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The Steinhaus–Johnson–Trotter algorithm or Johnson–Trotter algorithm, also called plain changes, is an
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing ...
named after Hugo Steinhaus, Selmer M. Johnson and Hale F. Trotter that generates all of the
permutation In mathematics, a permutation of a set is, loosely speaking, an arrangement of its members into a sequence or linear order, or if the set is already ordered, a rearrangement of its elements. The word "permutation" also refers to the act or pr ...
s of n elements. Each permutation in the sequence that it generates differs from the previous permutation by swapping two adjacent elements of the sequence. Equivalently, this algorithm finds a Hamiltonian cycle in the permutohedron. This method was known already to 17th-century English change ringers, and calls it "perhaps the most prominent permutation enumeration algorithm". A version of the algorithm can be implemented in such a way that the average time per permutation is constant. As well as being simple and computationally efficient, this algorithm has the advantage that subsequent computations on the permutations that it generates may be sped up because of the similarity between consecutive permutations that it generates..


Algorithm

The sequence of permutations generated by the Steinhaus–Johnson–Trotter algorithm has a natural recursive structure, that can be generated by a recursive algorithm. However the actual Steinhaus–Johnson–Trotter algorithm does not use recursion, instead computing the same sequence of permutations by a simple iterative method. A later improvement allows it to run in constant average time per permutation.


Recursive structure

The sequence of permutations for a given number n can be formed from the sequence of permutations for n-1 by placing the number n into each possible position in each of the shorter permutations. The Steinhaus–Johnson–Trotter algorithm follows this structure: the sequence of permutations it generates consists of (n-1)! blocks of permutations, so that within each block the permutations agree on the ordering of the numbers from 1 to n-1 and differ only in the position of n. The blocks themselves are ordered recursively, according to the Steinhaus–Johnson–Trotter algorithm for one less element. Within each block, the positions in which n is placed occur either in descending or ascending order, and the blocks alternate between these two orders: the placements of n in the first block are in descending order, in the second block they are in ascending order, in the third block they are in descending order, and so on.; , section 3 Thus, from the single permutation on one element, one may place the number 2 in each possible position in descending order to form a list of two permutations on two elements, Then, one may place the number 3 in each of three different positions for these two permutations, in descending order for the first permutation 1 2, and then in ascending order for the permutation 2 1: The same placement pattern, alternating between descending and ascending placements of n, applies for any larger value of n. In sequences of permutations with this recursive structure, each permutation differs from the previous one either by the single-position-at-a-time motion of n, or by a change of two smaller numbers inherited from the previous sequence of shorter permutations. In either case this difference is just the transposition of two adjacent elements. When n > 1 the first and final elements of the sequence, also, differ in only two adjacent elements (the positions of the numbers 1 and 2), as may be proven by induction. This sequence may be generated by a recursive algorithm that constructs the sequence of smaller permutations and then performs all possible insertions of the largest number into the recursively-generated sequence. The same ordering of permutations can also be described equivalently as the ordering generated by the following greedy algorithm. Start with the identity permutation 1\;2\;\ldots\;n. Now repeatedly transpose the largest possible entry with the entry to its left or right, such that in each step, a new permutation is created that has not been encountered in the list of permutations before. For example, in the case n=3 the sequence starts with 1\;2\;3, then flips 3 with its left neighbor to get 1\;3\;2. From this point, flipping 3 with its right neighbor 2 would yield the initial permutation 1\;2\;3, so the sequence instead flips 3 with its left neighbor 1 and arrives at 3\;1\;2, etc. The direction of the transposition (left or right) is always uniquely determined in this algorithm. However, the actual Steinhaus–Johnson–Trotter algorithm does not use recursion, and does not need to keep track of the permutations that it has already encountered. Instead, it computes the same sequence of permutations by a simple
iterative method In computational mathematics, an iterative method is a mathematical procedure that uses an initial value to generate a sequence of improving approximate solutions for a class of problems, in which the ''n''-th approximation is derived from the pre ...
.


