% @{\bf Output:} an array $g$ with $m = \lceil cn \rceil$ 2-bit entries, and a rankTable with $(m >\!> b_k + 1)$ $\delta$-bit entries, where $\delta = 32 \text{ or } 64$ depending on the architecture. The operator $>\!>$ denotes the right shift of bits.\\[2mm]@
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% void @BDZ@ (@$S$@, @$\cal H$@, @$c$@, @$b_k$@, @$g$@, @rankTable@)@\\[2mm]@
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% // Mapping step
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% do
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% @$G.E = \emptyset$@;
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% select @$h'$@ at random from @$\cal H$@;
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% for @{\bf each}@ @$x \in S$@ do
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% @$H'$ = $h'(x)$@;
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% @$e$@ = @$\{h_0(x), h_1(x), h_2(x)\}$@;
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% addEdge (@$G$@, @$e$@);
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% @$\cal L$@ = isAcyclic(@$G$@);
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% while (@$G.E$@ is not empty);
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%
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% // Assigning step
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% for (@$u = 0$@; @$u < m$@; @$u$++@)
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% Visited[@$u$@] = @{\bf false}@;
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% @$g[u]$@ = @$3$@;
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% for (i = @$|{\cal L}|-1$@; i @$\ge 0$@; i@$--$@)
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% @$e$@ = @$\cal L$@[i];
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% sum = 0;
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% for (@$v$@ = 2; @$v \ge 0$@; @$v$@@$--$@)
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% if (not Visited[@$e[v]$@])
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% Visited[@$e[v]$@] = @{\bf true}@;
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% @$u$@ = @$e[v]$@;
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% @$j$@ = @$v$@;
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% else sum += @$g[e[v]]$@;
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% @g[u]@ = @$(j - \mathrm{sum}) \bmod 3$@;
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%
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% // Ranking step
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% sum = 0;
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% kmask = @$(2^{b_k}-1)$@;
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% for (i = 0; i < @$|g|$@; i++)
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% if((i & kmask) @==@ 0)
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% rankTable[i @$>\!> b_k$@] = sum;
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% if(@$g$@[i] @$\not = 3$@) sum++;
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%
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% @{\bf PHF Algorithm}\\[1mm]@
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% @{\bf Input:} a key $x \in S$, an array $g$ with $m = \lceil cn \rceil$ 2-bit entries, where $c \ge 1.23$, and the ``good'' hash functions $h'$ selected by the BDZ algorithm.\\[1mm]@
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% @{\bf Output:} the perfect hash function value for the key $x \in S$.\\[2mm]@
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% int phf (@$x$@, @$g$@, @$h'$@)
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% @$H'$@ = @$h'(x)$@;
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% @$e$@ = @$\{h_0(x), h_1(x), h_2(x)\}$@;
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% @$v$@ = @$(g[e[0]] + g[e[1]] + g[e[2]]) \bmod 3$@;
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% return @$e[v]$@;
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%
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% @{\bf Algorithm to Generate the Lookup Table}\\[1mm]@
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% @{\bf Input:} none\\[1mm]@
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% @{\bf Output:} the lookup table @$T_r$@ to be used by the mphf function. It counts the number of assigned
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% vertices in a single byte. As each entry in the array $g$ is encoded by 2 bits, then a single byte can store at most four 2-bit values. LS($i'$,2) stands for the value of the 2 least significant bits of $i'$.\\[2mm]@
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% void genLookupTable (@$T_r$@)
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% for (i = 0; i < 256; i++)
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% sum = 0;
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% @$i'$@ = i;
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% for (j = 0; j < 4; j++)
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% if(@$\text{LS}(i',2) \not = 3$@) sum++;
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% @$i'$@ = @$i' >\!> 2$@;
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% @$T_r[i]$@ = sum;
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%
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% @{\bf MPHF Algorithm}\\[1mm]@
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% @{\bf Input:} a key $x \in S$, an array $g$ with $m = \lceil cn \rceil$ 2-bit entries, where $c \ge 1.23$, the chosen ``good'' hash functions $h'$, a constant $b_k$ that makes $k=2^{b_k}$, the lookup table $T_r$ that counts the number of assigned vertices in a single byte, and a rankTable with $(m >\!> b_k + 1)$ $\delta$-bit entries, where $\delta = 32 \text{ or } 64$ depending on the architecture. The notation $g[i \to j]$ represents the values stored in the entries from $g[i]$ to $g[j]$ for $i\leq j$.\\[1mm]@
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% @{\bf Output:} the minimal perfect hash function value for the key $x \in S$.\\[2mm]@
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% int mphf (@$x$@, @$g$@, @$h'$@, @$b_k$@, @$T_r$@, @rankTable@)
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% @$u$@ = phf(@$x$@, @$g$@, @$h'$@);
|
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% j = @$u >\!> b_k$@; // @j@ = @$u$@/k
|
|
% rank = rankTable[j];
|
|
% i = j @$<\!< b_k$@; // @i@ = @j*k@
|
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% for(j = i + 4; j < u; i = j, j += 4)
|
|
% rank += @$T_r[g[$@i @$\to$@ j@$]]$@;
|
|
% for(j = j - 4; j < u; j ++)
|
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% if(@$g$@[j] @$\not =$@ 3) rank ++ ;
|
|
% return rank;
|
|
% \end{lstlisting}
|
|
% \end{center}
|
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% \vspace{-6mm}
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% \caption{The BDZ algorithm and the resulting PHFs and MPHFs.}
|
|
% \label{prog:ram}
|
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% \vspace{-7mm}
|
|
% \end{figure}
|
|
|
|
$\eta$ ~~
|
|
$\epsilon$ ~~
|
|
$\varepsilon$ |