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Breadth-first search (BFS) is an
algorithm In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algo ...
for searching a
tree In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, e.g., including only woody plants with secondary growth, only ...
data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored. For example, in a chess endgame, a chess engine may build the
game tree In the context of combinatorial game theory, a game tree is a graph representing all possible game states within a sequential game that has perfect information. Such games include chess, checkers, Go, and tic-tac-toe. A game tree can be us ...
from the current position by applying all possible moves and use breadth-first search to find a win position for White. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search (DFS), which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoids the latter drawback at the price of exploring the tree's top parts over and over again. On the other hand, both depth-first algorithms typically require far less extra memory than breadth-first search. Breadth-first search can be generalized to both undirected graphs and directed graphs with a given start node (sometimes referred to as a 'search key'). In state space search in
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
, repeated searches of vertices are often allowed, while in theoretical analysis of algorithms based on breadth-first search, precautions are typically taken to prevent repetitions. BFS and its application in finding connected components of graphs were invented in 1945 by
Konrad Zuse Konrad Ernst Otto Zuse (; ; 22 June 1910 – 18 December 1995) was a German civil engineer, List of pioneers in computer science, pioneering computer scientist, inventor and businessman. His greatest achievement was the world's first programm ...
, in his (rejected) Ph.D. thesis on the Plankalkül programming language, but this was not published until 1972.. See pp. 96–105 of the linked pdf file (internal numbering 2.47–2.56). It was reinvented in 1959 by Edward F. Moore, who used it to find the shortest path out of a maze, and later developed by C. Y. Lee into a wire routing algorithm (published in 1961).


Pseudocode

Input: A graph and a starting vertex of Output: Goal state. The ''parent'' links trace the shortest path back to 1 procedure BFS(''G'', ''root'') is 2 let ''Q'' be a queue 3 label ''root'' as explored 4 ''Q''.enqueue(''root'') 5 while ''Q'' is not empty do 6 ''v'' := ''Q''.dequeue() 7 if ''v'' is the goal then 8 return ''v'' 9 for all edges from ''v'' to ''w'' in ''G''.adjacentEdges(''v'') do 10 if ''w'' is not labeled as explored then 11 label ''w'' as explored 12 ''w''.parent := ''v'' 13 ''Q''.enqueue(''w'')


More details

This non-recursive implementation is similar to the non-recursive implementation of depth-first search, but differs from it in two ways: # it uses a queue ( First In First Out) instead of a stack (Last In First Out) and # it checks whether a vertex has been explored before enqueueing the vertex rather than delaying this check until the vertex is dequeued from the queue. If is a
tree In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, e.g., including only woody plants with secondary growth, only ...
, replacing the queue of this breadth-first search algorithm with a stack will yield a depth-first search algorithm. For general graphs, replacing the stack of the iterative depth-first search implementation with a queue would also produce a breadth-first search algorithm, although a somewhat nonstandard one. The ''Q'' queue contains the frontier along which the algorithm is currently searching. Nodes can be labelled as explored by storing them in a set, or by an attribute on each node, depending on the implementation. Note that the word ''node'' is usually interchangeable with the word ''vertex''. The ''parent'' attribute of each node is useful for accessing the nodes in a shortest path, for example by backtracking from the destination node up to the starting node, once the BFS has been run, and the predecessors nodes have been set. Breadth-first search produces a so-called ''breadth first tree'' which is shown in the example below.


Example

The lower diagram shows the breadth-first tree obtained by running a BFS on an example graph of German cities (upper diagram) starting from ''Frankfurt''.


Analysis


Time and space complexity

The
time complexity In theoretical computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations ...
can be expressed as O(, V, +, E, ), as every vertex and every edge will be explored in the worst case. , V, is the number of vertices and , E, is the number of edges in the graph. Note that O(, E, ) may vary between O(1) and O(, V, ^2), depending on how sparse the input graph is. When the number of vertices in the graph is known ahead of time, and additional data structures are used to determine which vertices have already been added to the queue, the space complexity can be expressed as O(, V, ), where , V, is the number of vertices. This is in addition to the space required for the graph itself, which may vary depending on the graph representation used by an implementation of the algorithm. When working with graphs that are too large to store explicitly (or infinite), it is more practical to describe the complexity of breadth-first search in different terms: to find the nodes that are at distance from the start node (measured in number of edge traversals), BFS takes time and memory, where is the "
branching factor In computing, tree data structures, and game theory, the branching factor is the number of children at each node, the outdegree. If this value is not uniform, an ''average branching factor'' can be calculated. For example, in chess, if a "node ...
" of the graph (the average out-degree).


Completeness

In the analysis of algorithms, the input to breadth-first search is assumed to be a finite graph, represented as an adjacency list,
adjacency matrix In graph theory and computer science, an adjacency matrix is a square matrix used to represent a finite graph (discrete mathematics), graph. The elements of the matrix (mathematics), matrix indicate whether pairs of Vertex (graph theory), vertices ...
, or similar representation. However, in the application of graph traversal methods in
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
the input may be an implicit representation of an infinite graph. In this context, a search method is described as being complete if it is guaranteed to find a goal state if one exists. Breadth-first search is complete, but depth-first search is not. When applied to infinite graphs represented implicitly, breadth-first search will eventually find the goal state, but depth first search may get lost in parts of the graph that have no goal state and never return.Coppin, B. (2004). Artificial intelligence illuminated. Jones & Bartlett Learning. pp. 79–80.


BFS ordering

An enumeration of the vertices of a graph is said to be a BFS ordering if it is the possible output of the application of BFS to this graph. Let G=(V,E) be a graph with n vertices. Recall that N(v) is the set of neighbors of v. Let \sigma=(v_1,\dots,v_m) be a list of distinct elements of V, for v\in V\setminus\, let \nu_(v) be the least i such that v_i is a neighbor of v, if such a i exists, and be \infty otherwise. Let \sigma=(v_1,\dots,v_n) be an enumeration of the vertices of V. The enumeration \sigma is said to be a BFS ordering (with source v_1) if, for all 1, v_i is the vertex w\in V\setminus\ such that \nu_(w) is minimal. Equivalently, \sigma is a BFS ordering if, for all 1\le i with v_i\in N(v_k)\setminus N(v_j), there exists a neighbor v_m of v_j such that m.


Applications

Breadth-first search can be used to solve many problems in graph theory, for example: * Copying garbage collection, Cheney's algorithm * Finding the shortest path between two nodes ''u'' and ''v'', with path length measured by number of edges (an advantage over depth-first search) * (Reverse) Cuthill–McKee mesh numbering * Ford–Fulkerson method for computing the maximum flow in a flow network * Serialization/Deserialization of a binary tree vs serialization in sorted order, allows the tree to be re-constructed in an efficient manner. * Construction of the ''failure function'' of the Aho-Corasick pattern matcher. *Testing bipartiteness of a graph. *Implementing parallel algorithms for computing a graph's transitive closure.


See also

* Depth-first search * Iterative deepening depth-first search * Level structure * Lexicographic breadth-first search * Parallel breadth-first search * Dijkstra's algorithm


References

*


External links


Open Data Structures - Section 12.3.1 - Breadth-First Search
Pat Morin {{Graph traversal algorithms Graph algorithms Search algorithms