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For algorithms, a little memory outweighs a lot of time

cperciva

Minus the fuzz: A multitape Turing machine running in time t can be simulated using O(sqrt(t log t)) space (and typically more than t time).

https://arxiv.org/abs/2502.17779

diamondage

Should have come to the comments first!

xlii

From the „Camel Book”, one of my favorite programming books (not because it was enlightening, but because it was entertaining); on the Perl philosophy:

“If you’re running out of memory, you can buy more. But if you’re running out of time, you’re screwed.”

immibis

This can work both ways. If the program needs more memory than the computer has, it can't run until you buy more. But if it takes twice as long, at least it runs at all.

const_cast

Modern computers have so much memory it feels like it doesn't matter. Spending that memory on arrays for algorithms or things like a Garbage Collector just make sense. And, extra memory is worthless. You WANT the summation of all your programs to use all your memory. The processor, on the other hand, can context switch and do everything in it's power to make sure it stays busy.

The CPU is like an engine and memory is your gas tank. Idling the engine is bad, but leaving gas in the tank doesn't hurt, but it doesn't help either. I'm not gonna get to my destination faster because I have a full tank.

Mawr

Only if running one such memory-hungry program at a time, which usually cannot be afforded. Multi-program workloads are much more common and the strategy of using as much ram as possible can't work in that environment.

hinkley

The Camel book was written when Moore’s Law was trucking along. These days you can’t buy much more time but you used to be able to just fine. Now it’s horizontal scaling. Which is still more time.

Dban1

brain brain brain

whatever1

Lookup tables with precalculated things for the win!

In fact I don’t think we would need processors anymore if we were centrally storing all of the operations ever done in our processors.

Now fast retrieval is another problem for another thread.

crmd

Reminds me of when I started working on storage systems as a young man and once suggested pre-computing every 4KB block once and just using pointers to the correct block as data is written, until someone pointed out that the number of unique 4KB blocks (2^32768) far exceeds the number of atoms in the universe.

manwe150

It seems like you weren’t really that far off from implementing it, you just need a 4 KB pointer to point to the right block. And in fact, that is what all storage systems do!

jodrellblank

Reminds me of when I imagined brute-forcing every possible small picture as simply 256 shades of gray for each pixel x (640 x 480 = 307200 pixels) = 78 million possible pictures.

Actually I don't have any intuition for why that's wrong, except that if we catenate the rows into one long row then the picture can be considered as a number 307200 digits long in base 256, and then I see that it could represent 256^307200 possible different values. Which is a lot: https://www.wolframalpha.com/input?i=256%5E307200

p1necone

78 million is how many pixels would be in 256 different pictures with 307200 pixels each. You're only counting each pixel once for each possible value, but you actually need to count each possible value on each pixel once per possible combinations of all of the other pixels.

The number of possible pictures is indeed 256^307200, which is an unfathomably larger number than 78 million. (256 possible values for the first pixel * 256 possible values for the second pixel * 256 possi...).

danwills

Yeah I had a similar thought back in the 90s and made a program to iterate through all possible images at a fairly low res, I left it running while I was at school and got home after many hours to find it had hardly got past the first row of pixels! This was a huge eye-opener about how big a possibility-space digital images really exist in!

deadfoxygrandpa

i think at some point you should have realized that there are obviously more than 78 million possible greyscale 640x480 pictures. theres a lot of intuitive examples but just think of this:

https://images.lsnglobal.com/ZFSJiK61WTql9okXV1N5XyGtCEc=/fi...

if there were only 78 million possible pictures, how could that portrait be so recongizably one specific person? wouldnt that mean that your entire picture space wouldnt even be able to fit a single portrait of everyone in Germany?

plastic3169

I had friend who had the same idea to do it for pixel fonts with only two colors and 16x16 canvas. It was still 2^256. Watching that thing run and trying to estimate when it would finish made me understand encryption.

benchloftbrunch

The other problem is that (if we take literally the absurd proposal of computing "every possible block" up front) you're not actually saving any space by doing this, since your "pointers" would be the same size as the blocks they point to.

lesuorac

If you don't do _actually_ every single block then you have Huffman Coding [1].

I imagine if you have a good idea of the data incoming you could probably do a similar encoding scheme where you use 7 bits to point to a ~512 bit blob and the 8th bit means the next 512 couldn't be compressed.

