History
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. 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). 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.Algorithm
Description
Suppose you would like to find the ''shortest path'' between twoPseudocode
In the followingUsing 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, we mention it here, in pseudocode as well: 1 function Dijkstra(''Graph'', ''source''): 2 dist 'source''← 0 ''// Initialization'' 3 4 create vertex priority queue Q 5 6 for each vertex ''v'' in ''Graph.Vertices'': 7 if ''v'' ≠ ''source'' 8 dist 'v''← INFINITY ''// Unknown distance from source to v'' 9 prev 'v''← UNDEFINED ''// Predecessor of v'' 10 11 ''Q''.add_with_priority(''v'', dist 'v'' 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 dist 'v''← ''alt'' 20 prev 'v''← ''u'' 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 theif ''alt'' < dist 'v''/code> 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 that no shorter connection was found yet. 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 of correctness
''Proof of Dijkstra's algorithm is constructed by 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)
The base case is when there is just one visited node, namely the initial node , in which case the hypothesis is trivial.
Next, assume the hypothesis for ''k-1'' visited nodes. Next, we choose to be the next visited node according to the algorithm. We claim that is the shortest distance from to .
To prove that claim, we will proceed with a proof by contradiction. If there were a shorter path, then there can be two cases, either the shortest path contains another unvisited node or not.
In the first case, let be the first unvisited node on the shortest path. By the induction hypothesis, the shortest path from to and through visited node only has cost and respectively. That means the cost of going from to through 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.
Also < because the algorithm picked instead of .
Now we arrived at a contradiction that < yet + a positive number < .
In the second 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 induction hypothesis told us is the shortest distance from already, and the algorithm step is not changing that.
After processing it will still be true that for each unvisited node , will be the shortest distance from to using visited nodes only, because if there were a shorter path that doesn't go by 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.
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 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 in
:
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 an 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 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
In computer science, a priority queue is an abstract data-type similar to a regular queue or stack data structure in which each element additionally has a ''priority'' associated with it. In a priority queue, an element with high priority is se ...
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 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
In computer science, best, worst, and average cases of a given algorithm express what the resource usage is ''at least'', ''at most'' and ''on average'', respectively. Usually the resource being considered is running time, i.e. time complexity, b ...
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 the mathematical function that gives the probabilities of occurrence of different possible outcomes for an experiment. It is a mathematical description of a random phenomenon i ...
, 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 the 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''
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
A* (pronounced "A-star") is a graph traversal and path search algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its O(b^d) space complexity, ...
(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.
Specialized variants
When arc weights are small integers (bounded by a parameter ), specialized queues which take advantage of this fact can be used to speed up Dijkstra's algorithm. 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 and the well-known Fibonacci heap runs in time . Finally, the best algorithms in this special case are as follows. The algorithm given by runs in time and the algorithm given by runs in time.
Related problems and algorithms
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
In graph theory, the shortest path problem is the problem of finding a path between two vertices (or nodes) in a graph such that the sum of the weights of its constituent edges is minimized.
The problem of finding the shortest path between t ...
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
A* (pronounced "A-star") is a graph traversal and path search algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its O(b^d) space complexity, ...
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. This approach can be viewed from the perspective of linear programming
Linear programming (LP), also called linear optimization, is a method to achieve the best outcome (such as maximum profit or lowest cost) in a mathematical model whose requirements are represented by linear function#As a polynomial function, li ...
: there is a natural linear program for computing shortest paths, and solutions to its dual linear program are feasible if and only if they form a consistent heuristic
In the study of path-finding problems in artificial intelligence, a heuristic function is said to be consistent, or monotone, if its estimate is always less than or equal to the estimated distance from any neighbouring vertex to the goal, plus the ...
(speaking roughly, since the sign conventions differ from place to place in the literature). This feasible dual / consistent heuristic defines a non-negative reduced cost and A* is essentially running Dijkstra's algorithm with these reduced costs. If the dual satisfies the weaker condition of admissibility
Admissibility may refer to: Law
* Admissible evidence, evidence which may be introduced in a court of law
*Admissibility (ECHR), whether a case will be considered in the European Convention on Human Rights system Mathematics and logic
* Admissible ...
, then A* is instead more akin to the Bellman–Ford algorithm.
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, namely
is a paraphrasing of Bellman's famous Principle of Optimality
A Bellman equation, named after Richard E. Bellman, is a necessary condition for optimality associated with the mathematical optimization method known as dynamic programming. It writes the "value" of a decision problem at a certain point in time ...
in the context of the shortest path problem.
Applications
Least-cost path
In spatial analysis and geographic information systems, cost distance analysis or cost path analysis is a method for determining one or more optimal routes of travel through unconstrained (two-dimensional) space.de Smith, Michael, Paul Longley, M ...
s are calculated for instance to establish tracks of electricity lines or oil pipelines. The algorithm has also been used to calculate optimal long-distance footpaths in Ethiopia and contrast them with the situation on the ground.Nyssen, J., Tesfaalem Ghebreyohannes, Hailemariam Meaza, Dondeyne, S., 2020. Exploration of a medieval African map (Aksum, Ethiopia) – How do historical maps fit with topography? In: De Ryck, M., Nyssen, J., Van Acker, K., Van Roy, W., Liber Amicorum: Philippe De Maeyer In Kaart. Wachtebeke (Belgium): University Press: 165-178.
See also
* A* search algorithm
* Bellman–Ford algorithm
* Euclidean shortest path
* Floyd–Warshall algorithm
* Johnson's algorithm
* Longest path problem
* Parallel all-pairs shortest path algorithm
A central problem in algorithmic graph theory is the shortest path problem. Hereby, the problem of finding the shortest path between every pair of nodes is known as all-pair-shortest-paths (APSP) problem. As sequential algorithms for this problem o ...
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
Algorithm
1959 in computing
Graph algorithms
Search algorithms
Routing algorithms
Combinatorial optimization
Articles with example pseudocode
Dutch inventions
Graph distance