Class: | Search algorithm Greedy algorithm Dynamic programming[1] |
Data: | Graph Usually used with priority queue or heap for optimization |
Time: | \Theta( |
)≪/Math≫≪Ref Name: | "FibonacciH"> |
Dijkstra's algorithm is an algorithm for finding the shortest paths between nodes in a weighted graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later.[2] [3] [4]
Dijkstra's algorithm finds the shortest path from a given source node to every other node. It can also be used to find the shortest path to a specific destination node, by terminating the algorithm once the shortest path to the destination node is known. For example, if the nodes of the graph represent cities, and the costs of edges represent the average distances between pairs of cities connected by a direct road, then Dijkstra's algorithm can be used to find the shortest route between one city and all other cities. A common application of shortest path algorithms is network routing protocols, most notably IS-IS (Intermediate System to Intermediate System) and OSPF (Open Shortest Path First). It is also employed as a subroutine in other algorithms such as Johnson's algorithm.
The algorithm uses a min-priority queue data structure for selecting the shortest paths known so far. Before more advanced priority queue structures were discovered, Dijkstra's original algorithm ran in
\Theta(|V|2)
|V|
\Theta(|E|+|V|log|V|)
Dijkstra's algorithm is commonly used on graphs where the edge weights are positive integers or real numbers. It can be generalized to any graph where the edge weights are partially ordered, provided the subsequent labels (a subsequent label is produced when traversing an edge) are monotonically non-decreasing.[6]
In many fields, particularly artificial intelligence, Dijkstra's algorithm or a variant of it is known as uniform cost search and formulated as an instance of the more general idea of best-first search.
Dijkstra thought about the shortest path problem when working at the Mathematical Center in Amsterdam in 1956 as a programmer to demonstrate the capabilities of a new computer called ARMAC.[7] His objective was to choose both a problem and a solution (that would be produced by computer) that non-computing people could understand. He designed the shortest path algorithm and later implemented it for ARMAC for a slightly simplified transportation map of 64 cities in the Netherlands (64, so that 6 bits would be sufficient to encode the city number).[3] A year later, he came across another problem from hardware engineers working on the institute's next computer: minimize the amount of wire needed to connect the pins on the back panel of the machine. As a solution, he re-discovered the algorithm known as Prim's minimal spanning tree algorithm (known earlier to Jarník, and also rediscovered by Prim). Dijkstra published the algorithm in 1959, two years after Prim and 29 years after Jarník.[8] [9]
Let us choose a starting node, and let the distance of node N be the distance from the starting node to N. Dijkstra's algorithm will initially start with infinite distances and will try to improve them step by step.
Suppose you would like to find the shortest path between two intersections on a city map: a starting point and a destination. Dijkstra's algorithm initially marks the distance (from the starting point) to every other intersection on the map with infinity. This is done not to imply that there is an infinite distance, but to note that those intersections have not been visited yet. Some variants of this method leave the intersections' distances unlabeled. Now select the current intersection at each iteration. For the first iteration, the current intersection will be the starting point, and the distance to it (the intersection's label) will be zero. For subsequent iterations (after the first), the current intersection will be a closest unvisited intersection to the starting point (this will be easy to find).
From the current intersection, update the distance to every unvisited intersection that is directly connected to it. This is done by determining the sum of the distance between an unvisited intersection and the value of the current intersection and then relabeling the unvisited intersection with this value (the sum) if it is less than the unvisited intersection's current value. In effect, the intersection is relabeled if the path to it through the current intersection is shorter than the previously known paths. To facilitate shortest path identification, in pencil, mark the road with an arrow pointing to the relabeled intersection if you label/relabel it, and erase all others pointing to it. After you have updated the distances to each neighboring intersection, mark the current intersection as visited and select an unvisited intersection with minimal distance (from the starting point) – or the lowest label—as the current intersection. Intersections marked as visited are labeled with the shortest path from the starting point to it and will not be revisited or returned to.