[1]: https://en.wikipedia.org/wiki/Huffman_coding

makmanalp

In some contexts, dictionary encoding (which is what you're suggesting, approximately) can actually work great. For example common values or null values (which is a common type of common value). It's just less efficient to try to do it with /every/ block. You have to make it "worth it", which is a factor of the frequency of occurrence of the value. Shorter values give you a worse compression ratio on one hand, but on the other hand it's often likelier that you'll find it in the data so it makes up for it, to a point.

There are other similar lightweight encoding schemes like RLE and delta and frame of reference encoding which all are good for different data distributions.

ww520

The idea is not too far off. You could compute a hash on an existing data block. Store the hash and data block mapping. Now you can use the hash in anywhere that data block resides, i.e. any duplicate data blocks can use the same hash. That's how storage deduplication works in the nutshell.

valenterry

Except that there are collisions...

Nevermark

The other problem is to address all possible 4098 byte blocks, you need a 4098 byte address. I suppose we would expect the actual number of blocks computed and reused to be a sparse subset.

Alternately, have you considered 8 byte blocks?

If your block pointers are 8-byte addresses, you don't need to count on block sparsity, in fact, you don't even need to have the actual blocks.

A pointer type, that implements self-read and writes, with null allocations and deletes, is easy to implement incredibly efficiently in any decent type system. A true zero-cost abstraction, if I have ever seen one!

(On a more serious note, a memory heap and CPU that cooperated to interpret pointers with the top bit set, as a 63-bit linear-access/write self-storage "pointer", is an interesting thought.

nine_k

If some blocks are highly repetitive, this may make sense.

It's basically how deduplication works in ZFS. And that's why it only makes sense when you store a lot of repetitive data, e.g. VM images.

whatever1

We know for a fact that when we disable the cache of the processors their performance plummets, so the question is how much of computation is brand new computation (never seen before)?

vlovich123

While true, a small technical nitpick is that the cache also contains data that’s previously been loaded and reused, not just as a result of a previous computation (eg your executable program itself or a file being processed are examples)

EGreg

You’re not wrong

Using an LLM and caching eg FAQs can save a lot of token credits

AI is basically solving a search problem and the models are just approximations of the data - like linear regression or fourier transforms.

The training is basically your precalculation. The key is that it precalculates a model with billions of parameters, not overfitting with an exact random set of answers hehe

walterbell

> Using an LLM and caching eg FAQs can save a lot of token credits

Do LLM providers use caches for FAQs, without changing the number of tokens billed to customer?

EGreg

No, why would they. You are supposed to maintain that cache.

What I really want to know is about caching the large prefixes for prompts. Do they let you manage this somehow? What about llama and deepseek?

chowells

Oh, that's not a problem. Just cache the retrieval lookups too.

michaelhoney

it's pointers all the way down

drob518

Just add one more level of indirection, I always say.

mncharity

> if we were centrally storing all of the operations

Community-scale caching? That's basically what pre-compiled software distributions are. And one idea for addressing the programming language design balk "that would be a nice feature, but it's not known how to compile it efficiently, so you can't have it", is highly-parallel cloud compilation, paired with a community-scale compiler cache. You might not mind if something takes say a day to resolve, if the community only needs it run once per release.

20after4

Community scale cache, sounds like a library (the bricks and mortar kind)

handsclean

https://conwaylife.com/wiki/HashLife is an algorithm for doing basically this in Conway’s Game of Life, which is Turing complete. I remember my first impression being complete confusion: here’s a tick-by-tick simulation too varied and complex to encapsulate in a formula, and you’re telling me I can just skip way into its future?

RetroTechie

If I read that page correctly, it does this for areas with empty space between them?

Makes sense. Say you have a pattern (surrounded by empty space) that 'flickers': A-B-A-B-A... etc. Then as long as nothing intrudes, nth generation is the same pattern as in n+1000,000th generation. Similar for patterns that do a 3-cycle, 4-cycle etc.

