Dijkstra's algorithm

Dijkstra's algorithm

From Wikipedia, the free encyclopedia
Not to be confused with Dykstra's projection algorithm.
Dijkstra's algorithm
Dijkstra's algorithm runtime
Dijkstra's algorithm to find the shortest path between a and b. It picks the unvisited vertex with the lowest distance, calculates the distance through it to each unvisited neighbor, and updates the neighbor's distance if smaller. Mark visited (set to red) when done with neighbors.
Class Search algorithm
Data structure Graph
Worst case performance O(|E| + |V| \log|V|)



The algorithm exists in many variants; Dijkstra's original variant found the shortest path between two nodes,[2] 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.[3]: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, Dijkstra's algorithm can be used to find the shortest route between one city and all other cities. As a result, the shortest path algorithm is widely used in network routing protocols, most notably IS-IS and Open Shortest Path First (OSPF). It is also employed as a subroutine in other algorithms such as Johnson's.
Dijkstra's original algorithm does not use a min-priority queue and runs in time O(|V|^2) (where |V| 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 O(|E|+|V|\log|V|) (where |E| 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.[4]


Algorithm

  • 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. Mark all other nodes unvisited. Create a set of all the unvisited nodes called the unvisited set.
  • For the current node, consider all of its unvisited neighbors and calculate their tentative distances. 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 neighbor 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.
  •  When we are done considering all of the neighbors 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.
  • 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.
  • 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.



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