History
Dijkstra thought about the shortest path problem while working as a programmer at the Mathematical Center in Amsterdam in 1956. He wanted to demonstrate the capabilities of the new ARMAC computer. His objective was to choose a problem and a computer solution 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 (he limited it to 64, so that 6 bits would be sufficient to encode the city number). A year later, he came across another problem advanced by hardware engineers working on the institute's next computer: minimize the amount of wire needed to connect the pins on the machine's back panel. As a solution, he re-discovered 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.Algorithm
Description
The shortest path between two intersections on a city map can be found by this algorithm using pencil and paper. Every intersection is listed on a separate line: one is the starting point and is labeled (given a distance of) 0. Every other intersection is initially labeled with a distance of infinity. This is done to note that no path to these intersections has yet been established. At each iteration one intersection becomes the current intersection. For the first iteration, this is the starting point. From the current intersection, the distance to every neighbor (directly-connected) intersection is assessed by summing the label (value) of the current intersection and the distance to the neighbor and then relabeling the neighbor with the lesser of that sum and the neighbor's existing label. I.e., the neighbor is relabeled if the path to it through the current intersection is shorter than previously assessed paths. If so, mark the road to the neighbor with an arrow pointing to it, and erase any other arrow that points to it. After the distances to each of the current intersection's neighbors have been assessed, the current intersection is marked as visited. The unvisited intersection with the smallest label becomes the current intersection and the process repeats until all nodes with labels less than the destination's label have been visited. Once no unvisited nodes remain with a label smaller than the destination's label, the remaining arrows show the shortest path.Pseudocode
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 .Using a priority queue
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 Q ← Queue storing vertex priority 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 arc (u, v) : ''// 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 possible to initialize it to contain only ''source''; then, inside theif ''alt'' < dist 'v''/code> block, the becomes an operation.
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 /code> block. This can be done by additionally extracting the associated priority ''p''
from the queue and only processing further if ''p'' dist 'u''/code> inside the while ''Q'' is not empty
loop.Observe that cannot ever hold because of the update when updating the queue. See https://cs.stackexchange.com/questions/118388/dijkstra-without-decrease-key for discussion.
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.
Proof
To prove the correctness of Dijkstra's algorithm, mathematical induction
Mathematical induction is a method for mathematical proof, proving that a statement P(n) is true for every natural number n, that is, that the infinitely many cases P(0), P(1), P(2), P(3), \dots all hold. This is done by first proving a ...
can be used 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.
Induction
Assuming that the hypothesis holds for visited nodes, to show it holds for nodes, let be the next visited node, i.e. the node with minimum . The claim is that is the shortest distance from to .
The proof is by contradiction. If a shorter path were available, then this shorter path either contains another unvisited node or not.
* In the former case, let be the first unvisited node on this shorter path. By induction, the shortest paths from to and through visited nodes only have costs and respectively. This means the cost of going from to via has the cost of at least + the minimal cost of going from to . As the edge costs are positive, the minimal cost of going from to is a positive number. However, is at most because otherwise w would have been picked by the priority queue instead of u. This is a contradiction, since it has already been established that + a positive number < .
* In the latter case, let be the last but one node on the shortest path. That means . That is a contradiction because by the time is visited, it should have set to at most .
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 is still true that for each unvisited node , is the shortest distance from to using visited nodes only. Any shorter path that did not use , would already have been found, and if a shorter path used it would have been updated when processing .
After all nodes are visited, the shortest path from to any node consists only of visited nodes. Therefore, is the shortest distance.
Running time
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 , and the number of vertices, denoted , using big-O notation. The complexity bound depends mainly on the data structure used to represent the set '. In the following, upper bounds can be simplified because is for any simple graph, but that simplification disregards the fact that in some problems, other upper bounds on may hold.
For any data structure for the vertex set ', the running time is:
:
where and are the complexities of the ''decrease-key'' and ''extract-minimum'' operations in ', respectively.
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 .
For sparse graph
In mathematics, a dense graph is a Graph (discrete mathematics), graph in which the number of edges is close to the maximal number of edges (where every pair of Vertex (graph theory), vertices is connected by one edge). The opposite, a graph with ...
s, 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
A binary heap is a heap (data structure), heap data structure that takes the form of a binary tree. Binary heaps are a common way of implementing priority queues. The binary heap was introduced by J. W. J. Williams in 1964 as a data structure fo ...
, pairing heap, Fibonacci heap or a priority heap as a priority queue
In computer science, a priority queue is an abstract data type similar to a regular queue (abstract data type), queue or stack (abstract data type), stack abstract data type.