Continue this process of updating the neighboring intersections with the shortest distances, marking the current intersection as visited, and moving onto a closest unvisited intersection until you have marked the destination as visited. Once you have marked the destination as visited (as is the case with any visited intersection), you have determined the shortest path to it from the starting point and can trace your way back following the arrows in reverse. In the algorithm's implementations, this is usually done (after the algorithm has reached the destination node) by following the nodes' parents from the destination node up to the starting node; that's why we also keep track of each node's parent.
This algorithm makes no attempt of direct "exploration" towards the destination as one might expect. Rather, the sole consideration in determining the next "current" intersection is its distance from the starting point. This algorithm therefore expands outward from the starting point, interactively considering every node that is closer in terms of shortest path distance until it reaches the destination. When understood in this way, it is clear how the algorithm necessarily finds the shortest path. However, it may also reveal one of the algorithm's weaknesses: its relative slowness in some topologies.
In the following pseudocode, is an array that contains the current distances from the to other vertices, i.e. is the current distance from the source to the vertex . The array contains pointers to previous-hop nodes on the shortest path from source to the given vertex (equivalently, it is the next-hop on the path from the given vertex to the source). The code, searches for the vertex in the vertex set that has the least value. returns the length of the edge joining (i.e. the distance between) the two neighbor-nodes and . The variable on line 14 is the length of the path from the node to the neighbor node if it were to go through . If this path is shorter than the current shortest path recorded for, then the distance of is updated to .
1 function Dijkstra(Graph, source): 2 3 for each vertex v in Graph.Vertices: 4 dist[''v''] ← INFINITY 5 prev[''v''] ← UNDEFINED 6 add v to Q 7 dist[''source''] ← 0 8 9 while Q is not empty: 10 u ← vertex in Q with minimum dist[u] 11 remove u from Q 12 13 for each neighbor v of u still in Q: 14 alt ← dist[''u''] + Graph.Edges(u, v) 15 if alt < dist[''v'']: 16 dist[''v''] ← alt 17 prev[''v''] ← u 18 19 return dist[], prev[]
If we are only interested in a shortest path between vertices and, we can terminate the search after line 10 if .Now we can read the shortest path from to by reverse iteration:
1 S ← empty sequence 2 u ← target 3 if prev[''u''] is defined or u = source: // Do something only if the vertex is reachable 4 while u is defined: // Construct the shortest path with a stack S 5 insert u at the beginning of S // Push the vertex onto the stack 6 u ← prev[''u''] // Traverse from target to source
Now sequence is the list of vertices constituting one of the shortest paths from to, or the empty sequence if no path exists.
A more general problem would be to find all the shortest paths between and (there might be several different ones of the same length). Then instead of storing only a single node in each entry of we would store all nodes satisfying the relaxation condition. For example, if both and connect to and both of them lie on different shortest paths through (because the edge cost is the same in both cases), then we would add both and to . When the algorithm completes, data structure will actually describe a graph that is a subset of the original graph with some edges removed. Its key property will be that if the algorithm was run with some starting node, then every path from that node to any other node in the new graph will be the shortest path between those nodes in the original graph, and all paths of that length from the original graph will be present in the new graph. Then to actually find all these shortest paths between two given nodes we would use a path finding algorithm on the new graph, such as depth-first search.