All you'd need is a) a way to detect repeating patterns, and b) do some kind of collision detection between areas/patterns (there's a thing called 'lightspeed' in Life, that helps).

handsclean

I don’t fully understand the algorithm, but no, to my understanding it’s much more general than that. In each tick a cell’s state is solely determined by its immediate neighbors, which means the simulation has a “speed of light” of 1 cell/second: to look N ticks into the future, you need only consider cells within N cells of the area you’re computing, no matter what’s outside that. So, for example, if you want to skip a 10x10 area 100 ticks into the future, you consider a 210x210 area centered on your 10x10, compute it once, then in the future use that 210x210 area as a lookup key for the 10x10 100 ticks into the future. I think HashLife is also somehow doing this on multiple scales at once, and some other tricks.

jsnider3

> In fact I don’t think we would need processors anymore if we were centrally storing all of the operations ever done in our processors.

On my way to memoize your search history.

LPisGood

I think it is very intuitive that more space beats the pants off of more time.

In time O(n) you can use O(n) cells on a tape, but there are O(2^n) possible configurations of symbols on a tape of length n (for an alphabet with 2 symbols), so you can do so much more with n space than with n time.

hn_acc1

My intuition: the value of a cell can represent the result of multiple (many) time units used to compute something. If you cannot store enough intermediate results, you may end up needing to recalculate the same / similar results over and over - at least in some algorithms. So one cell can represent the results of hundreds of time units, and being able to store / load that one value to re-use it later can then replace those same hundreds of time units. In effect, space can be used for "time compression" (like a compressed file) when the time is used to compute similar values multiple times.

If intermediate results are entirely uncorrelated, with no overlap in the work at all, that would not hold - space will not help you. Edit: This kind of problem is very rare. Think of a cache with 0 percent hit rate - almost never happens.

And you can't really do it the other way around (at least not in current computing terms / concepts): you cannot use a single unit of time as a standin / proxy for hundreds of cells, since we don't quite have infinitely-broad SIMD architectures.

RetroTechie

There's many algorithms with a space vs time tradeoff. But what works best, depends a lot on the time/energy cost of re-computing something, vs the storage/bandwidth cost of caching results.

Expensive calculation, cheap storage → caching results helps.

Limited bandwidth / 'expensive' storage, simple calculation (see: today's hyper-fast CPU+L1 cache combo's) → better to re-compute some things on the fly as needed.

I suspect there's a lot of existing software (components) out there designed along the "save CPU cycles, burn storage" path, where in modern reality a "save storage, CPU cycles are cheap" would be more effective. CPU speeds have grown way way faster than main memory bandwidth (or even size?) over the last decades.

For a datacenter, supercomputer, embedded system, PC or some end-user's phone, the metrics will be different. But same principle applies.

benchloftbrunch

As I understand it, this is the essential insight behind dynamic programming algorithms; the whole idea is to exploit the redundancies in a recursive task by memoizing the partial results of lower order stages.

slt2021

I think this theorem applies well for modern LLMs: large language model with pre-computed weights can be used to compute very complex algorithms that approximate human knowledge, that otherwise were impossible or would have required many orders more compute to calculate

frollogaston

Also, the O(1) random memory access assumption makes it easy to take memory for granted. Really it's something like O(n^(1/3)) when you're scaling the computer to the size of the problem, and you can see this in practice in datacenters.

I forget the name of the O(1) access model. Not UMA, something else.

cperciva

O(n^(1/2)) really, since data centers are 2 dimensional, not 3 dimensional.

(Quite aside from the practical "we build on the surface of the earth" consideration, heat dissipation considerations limit you to a 2 dimensional circuit in 3-space.)

mpoteat

More fundamentally O(n^(1/2)) due to the holographic principle which states that the maximal amount of information encodable in a given region of space scales wrt its surface area, rather than its volume.

(Even more aside to your practical heat dissipation constraint)

frollogaston

If you have rows of racks of machines, isn't that 3 dimensions? A machine can be on top of, behind, or next to another that it's directly connected to. And the components inside have their own non-uniform memory access.

Or if you're saying heat dissipation scales with surface area and is 2D, I don't know. Would think that water cooling makes it more about volume, but I'm not an expert on that.

LegionMammal978

On the other hand, actual computers can work in parallel when you scale the hardware, something that the TM formulation doesn't cover. It can be interesting which algorithms work well with lots of computing power subject to data locality. (Brains being the classic example of this.)

LPisGood

Multitape TMs are pretty well studied

thatguysaguy

Intuitive yes, but since P != PSPACE is still unproven it's clearly hard to demonstrate.