Original version

As described by , the algorithm for generating the next permutation from a given permutation \pi performs the following steps. *For each i from 1 to n, let x_i be the position where the value i is placed in permutation \pi. If the order of the numbers from 1 to i-1 in permutation \pi defines an
even permutation In mathematics, when ''X'' is a finite set with at least two elements, the permutations of ''X'' (i.e. the bijective functions from ''X'' to ''X'') fall into two classes of equal size: the even permutations and the odd permutations. If any total o ...
, let y_i=x_i-1 otherwise, let y_i=x_i+1. *Find the largest number i for which y_i defines a valid position in permutation \pi that contains a number smaller than i. Swap the values in positions x_i and y_i. When no number i can be found meeting the conditions of the second step of the algorithm, the algorithm has reached the final permutation of the sequence and terminates. This procedure may be implemented in O(n) time per permutation. gives an alternative implementation of an iterative algorithm for the same sequence, in lightly commented
ALGOL 60 ALGOL 60 (short for ''Algorithmic Language 1960'') is a member of the ALGOL family of computer programming languages. It followed on from ALGOL 58 which had introduced code blocks and the begin and end pairs for delimiting them, representing a ...
notation. Because this method generates permutations that alternate between being even and odd, it may easily be modified to generate only the even permutations or only the odd permutations: to generate the next permutation of the same parity from a given permutation, simply apply the same procedure twice.


Even's speedup

A subsequent improvement by Shimon Even provides an improvement to the running time of the algorithm by storing additional information for each element in the permutation: its position, and a ''direction'' (positive, negative, or zero) in which it is currently moving (essentially, this is the same information computed using the parity of the permutation in Johnson's version of the algorithm). Initially, the direction of the number 1 is zero, and all other elements have a negative direction: At each step, the algorithm finds the greatest element with a nonzero direction, and swaps it in the indicated direction: If this causes the chosen element to reach the first or last position within the permutation, or if the next element in the same direction is greater than the chosen element, the direction of the chosen element is set to zero: After each step, all elements greater than the chosen element (which previously had direction zero) have their directions set to indicate motion toward the chosen element. That is, positive for all elements between the start of the permutation and the chosen element, and negative for elements toward the end. Thus, in this example, after the number 2 moves, the number 3 becomes marked with a direction again: The remaining two steps of the algorithm for n=3 are: When all numbers become unmarked, the algorithm terminates. This algorithm takes time O(i) for every step in which the greatest number to move is n-i+1. Thus, the swaps involving the number n take only constant time; since these swaps account for all but a 1/n fraction of all of the swaps performed by the algorithm, the average time per permutation generated is also constant, even though a small number of permutations will take a larger amount of time. A more complex loopless version of the same procedure allows it to be performed in constant time per permutation in every case; however, the modifications needed to eliminate loops from the procedure make it slower in practice.


Related structures


Permutohedron

The set of all permutations of n items may be represented geometrically by a permutohedron, the polytope formed from the
convex hull In geometry, the convex hull or convex envelope or convex closure of a shape is the smallest convex set that contains it. The convex hull may be defined either as the intersection of all convex sets containing a given subset of a Euclidean spac ...
of n! vectors, the permutations of the vector (1,2,\dots n). Although defined in this way in n-dimensional space, it is actually an (n-1)-dimensional polytope; for example, the permutohedron on four items is a three-dimensional polyhedron, the truncated octahedron. If each vertex of the permutohedron is labeled by the inverse permutation to the permutation defined by its vertex coordinates, the resulting labeling describes a
Cayley graph In mathematics, a Cayley graph, also known as a Cayley color graph, Cayley diagram, group diagram, or color group is a graph that encodes the abstract structure of a group. Its definition is suggested by Cayley's theorem (named after Arthur Cayl ...
of the symmetric group of permutations on n items, as generated by the permutations that swap adjacent pairs of items. Thus, each two consecutive permutations in the sequence generated by the Steinhaus–Johnson–Trotter algorithm correspond in this way to two vertices that form the endpoints of an edge in the permutohedron, and the whole sequence of permutations describes a Hamiltonian path in the permutohedron, a path that passes through each vertex exactly once. If the sequence of permutations is completed by adding one more edge from the last permutation to the first one in the sequence, the result is instead a Hamiltonian cycle.