A min-priority queue is an abstract data type that provides 3 basic operations:, and . As mentioned earlier, using such a data structure can lead to faster computing times than using a basic queue. Notably, Fibonacci heap or Brodal queue offer optimal implementations for those 3 operations. As the algorithm is slightly different in appearance, it is mentioned here, in pseudocode as well:
1 function Dijkstra(Graph, source): 2 create vertex priority queue Q 3 4 dist[''source''] ← 0 // Initialization 5 Q.add_with_priority(source, 0) // associated priority equals dist[·] 6 7 for each vertex v in Graph.Vertices: 8 if v ≠ source 9 prev[''v''] ← UNDEFINED // Predecessor of v 10 dist[''v''] ← INFINITY // Unknown distance from source to v 11 Q.add_with_priority(v, INFINITY) 12 13 14 while Q is not empty: // The main loop 15 u ← Q.extract_min // Remove and return best vertex 16 for each neighbor v of u: // Go through all v neighbors of u 17 alt ← dist[''u''] + Graph.Edges(u, v) 18 if alt < dist[''v'']: 19 prev[''v''] ← u 20 dist[''v''] ← alt 21 Q.decrease_priority(v, alt) 22 23 return dist, prev
Instead of filling the priority queue with all nodes in the initialization phase, it is also possible to initialize it to contain only source; then, inside the '''if''' ''alt'' < dist[''v'']
block, the becomes an operation if the node is not already in the queue.
Yet another alternative is to add nodes unconditionally to the priority queue and to instead check after extraction (''u'' ← ''Q''.extract_min
) that it isn't revisiting, or that no shorter connection was found yet in the if alt < dist[v]
block. This can be done by additionally extracting the associated priority ''p''
from the queue and only processing further '''if''' ''p'' == dist[''u'']
inside the '''while''' ''Q'' is not empty
loop.[11]
These alternatives can use entirely array-based priority queues without decrease-key functionality, which have been found to achieve even faster computing times in practice. However, the difference in performance was found to be narrower for denser graphs.[12]
To prove the correctness of Dijkstra's algorithm, we proceed by mathematical induction on the number of visited nodes.
Invariant hypothesis: For each visited node, is the shortest distance from to, and for each unvisited node, is the shortest distance from to when traveling via visited nodes only, or infinity if no such path exists. (Note: we do not assume is the actual shortest distance for unvisited nodes, while is the actual shortest distance)
Base case:
The base case is when there is just one visited node, . Its distance is defined to be zero, which is the shortest distance, since negative weights are not allowed. Hence, the hypothesis holds.
Inductive step:
Assume the hypothesis holds for
k
k+1
To prove this claim, we proceed by contradiction. If there were a shorter path, then this shorter path either contains another unvisited node or not.
For all other visited nodes, the is already known to be the shortest distance from already, because of the inductive hypothesis, and these values are unchanged.
After processing, it will still be true that for each unvisited node, will be the shortest distance from to using visited nodes only. If there were a shorter path that did not use, we would have found it previously, and if there were a shorter path using we would have updated it when processing .
After all nodes are visited, the shortest path from to any node consists only of visited nodes. Therefore, is the shortest distance.
Bounds of the running time of Dijkstra's algorithm on a graph with edges and vertices can be expressed as a function of the number of edges, denoted
|E|
|V|
|E|
O(|V|2)
|E|
For any data structure for the vertex set, the running time is in
\Theta(|E| ⋅ Tdk+|V| ⋅ Tem),
Tdk
Tem
The simplest version of Dijkstra's algorithm stores the vertex set as a linked list or array, and edges as an adjacency list or matrix. In this case, extract-minimum is simply a linear search through all vertices in, so the running time is
\Theta(|E|+|V|2)=\Theta(|V|2)
For sparse graphs, that is, graphs with far fewer than
|V|2
\Theta((|E|+|V|)log|V|)
\Theta(|E|log|V|)
\Theta(|E|+|V|log|V|).
When using binary heaps, the average case time complexity is lower than the worst-case: assuming edge costs are drawn independently from a common probability distribution, the expected number of decrease-key operations is bounded by
\Theta(|V|log(|E|/|V|))
O\left(|E|+|V|log
|E| | |
|V| |
log|V|\right).