LPisGood

I think that since many people find it intuitive that P != NP, and PSPACE sits way on top of polynomial hierarchy that it is intuitive even if it’s unproven.

porphyra

There's not even a proof that P != EXPTIME haha

EDIT: I am a dumbass and misremembered.

doc_manhat

I think there is right? It's been a long time but I seem to remember it following from the time hierarchy theorem

LPisGood

I thought there was some simple proof of this, but all I can think of is time hierarchy theorem.

dragontamer

The article is about a new proof wherein P == PSPACE.

Something we all intuitively expected but someone finally figured out an obscure way to prove it.

--------

This is a really roundabout article that takes a meandering path to a total bombshell in the field of complexity theory. Sorry for spoiling but uhhh, you'd expect an article about P == PSPACE would get to the point faster....

LPisGood

This article is not about a proof that P = PSPACE. That would be way bigger news since it also directly implies P = NP.

undefuser

I think it really depends on the task at hand, and not that intuitive. At some point accessing the memory might be slower than repeating the computation, especially when the storage is slow.

IsTom

One one hand yes, on the other there might be some problems that are inherently difficult to parallelize (alternating machine PTIME is the same as deterministic PSPACE) where space doesn't buy you much. The jump from paper from t/log t to sqrt(t log t) is huge, but it still might be that unbounded parallelism doesn't buy you much more.

null

[deleted]

qbane

But you also spend time on updating cells, so it is not that intuitive.

LPisGood

I’m not sure what you mean here. If you’re in the realm of “more space” than you’re not thinking of the time it takes.

More precisely, I think it is intuitive that the class of problems that can be solved in any time given O(n) space is far larger than the class of problems that can be solved in any space given O(n) time.

Almondsetat

If your program runs in O(n) time, it cannot use more than O(n) memory (upper bound on memory usage.

If your program uses O(n) memory, it must run at least in O(n) time (lower bound on time).

qbane

A time-bounded TM is also space bounded, because you need time to write to that many cells. But the other way is not.

delusional

This is obviously demonstrably true. A Turing running in O(n) time must halt. The one in O(n) space is free not to.

ChrisMarshallNY

Interesting. It's one of those things that I’ve always “just assumed,” without thinking about it.

I did a lot of raster graphics programming, in my career, and graphics work makes heavy use of lookup tables.

Yesterday, I posted a rather simple tool I wrote[0]: a server that “frontloads” a set of polygons into a database, and then uses them, at query time. It’s fairly fast (but I’m sure it could be a lot faster). I wrote it in a few hours, and got pretty good performance, right out of the starting gate.

Pretty basic stuff. I doubt the pattern is unique, but it’s one that I’ve used for ages. It’s where I try to do as much “upfront” work as possible, and store “half-baked” results into memory.

Like I said, I always “just worked that way,” and never really thought about it. There’s been a lot of “rule of thumb” stuff in my work. Didn’t have an MIT professor to teach it, but it’s sort of gratifying to see that it wasn’t just “old wives” stuff.

There’s probably a ton of stuff that we do, every day, that we don’t think about. Some of it almost certainly originated from really smart folks like him, finding the best way (like the “winding number” algorithm, in that server[1]), and some of it also probably comes from “grug-brained programmers,” simply doing what makes sense.

[0] https://news.ycombinator.com/item?id=44046227

[1] https://github.com/LittleGreenViper/LGV_TZ_Lookup/blob/e247f...

auto

I'm in the depths of optimization on a game right now, and it's interesting how the gains I'm making currently all seem to be a matter of scaling the concept of lookup tables, and using the right tool for the job.

What I mean is that traditionally I think peoples' ideas of lookup tables are things like statically baked arrays setup at compile time, or even first thing at runtime, and they never change. But if you loosen your adherence to that last idea a bit, where a lookup table can change slightly over time, you can get a ton of mileage out of a comparatively small amount of memory compared to wasting cycles every frame.

As for the right tool for the job, I've read tons of dev logs and research papers over the years about moving work to the GPU, but this last few months stint of ripping my game inside out has really made me see the light. It's not just lookup tables built at compile or early runtime, but lookup tables modified slightly over time, and sent to the GPU as textures and used there.

Follow this train of thought long enough, and now we're just calling memory writes and reads "lookup tables" when they aren't really that anymore, but whos to say where the barrier really lies?

recursivecaveat

To some extent it is required that all serious work by a computer be the kind of repititious thing that can be at least partially addressed by a lookup table.

