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.
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).
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...
[2]: https://pvk.ca/Blog/2012/07/30/binary-search-is-a-pathologic...
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.
For instance, if you have 8 elements, 01234567, and you're looking for 1, with binary, you'd fetch 4, 2, and then 1. With quaternary, you'd fetch 2, 4, 6, then 1. Obviously, if you only have 8 elements, you'd just delegate to the SIMD instruction, but if this was a much larger array, you'd be doing more work.
I guess on a modern processor, eliminating the data dependency is worth it because the processor's branch prediction and speculation only follows effectively a single path.
Would be interesting to see this at a machine cycle level on a real processor to understand exactly what is happening.
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.
[1] https://lalitm.com/post/exponential-search/ [2] https://en.wikipedia.org/wiki/Exponential_search
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.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.
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?
In general I love this article, it took what I’ve often wondered about and did a perfect job exploring with useful ablation studies.
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.
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.
I do the search multiple (thousands) times and calculate total time spent, so the timer is called only 2 times. I search across the same array, but for the different number each time. So the array should be completely within L1 cache. It's also important to use the result of the search otherwise the compiler simply omits the code.
I use clock_gettime() which takes on order of 1us. Timestamp counter (which is faster) is not available for me because every CPU core has its own counter and they show different values, so Linux refuses to use it. First core is 600 ms ahead of other cores. How in 2025 we cannot make a boring counter amazes me. Or, maybe this is intentional to prevent using cheaper consumer hardware for professional purposes.
Here are some numbers:
Array size 8, 200 000 iterations, time ns/seach: linear 8 ns, linear no-branch <1 ns (I wonder if it is an error), binary 11 ns, binary no-branch 7 ns.
Array size 128, 100 000 iterations, time: linear 34 ns, linear no-branch 22 ns, binary 35 ns, binary no-branch 16 ns.
As you can see, the branches is what ruins the performance here. Every time the CPU mis-predicts a branch, it wastes several cycles.
Looking through disassembly on godbolt, the compiler inlined and vectorized the measurement loop for no-branch code, which might explain the numbers. The SIMD assembly is hard to read and I don't quite understand what it does: https://godbolt.org/z/dofKnT3W3
I'll be happy to read if you point me at any mistakes in my benchmark. If you want to compile the code, I used gcc with "-O3" and maybe with "-march=native".
You could circumvent the counter issue by pinning to a specific core, otherwise you'd have to use scheduler events (ftrace/perf on Linux) to know which CPU you were running on at specific times and when so you could subtract the right counters (I've had to do this before and it isn't pretty). It would also prevent issues where your task gets preempted and moved to another core and you have to warm the caches again. If you use Linux, options like isolcpus and nohz_full ensure you're not measuring the scheduler/other tasks but have to be set at boot. But if your loops between clock_gettime take substantially more than clock_gettime itself then at least the timer overhead is probably not that important.
As for the branch prediction, I would think most of the branches would be predicted correctly because usually you'll have runs of "not x" before each "is x". Switching between many loops of course hurts the prediction.
My SIMD knowledge only extends as far as which compiler options make my code faster.
No shame using LLMs, I use them extensively, but I find I have to write some code yourself because I make noticeably more mistakes coding if I have let the LLM do everything for a couple of weeks.
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.htm...)
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.
- First third: 1 comparisons
- Second third: 2 comparisons
- Third third: 2 comparisons
(1+2+2)/3 = 5/3 average comparisons. I think the gap starts here at assuming it's 50% of the time because it feels like "either you do 1 comparison or 2" but it's really 33% of the time because "there is 1/3 chance it's in the 1st comparison and 2/3 chance it'll be 2 comparisons".
This lets us show ternary is worse in total average comparisons, just barely: 5/3*Log_3[n] = 1.052... * Log_2[n].
In other words, you end up with fewer levels but doing more comparisons (on average) to get to the end. This is true for all searches of this type (w/ a few general assumptions like the values being searched for are evenly distributed and the cost of the operations is idealized - which is where the main article comes in) where the number of splits is > 2.
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.
Obviously real-world performance depends on other things as well.
All other people live in the real world, and care about real-world performance, and modern computer scientists know that.
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.
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?
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.
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.
Obviously, this isn't changing the big-Oh complexity, but in the "real world", still nice to see a 2-4x speedup.
So not exactly "n" as in O(n).
Also: only for 16-bit integers.
> So not exactly "n" as in O(n).
For large enough inputs the algorithm with better Big O complexity will eventually win (at least in the worst cases). Yes, sometimes it never happens in practice when the constants are too large. But say 100 * n * log(n) will eventually beat 5 * n for large enough n. Some advanced algorithms can use algorithms with worse Big O complexity but smaller constants for small enough sub-problems to improve performance. But it's more like to optimization detail rather than a completely different algorithm.
> This algorithm just uses modern and current processor architecture artifacts to "improve" it on arrays of up to 4096
Yes, that's my point. It's basically "I made binary search for integers X times faster on some specific CPUs". "Beating binary search" is somewhat misleading, it's more like "microptimizing binary search".
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.)
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.
- https://curiouscoding.nl/slides/p99-text/
- https://curiouscoding.nl/posts/static-search-tree/
- https://news.ycombinator.com/item?id=42562847 (656 points; 232 comments)
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?
> 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.
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.
[...]
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!
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.
#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]; } }