In a priority queue, each element has an associated ''priority'', which ...
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 update this structure as the priority queue ' changes. With a self-balancing binary search tree or binary heap, the algorithm requires
:
time in the worst case; 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 distribution
In probability theory and statistics, a probability distribution is a Function (mathematics), function that gives the probabilities of occurrence of possible events for an Experiment (probability theory), experiment. It is a mathematical descri ...
, the expected number of ''decrease-key'' operations is bounded by , giving a total running time of
:
Practical optimizations and infinite graphs
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 queue operations. In a route-finding problem, Felner finds that the queue can be a factor 500–600 smaller, taking some 40% of the running time.
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 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''
Its complexity 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 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". Combinations of such techniques may be needed for optimal practical performance on specific problems.
Optimality for comparison-sorting by distance
As well as simply computing distances and paths, Dijkstra's algorithm can be used to sort vertices by their distances from a given starting vertex.
In 2023, Haeupler, Rozhoň, Tětek, Hladík, and Tarjan (one of the inventors of the 1984 heap), proved that, for this sorting problem on a positively-weighted directed graph, a version of Dijkstra's algorithm with a special heap data structure has a runtime and number of comparisons that is within a constant factor of optimal among comparison-based algorithms for the same sorting problem on the same graph and starting vertex but with variable edge weights. To achieve this, they use a comparison-based heap whose cost of returning/removing the minimum element from the heap is logarithmic in the number of elements inserted after it rather than in the number of elements in the heap.
Specialized variants
When arc weights are small integers (bounded by a parameter ), specialized queues can be used for increased speed. The first algorithm of this type was Dial's algorithm for graphs with positive integer edge weights, which uses a bucket queue to obtain a running time . The use of a Van Emde Boas tree as the priority queue brings the complexity to . Another interesting variant based on a combination of a new radix heap
In a positional numeral system, the radix (radices) or base is the number of unique digits, including the digit zero, used to represent numbers. For example, for the decimal system (the most common system in use today) the radix is ten, becaus ...
and the well-known Fibonacci heap runs in time . Finally, the best algorithms in this special case run in time and time.
Related problems and algorithms
Dijkstra's original algorithm can be extended with 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 are the most common.
Unlike Dijkstra's algorithm, the Bellman–Ford algorithm
The Bellman–Ford algorithm is an algorithm that computes shortest paths from a single source vertex (graph theory), vertex to all of the other vertices in a weighted digraph.
It is slower than Dijkstra's algorithm for the same problem, but more ...
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 that no shortest path can be found, since the label becomes lower each time the cycle is traversed. (This statement assumes that a "path" is allowed to repeat vertices. In graph theory
In mathematics and computer science, graph theory is the study of ''graph (discrete mathematics), graphs'', which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of ''Vertex (graph ...
that is normally not allowed. In theoretical computer science
Theoretical computer science is a subfield of computer science and mathematics that focuses on the Abstraction, abstract and mathematical foundations of computation.
It is difficult to circumscribe the theoretical areas precisely. The Associati ...
it often is allowed.) It is possible to adapt Dijkstra's algorithm to handle negative weights by combining it with the Bellman-Ford algorithm (to remove negative edges and detect negative cycles): Johnson's algorithm.
The A* algorithm is a generalization of Dijkstra's algorithm that reduces 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.
Dynamic programming perspective
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.Online version of the paper with interactive computational modules.
/ref>
In fact, Dijkstra's explanation of the logic behind the algorithm:
is a paraphrasing of Bellman's Principle of Optimality in the context of the shortest path problem.
See also
* A* search algorithm
* Bellman–Ford algorithm
The Bellman–Ford algorithm is an algorithm that computes shortest paths from a single source vertex (graph theory), vertex to all of the other vertices in a weighted digraph.
It is slower than Dijkstra's algorithm for the same problem, but more ...
* Euclidean shortest path
* Floyd–Warshall algorithm
* Johnson's algorithm
* Longest path problem
* Parallel all-pairs shortest path algorithm
Notes
References
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External links
Oral history interview with Edsger W. Dijkstra
Charles Babbage Institute, University of Minnesota, Minneapolis
Implementation of Dijkstra's algorithm using TDD
Robert Cecil Martin, The Clean Code Blog
{{Optimization algorithms, combinatorial, state=autocollapse
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 ...
1959 in computing
Graph algorithms
Search algorithms
Greedy algorithms
Routing algorithms
Combinatorial optimization
Articles with example pseudocode
Dutch inventions
Graph distance