Dijkstra Algorithm
Dijkstra Algorithm
Dijkstra's algorithm
the unvisited vertex with the lowest distance, calculates the distance
neighbors.
Worst-case performance
α–β
A*
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Backtracking
Beam
Bellman–Ford
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British Museum
D*
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Dijkstra
Edmonds
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IDA*
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Related topics
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Search games
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Dijkstra's algorithm (or Dijkstra's Shortest Path First algorithm, SPF algorithm)[1] is
an algorithm for finding the shortest pathsbetween nodes in a 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]
The algorithm exists in many variants; Dijkstra's original variant found the shortest path between two
nodes,[4] but a more common variant fixes a single node as the "source" node and finds shortest
paths from the source to all other nodes in the graph, producing a shortest-path tree.
For a given source node in the graph, the algorithm finds the shortest path between that node and
every other.[5]:196–206 It can also be used for finding the shortest paths from a single node to a single
destination node by stopping the algorithm once the shortest path to the destination node has been
determined. For example, if the nodes of the graph represent cities and edge path costs represent
driving distances between pairs of cities connected by a direct road (for simplicity, ignore red lights,
stop signs, toll roads and other obstructions), Dijkstra's algorithm can be used to find the shortest
route between one city and all other cities. A widely used application of shortest path algorithm is
network routing protocols, most notably IS-IS (Intermediate System to Intermediate System) and
Open Shortest Path First (OSPF). It is also employed as a subroutine in other algorithms such
as Johnson's.
The Dijkstra algorithm uses labels that are positive integer or real numbers, which have the strict
weak ordering defined. Interestingly, Dijkstra can be generalized to use labels defined in any way,
provided they have the strict partial order defined, and provided the subsequent labels (a
subsequent label is produced when traversing an edge) are monotonically non-decreasing. This
generalization is called the Generic Dijkstra shortest-path algorithm [6].
Dijkstra's original algorithm does not use a min-priority queue and runs in time (where is
the number of nodes). The idea of this algorithm is also given in Leyzorek et al. 1957. The
implementation based on a min-priority queue implemented by a Fibonacci heap and running
in (where is the number of edges) is due to Fredman & Tarjan 1984. This
is asymptotically the fastest known single-source shortest-path algorithm for arbitrary directed
graphs with unbounded non-negative weights. However, specialized cases (such as
bounded/integer weights, directed acyclic graphs etc.) can indeed be improved further as detailed
in § Specialized variants.
In some fields, artificial intelligence in particular, 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.[7]
Contents
1History
2Algorithm
3Description
4Pseudocode
o 4.1Using a priority queue
5Proof of correctness
6Running time
o 6.1Practical optimizations and infinite graphs
o 6.2Specialized variants
7Related problems and algorithms
o 7.1Dynamic programming perspective
8See also
9Notes
10References
11External links
History[edit]
What is the shortest way to travel from Rotterdam to Groningen, in general: from given city to given
city. It is the algorithm for the shortest path, which I designed in about twenty minutes. One morning I
was shopping in Amsterdam with my young fiancée, and tired, we sat down on the café terrace to
drink a cup of coffee and I was just thinking about whether I could do this, and I then designed the
algorithm for the shortest path. As I said, it was a twenty-minute invention. In fact, it was published in
’59, three years later. The publication is still readable, it is, in fact, quite nice. One of the reasons that
it is so nice was that I designed it without pencil and paper. I learned later that one of the advantages
of designing without pencil and paper is that you are almost forced to avoid all avoidable
complexities. Eventually that algorithm became, to my great amazement, one of the cornerstones of
my fame.
— Edsger Dijkstra, in an interview with Philip L. Frana, Communications of the ACM, 2001[3]
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.[8] 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).[9][10] Dijkstra published the algorithm in 1959, two
years after Prim and 29 years after Jarník.[11][12]
Algorithm[edit]
Illustration of Dijkstra's algorithm finding a path from a start node (lower left, red) to a goal node (upper right,
green) in a robot motion planning problem. Open nodes represent the "tentative" set (aka set of "unvisited"
nodes). Filled nodes are visited ones, with color representing the distance: the greener, the closer. Nodes in all
the different directions are explored uniformly, appearing more-or-less as a circular wavefront as Dijkstra's
algorithm uses a heuristic identically equal to 0.
