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An algorithm is a sequence of instructions telling a computer what to do. Computers are made of billions of tiny switches called transistors, and algorithms turn those switches on and off billions of times per second. The simplest algorithm is: flip a switch. The state of one transistor is one bit of information: one if the transistor is on, and zero if it’s off. One bit somewhere in your bank’s computers says whether your account is overdrawn or not. Another bit somewhere in the Social Security Administration’s computers says whether you’re alive or dead. The second simplest algorithm is: combine two bits. Claude Shannon, better known as the father of information theory, was the first to realize that what transistors are doing, as they switch on and off in response to other transistors, is reasoning. (That was his master’s thesis at MIT-the most important master’s thesis of all time.) If transistor A turns on only when transistors B and C are both on, it’s doing a tiny piece of logical reasoning. If A turns on when either B or C is on, that’s another tiny logical operation. And if A turns on whenever B is off, and vice versa, that’s a third operation. Believe it or not, every algorithm, no matter how complex, can be reduced to just these three operations: AND, OR, and NOT. Simple algorithms can be represented by diagrams, using different symbols for the AND, OR, and NOT operations. For example, if a fever can be caused by influenza or malaria, and you should take Tylenol for a fever and a headache, this can be expressed as follows:

By combining many such operations, we can carry out very elaborate chains of logical reasoning. People often think computers are all about numbers, but they’re not. Computers are all about logic. Numbers and arithmetic are made of logic, and so is everything else in a computer. Want to add two numbers? There’s a combination of transistors that does that. Want to beat the human Jeopardy! champion? There’s a combination of transistors for that too (much bigger, naturally).

It would be prohibitively expensive, though, if we had to build a new computer for every different thing we want to do. Rather, a modern computer is a vast assembly of transistors that can do many different things, depending on which transistors are activated. Michelangelo said that all he did was see the statue inside the block of marble and carve away the excess stone until the statue was revealed. Likewise, an algorithm carves away the excess transistors in the computer until the intended function is revealed, whether it’s an airliner’s autopilot or a new Pixar movie.

An algorithm is not just any set of instructions: they have to be precise and unambiguous enough to be executed by a computer. For example, a cooking recipe is not an algorithm because it doesn’t exactly specify what order to do things in or exactly what each step is. Exactly how much sugar is a spoonful? As everyone who’s ever tried a new recipe knows, following it may result in something delicious or a mess. In contrast, an algorithm always produces the same result. Even if a recipe specifies precisely half an ounce of sugar, we’re still not out of the woods because the computer doesn’t know what sugar is, or an ounce. If we wanted to program a kitchen robot to make a cake, we would have to tell it how to recognize sugar from video, how to pick up a spoon, and so on. (We’re still working on that.) The computer has to know how to execute the algorithm all the way down to turning specific transistors on and off. So a cooking recipe is very far from an algorithm.

On the other hand, the following is an algorithm for playing tic-tac-toe:

If you or your opponent has two in a row, play on the remaining square.

Otherwise, if there’s a move that creates two lines of two in a row, play that.

Otherwise, if the center square is free, play there.

Otherwise, if your opponent has played in a corner, play in the opposite corner.

Otherwise, if there’s an empty corner, play there.

Otherwise, play on any empty square.

This algorithm has the nice property that it never loses! Of course, it’s still missing many details, like how the board is represented in the computer’s memory and how this representation is changed by a move. For example, we could have two bits for each square, with the value 00 if the square is empty, which changes to 01 if it has a naught and 10 if it has a cross. But it’s precise and unambiguous enough that any competent programmer could fill in the blanks. It also helps that we don’t really have to specify an algorithm ourselves all the way down to individual transistors; we can use preexisting algorithms as building blocks, and there’s a huge number of them to choose from.

Algorithms are an exacting standard. It’s often said that you don’t really understand something until you can express it as an algorithm. (As Richard Feynman said, “What I cannot create, I do not understand.”) Equations, the bread and butter of physicists and engineers, are really just a special kind of algorithm. For example, Newton’s second law, arguably the most important equation of all time, tells you to compute the net force on an object by multiplying its mass by its acceleration. It also tells you implicitly that the acceleration is the force divided by the mass, but making that explicit is itself an algorithmic step. In any area of science, if a theory cannot be expressed as an algorithm, it’s not entirely rigorous. (Not to mention you can’t use a computer to solve it, which really limits what you can do with it.) Scientists make theories, and engineers make devices. Computer scientists make algorithms, which are both theories and devices.

Designing an algorithm is not easy. Pitfalls abound, and nothing can be taken for granted. Some of your intuitions will turn out to have been wrong, and you’ll have to find another way. On top of designing the algorithm, you have to write it down in a language computers can understand, like Java or Python (at which point it’s called a program). Then you have to debug it: find every error and fix it until the computer runs your program without screwing up. But once you have a program that does what you want, you can really go to town. Computers will do your bidding millions of times, at ultrahigh speed, without complaint. Everyone in the world can use your creation. The cost can be zero, if you so choose, or enough to make you a billionaire, if the problem you solved is important enough. A programmer-someone who creates algorithms and codes them up-is a minor god, creating universes at will. You could even say that the God of Genesis himself is a programmer: language, not manipulation, is his tool of creation. Words become worlds. Today, sitting on the couch with your laptop, you too can be a god. Imagine a universe and make it real. The laws of physics are optional.

Over time, computer scientists build on each other’s work and invent algorithms for new things. Algorithms combine with other algorithms to use the results of other algorithms, in turn producing results for still more algorithms. Every second, billions of transistors in billions of computers switch billions of times. Algorithms form a new kind of ecosystem-ever growing, comparable in richness only to life itself.

Inevitably, however, there is a serpent in this Eden. It’s called the complexity monster. Like the Hydra, the complexity monster has many heads. One of them is space complexity: the number of bits of information an algorithm needs to store in the computer’s memory. If the algorithm needs more memory than the computer can provide, it’s useless and must be discarded. Then there’s the evil sister, time complexity: how long the algorithm takes to run, that is, how many steps of using and reusing the transistors it has to go through before it produces the desired results. If it’s longer than we can wait, the algorithm is again useless. But the scariest face of the complexity monster is human complexity. When algorithms become too intricate for our poor human brains to understand, when the interactions between different parts of the algorithm are too many and too involved, errors creep in, we can’t find them and fix them, and the algorithm doesn’t do what we want. Even if we somehow make it work, it winds up being needlessly complicated for the people using it and doesn’t play well with other algorithms, storing up trouble for later.