In common presentations of Dijkstra's algorithm, initially all nodes are entered into the priority queue. This is, however, not necessary: the algorithm can start with a priority queue that contains only one item, and insert new items as they are discovered (instead of doing a decrease-key, check whether the key is in the queue; if it is, decrease its key, otherwise insert it). This variant has the same worst-case bounds as the common variant, but maintains a smaller priority queue in practice, speeding up the queue operations.[14]
Moreover, not inserting all nodes in a graph makes it possible to extend the algorithm to find the shortest path from a single source to the closest of a set of target nodes on infinite graphs or those too large to represent in memory. The resulting algorithm is called uniform-cost search (UCS) in the artificial intelligence literature[15] [16] and can be expressed in pseudocode as
procedure uniform_cost_search(start) is node ← start frontier ← priority queue containing node only expanded ← empty set do if frontier is empty then return failure node ← frontier.pop if node is a goal state then return solution(node) expanded.add(node) for each of node's neighbors n do if n is not in expanded and not in frontier then frontier.add(n) else if n is in frontier with higher cost replace existing node with n
The complexity of this algorithm can be expressed in an alternative way for very large graphs: when is the length of the shortest path from the start node to any node satisfying the "goal" predicate, each edge has cost at least, and the number of neighbors per node is bounded by, then the algorithm's worst-case time and space complexity are both in .
Further optimizations of Dijkstra's algorithm for the single-target case include bidirectional variants, goal-directed variants such as the A* algorithm (see), graph pruning to determine which nodes are likely to form the middle segment of shortest paths (reach-based routing), and hierarchical decompositions of the input graph that reduce routing to connecting and to their respective "transit nodes" followed by shortest-path computation between these transit nodes using a "highway".[17] Combinations of such techniques may be needed for optimal practical performance on specific problems.[18]
When arc weights are small integers (bounded by a parameter
C
O(|E|+|V|C)
O(|E|loglogC)
O(|E|+|V|\sqrt{logC})
O(|E|loglog|V|)
O(|E|+|V|min\{(log|V|)1/3+\varepsilon,(logC)1/4+\varepsilon\})
The functionality of Dijkstra's original algorithm can be extended with a variety of modifications. For example, sometimes it is desirable to present solutions which are less than mathematically optimal. To obtain a ranked list of less-than-optimal solutions, the optimal solution is first calculated. A single edge appearing in the optimal solution is removed from the graph, and the optimum solution to this new graph is calculated. Each edge of the original solution is suppressed in turn and a new shortest-path calculated. The secondary solutions are then ranked and presented after the first optimal solution.
Dijkstra's algorithm is usually the working principle behind link-state routing protocols, OSPF and IS-IS being the most common ones.
Unlike Dijkstra's algorithm, the Bellman–Ford algorithm can be used on graphs with negative edge weights, as long as the graph contains no negative cycle reachable from the source vertex s. The presence of such cycles means there is no shortest path, since the total weight becomes lower each time the cycle is traversed. (This statement assumes that a "path" is allowed to repeat vertices. In graph theory that is normally not allowed. In theoretical computer science it often is allowed.) It is possible to adapt Dijkstra's algorithm to handle negative weight edges by combining it with the Bellman-Ford algorithm (to remove negative edges and detect negative cycles); such an algorithm is called Johnson's algorithm.
The A* algorithm is a generalization of Dijkstra's algorithm that cuts down on the size of the subgraph that must be explored, if additional information is available that provides a lower bound on the "distance" to the target.
The process that underlies Dijkstra's algorithm is similar to the greedy process used in Prim's algorithm. Prim's purpose is to find a minimum spanning tree that connects all nodes in the graph; Dijkstra is concerned with only two nodes. Prim's does not evaluate the total weight of the path from the starting node, only the individual edges.
Breadth-first search can be viewed as a special-case of Dijkstra's algorithm on unweighted graphs, where the priority queue degenerates into a FIFO queue.
The fast marching method can be viewed as a continuous version of Dijkstra's algorithm which computes the geodesic distance on a triangle mesh.
From a dynamic programming point of view, Dijkstra's algorithm is a successive approximation scheme that solves the dynamic programming functional equation for the shortest path problem by the Reaching method.[19] [20] [21]
In fact, Dijkstra's explanation of the logic behind the algorithm, namely
is a paraphrasing of Bellman's Principle of Optimality in the context of the shortest path problem.