Let the node at which we are starting be called the initial node. Let the distance of node Y be the
distance from the initial node to Y. Dijkstra's algorithm will assign some initial distance values and
will try to improve them step by step.
1. Mark all nodes unvisited. Create a set of all the unvisited nodes called the unvisited set.
2. Assign to every node a tentative distance value: set it to zero for our initial node and to
infinity for all other nodes. Set the initial node as current.[13]
3. For the current node, consider all of its unvisited neighbours and calculate
their tentative distances through the current node. Compare the newly
calculated tentative distance to the current assigned value and assign the smaller one. For
example, if the current node A is marked with a distance of 6, and the edge connecting it
with a neighbour B has length 2, then the distance to B through A will be 6 + 2 = 8. If B was
previously marked with a distance greater than 8 then change it to 8. Otherwise, keep the
current value.
4. When we are done considering all of the unvisited neighbours of the current node, mark the
current node as visited and remove it from the unvisited set. A visited node will never be
checked again.
5. If the destination node has been marked visited (when planning a route between two specific
nodes) or if the smallest tentative distance among the nodes in the unvisited set is infinity
(when planning a complete traversal; occurs when there is no connection between the initial
node and remaining unvisited nodes), then stop. The algorithm has finished.
6. Otherwise, select the unvisited node that is marked with the smallest tentative distance, set it
as the new "current node", and go back to step 3.
When planning a route, it is actually not necessary to wait until the destination node is "visited" as
above: the algorithm can stop once the destination node has the smallest tentative distance among
all "unvisited" nodes (and thus could be selected as the next "current").
Description[edit]
Note: For ease of understanding, this discussion uses the terms intersection, road and map —
however, in formal terminology these terms are vertex, edge and graph, respectively.
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.
Pseudocode[edit]
In the following algorithm, the code u ← vertex in Q with min dist[u], searches for the
vertex u in the vertex set Q that has the least dist[u] value. length(u, v) returns the length of
the edge joining (i.e. the distance between) the two neighbor-nodes u and v. The variable alt on
line 18 is the length of the path from the root node to the neighbor node vif it were to go through u. If
this path is shorter than the current shortest path recorded for v, that current path is replaced with
this alt path. The prev array is populated with a pointer to the "next-hop" node on the source
graph to get the shortest route to the source.
A demo of Dijkstra's algorithm based on Euclidean distance. Red lines are the shortest path covering, i.e.,
connecting u and prev[u]. Blue lines indicate where relaxing happens, i.e., connecting v with a node u in Q,
which gives a shorter path from the source to v.
If we are only interested in a shortest path between vertices source and target, we can terminate
the search after line 15 if u = target. Now we can read the shortest path
from source to target 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 S is the list of vertices constituting one of the shortest paths from source to target,
or the empty sequence if no path exists.
A more general problem would be to find all the shortest paths between source and target (there
might be several different ones of the same length). Then instead of storing only a single node in
each entry of prev[] we would store all nodes satisfying the relaxation condition. For example, if
both r and source connect to target and both of them lie on different shortest paths
through target (because the edge cost is the same in both cases), then we would add
both r and source to prev[target]. When the algorithm completes, prev[] 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.
Using a priority queue[edit]
A min-priority queue is an abstract data type that provides 3 basic
operations : add_with_priority(), decrease_priority() and extract_min(). As
mentioned earlier, using such a data structure can lead to faster computing times than using a basic
queue. Notably, Fibonacci heap (Fredman & Tarjan 1984) or Brodal queue offer optimal
implementations for those 3 operations. As the algorithm is slightly different, we mention it here, in
pseudo-code as well :
Proof of correctness[edit]
Proof of Dijkstra's algorithm is constructed by induction on the number of visited nodes.