If you take the example of a game, drawing sprites say. Drawing a single preloaded sprite of reasonable size is always cheap, so a slow frame must have an excessive number. It's very hard to construct a practical scenario of a large number of truly distinct sprites though. A level has a finite tile palette, a finite cast of characters, abilities, etc. It's hard to logistically get them all into a scene together, and even then it won't be that many. So the only scenario left where sprite drawing will be slow is drawing the same handful of sprites over and over again. By contrast that's super common: just spam a persistent projectile, tap the analog stick to generate dust particles, etc.

ChrisMarshallNY

Without getting too much into detail (because the people I worked for were really paranoid, and I don't want to give them agita), we used to build lookup tables "on the fly," sometimes, deep inside iterators.

For example, each block of pixels might have some calculated characteristics that were accessed by a hash into a LUT, but the characteristics would change, as we went through the image.

We'd do a "triage" run, where we'd build the LUT, then a "detailed" run, where we'd apply the LUT to the pixels.

It could get pretty hairy.

IvanK_net

I am confused. If a single-tape turing machine receives a digit N in binary, and is supposed to write N ones on the tape, on the right side of the digit N, it performs N steps.

If you expect N ones at the output, how can this machine be simulated in the space smaller than N?

This machine must decrement the digit N at the beginning of the tape, and move to the end of the tape to write "1", so it runs in time O(N^2), not O(N)? (as it takes N "trips" to the end of the tape, and each "trip" takes 1, 2, 3 .. N steps)

Since turing machines can not jump to any place on a tape in constant time (like computers can), does it have any impact on real computers?

cperciva

Multitape Turing machines are far more powerful (in terms of how fast they can run, not computability) than single-tape machines.

But to answer your question: "space" here refers to working space, excluding the input and output.

IvanK_net

A single tape machine is still a multi tape machine, only with one tape.

iNic

This paper looks exclusively at decision problems, i.e. problems where the output is a single bit.

EDIT: This makes sense because if you look at all problems with N outputs then that is just the same as "gluing together" N different decision problems (+ some epsilon of overhead)

IvanK_net

Oh okay, that was my second guess.

senfiaj

I always thought that the "reverse" relationship between the time and the space requirements is explained by the simple fact that when you have a set of algorithms with certain time and space requirements and you constrain one of these parameters, the other parameter will not be necessarily (in practice oftentimes not) the most optimal. But it doesn't necessarily mean that the faster algorithm will require less memory or vice versa.

This "reverse" relationship works with other parameters. Such as in sorting algorithms, where besides time and space requirements you have stability requirement. If you constrain the sorting algorithms by stability, you won't have any advantage (will likely to have some disadvantage) in performance over non constrained algorithms. And wee see that the known stable sorting algorithms are either slower or require more memory. Nobody has yet invented a stable sorting algorithm that has comparable performance (both time and space) to non stable sorting algorithms. That's it.

schmorptron

As an aside, I really enjoy a lot of the quanta magazine articles! They manage to write articles that both appeal to compsci people as well as interested "outsiders". The birds-eye view and informal how and why they pack into their explanation style often gives me new perspectives and things to think about!

ziofill

At the cost of sounding ridiculous: can there be a notion of "speed of light" in the theory of computation, determining the ultimate limit of memory (space) vs runtime?

awanderingmind

ziofill

Oh wait, I just realized what I said was probably very stupid: I was thinking of some computational complexity theorem that links memory and runtime complexity classes in the same way that the "speed of light" sets an ultimate bound on the relation between actual space and actual time.

But the speed of light is the maximum space in the smallest time, which computationally would correspond to filling the largest amount of memory in the shortest time :facepalm: (and thanks for the links!)

bgnn

The poetic style of Quanta makes it impossible to understand what does this mean. Can someone familiar with the topic explain is this applicable to real world computers or just a theoretical scenario? Does this mean we need more memory in computers even if they need to run at a lower clock speed?

amelius

> Williams’ proof established a mathematical procedure for transforming any algorithm — no matter what it does — into a form that uses much less space.

Ok, but space is cheap, and we usually want to trade processing time for space.

I.e., the opposite.

JohnKemeny

Ryan made a dent (a tiny dent) in one of the most important open problems in mathematics.

He's not trying to please programmers.

amelius

But what makes an open problem important? ;)