
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
, as every vertex and every edge will be explored in the worst case.
is the number of vertices and
is the number of edges in the graph.
Note that
may vary between
and
, 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
, where
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
be a graph with
vertices. Recall that
is the set of neighbors of
.
Let
be a list of distinct elements of
, for
, let
be the least
such that
is a neighbor of
, if such a
exists, and be
otherwise.
Let
be an enumeration of the vertices of
.
The enumeration
is said to be a BFS ordering (with source
) if, for all