Invariant hypothesis: For each visited node v, dist[v] is considered the shortest distance
from source to v; and for each unvisited node u, dist[u] is assumed the shortest distance when
traveling via visited nodes only, from source to u. This assumption is only considered if a path
exists, otherwise the distance is set to infinity. (Note : we do not assume dist[u] is the actual
shortest distance for unvisited nodes)
The base case is when there is just one visited node, namely the initial node source, in which case
the hypothesis is trivial.
Otherwise, assume the hypothesis for n-1 visited nodes. In which case, we choose an
edge vu where u has the least dist[u] of any unvisited nodes and the edge vu is such
that dist[u] = dist[v] + length[v,u]. dist[u] is considered to be the shortest distance
from source to u because if there were a shorter path, and if w was the first unvisited node on that
path then by the original hypothesis dist[w] > dist[u] which creates a contradiction. Similarly if
there was a shorter path to u without using unvisited nodes, and if the last but one node on that path
were w, then we would have had dist[u] = dist[w] + length[w,u], also a contradiction.
After processing u it will still be true that for each unvisited nodes w, dist[w] will be the shortest
distance from source to w using visited nodes only, because if there were a shorter path that
doesn't go by u we would have found it previously, and if there were a shorter path using u we would
have updated it when processing u.
Running time[edit]
Bounds of the running time of Dijkstra's algorithm on a graph with edges E and vertices V can be
expressed as a function of the number of edges, denoted , and the number of vertices,
denoted , using big-O notation. How tight a bound is possible depends on the way the vertex
set Q is implemented. In the following, upper bounds can be simplified because is for
any graph, but that simplification disregards the fact that in some problems, other upper bounds
on may hold.
For any implementation of the vertex set Q, the running time is in
where and are the complexities of the decrease-key and extract-minimum operations
in Q, respectively. The simplest implementation of Dijkstra's algorithm stores the vertex set Q as
an ordinary linked list or array, and extract-minimum is simply a linear search through all vertices
For sparse graphs, that is, graphs with far fewer than edges, Dijkstra's algorithm can
be implemented more efficiently by storing the graph in the form of adjacency lists and using
a self-balancing binary search tree, binary heap, pairing heap, or Fibonacci heap as
a priority queue to implement extracting minimum efficiently. To perform decrease-key steps
in a binary heap efficiently, it is necessary to use an auxiliary data structure that maps each
vertex to its position in the heap, and to keep this structure up to date as the priority
queue Q changes. With a self-balancing binary search tree or binary heap, the algorithm
requires
time in the worst case (where denotes the binary logarithm ); for connected
graphs this time bound can be simplified to . The Fibonacci heap improves this to
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
The complexity of this algorithm can be expressed in an alternative way for very
large graphs: when C* is the length of the shortest path from the start node to
any node satisfying the "goal" predicate, each edge has cost at least ε, and the
number of neighbors per node is bounded by b, then the algorithm's worst-case
time and space complexity are both in O(b1+⌊C* ⁄ ε⌋).[15]
Further optimizations of Dijkstra's algorithm for the single-target case
include bidirectional variants, goal-directed variants such as the A*
algorithm (see § Related problems and algorithms), 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 s–t routing to connecting s and t 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]
Specialized variants[edit]
When arc weights are small integers (bounded by a parameter C), a monotone
priority queue can be used to speed up Dijkstra's algorithm. The first algorithm
of this type was Dial's algorithm, which used a bucket queue to obtain a
well-known Fibonacci heap runs in time (Ahuja et al. 1990). Finally, the
best algorithms in this special case are as follows. The algorithm given by
(Thorup 2000) runs in time and the algorithm given by (Raman 1997) runs
in time.
Also, for directed acyclic graphs, it is possible to find shortest paths from a
nodes and .
from to .
is a paraphrasing of Bellman's famous Principle of Optimality in the context of
the shortest path problem.
Source is Wikipedia.