Gray codes

A Gray code for numbers in a given
radix In a positional numeral system, the radix or base is the number of unique digits, including the digit zero, used to represent numbers. For example, for the decimal/denary system (the most common system in use today) the radix (base number) is t ...
is a sequence that contains each number up to a given limit exactly once, in such a way that each pair of consecutive numbers differs by one in a single digit. The n! permutations of the n numbers from 1 to n may be placed in one-to-one correspondence with the n! numbers from 0 to n!-1 by pairing each permutation with the sequence of numbers c_i that count the number of positions in the permutation that are to the right of value i and that contain a value less than i (that is, the number of inversions for which i is the larger of the two inverted values), and then interpreting these sequences as numbers in the factorial number system, that is, the mixed radix system with radix sequence (1,2,3,4,\dots) For instance, the permutation (3,1,4,5,2) would give the values c_1=0, c_2=0, c_3=2, c_4=1, and c_5=1. The sequence of these values, (0,0,2,1,1), gives the number 0\times 0!+0\times 1!+2\times 2!+1\times 3!+1\times 4!=34. Consecutive permutations in the sequence generated by the Steinhaus–Johnson–Trotter algorithm have numbers of inversions that differ by one, forming a Gray code for the factorial number system. More generally, combinatorial algorithms researchers have defined a Gray code for a set of combinatorial objects to be an ordering for the objects in which each two consecutive objects differ in the minimal possible way. In this generalized sense, the Steinhaus–Johnson–Trotter algorithm generates a Gray code for the permutations themselves.


History

The method was known for much of history as a method for
change ringing Change ringing is the art of ringing a set of tuned bells in a tightly controlled manner to produce precise variations in their successive striking sequences, known as "changes". This can be by method ringing in which the ringers commit to memor ...
of church bells: it gives a procedure by which a set of bells can be rung through all possible permutations, changing the order of only two bells per change. These so-called "plain changes" were recorded as early as 1621 for four bells, and a 1677 book by
Fabian Stedman Fabian Stedman (1640–1713) was an English author and a leading figure in the early history of campanology, particularly in the field of method ringing. He had a key role in publishing two books ''Tintinnalogia'' (1668 with Richard Duckworth) and ...
lists the solutions for up to six bells. More recently, change ringers have abided by a rule that no bell may stay in the same position for three consecutive permutations; this rule is violated by the plain changes, so other strategies that swap multiple bells per change have been devised.; . The algorithm is named after Hugo Steinhaus, Selmer M. Johnson and Hale F. Trotter. Johnson and Trotter rediscovered the algorithm independently of each other in the early 1960s. A book by Steinhaus, originally published in 1958 and translated into English in 1963, describes a related puzzle of generating all permutations by a system of particles, each moving at constant speed along a line and swapping positions when one particle overtakes another. No solution is possible for n>3, because the number of swaps is far fewer than the number of permutations, but the Steinhaus–Johnson–Trotter algorithm describes the motion of particles with non-constant speeds that generate all permutations.


See also

*
Heap's algorithm Heap's algorithm generates all possible permutations of objects. It was first proposed by B. R. Heap in 1963. The algorithm minimizes movement: it generates each permutation from the previous one by interchanging a single pair of elements; th ...
, a different method for listing all permutations *
Fisher–Yates shuffle The Fisher–Yates shuffle is an algorithm for generating a random permutation of a finite sequence—in plain terms, the algorithm shuffles the sequence. The algorithm effectively puts all the elements into a hat; it continually determines the ...
, a method for generating random permutations


Notes


References

* *. Although Dijkstra does not cite any prior literature, an earlier draf
EWD502
reveals that he knew of . * * * *; see Section 2.1, "A minimum-change generator", pp. 3–8 * * * * * * * {{DEFAULTSORT:Steinhaus-Johnson-Trotter algorithm Combinatorial algorithms Permutations