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Example graph
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In the world of algorithms, graph algorithms have broad applications—especially in pathfinding and optimization problems. In the previous tutorial, we compared advanced sorting algorithms; in this one, we delve deeply into two graph algorithms: Dijkstra’s algorithm and A* algorithm. Both are designed to find the shortest path between two nodes in a graph—but they differ significantly in implementation mechanics and applicable scenarios.
Dijkstra’s Algorithm
Dijkstra’s algorithm is a greedy algorithm that computes the shortest paths from a single source node to all other nodes in a weighted graph with non-negative edge weights. Its core idea is to iteratively select the unvisited node with the smallest known distance from the source, then relax (i.e., update) distances to its neighbors.
Algorithm Steps
- Initialization: Set the distance to the start node as
0, and all other nodes’ distances as∞. - Mark all nodes as unvisited.
- Among unvisited nodes, select the one
uwith the smallest current distance from the start. - For each neighbor
vofu, compute the tentative distance from the start tovviau. If this distance is smaller thanv’s current distance, updatev’s distance. - Mark
uas visited. - Repeat steps 3–5 until all nodes are visited—or until the target node is reached.
Time Complexity
The time complexity of Dijkstra’s algorithm is , where is the number of vertices and is the number of edges. Using a priority queue (e.g., a min-heap) ensures efficient extraction of the minimum-distance node.
Case Study
Consider the following simple weighted undirected graph:
1
(A)----(B)
| \ |
4| \2 |1
| \ |
(C)----(D)
3
We want the shortest path from node A to node D.
- Initialization:
d(A) = 0,d(B) = ∞,d(C) = ∞,d(D) = ∞. - Select
A:d(B) = min(∞, 0 + 1) = 1d(C) = min(∞, 0 + 4) = 4
B:
d(D) = min(∞, 1 + 1) = 2
D: no unvisited neighbors remain → terminate.A → B → D, total distance = 2.Python Implementation
import heapq
def dijkstra(graph, start):
distances = {vertex: float('infinity') for vertex in graph}
distances[start] = 0
priority_queue = [(0, start)]
while priority_queue:
current_distance, current_vertex = heapq.heappop(priority_queue)
if current_distance > distances[current_vertex]:
continue
for neighbor, weight in graph[current_vertex].items():
distance = current_distance + weight
if distance < distances[neighbor]:
distances[neighbor] = distance
heapq.heappush(priority_queue, (distance, neighbor))
return distances
# Example graph
graph = {
'A': {'B': 1, 'C': 4},
'B': {'A': 1, 'D': 1},
'C': {'A': 4, 'D': 3},
'D': {'B': 1, 'C': 3}
}
print(dijkstra(graph, 'A')) # Output shortest distances from A to all nodes
A* Algorithm
A* is an informed search algorithm that extends Dijkstra’s algorithm by incorporating a heuristic function to guide the search toward the goal more efficiently. It balances actual path cost (g) and estimated remaining cost (h) to prioritize promising paths.
Heuristic Function
The heuristic function h(n) estimates the cost from node n to the goal. Common choices include:
- Manhattan distance, suitable for grid-based movement with 4-directional constraints.
- Euclidean distance, appropriate for continuous or diagonal movement.
Crucially, for A* to guarantee optimality, h(n) must be admissible (never overestimate the true cost) and consistent (satisfy the triangle inequality).
Algorithm Steps
- Initialize: For the start node, set
g = 0(actual cost from start),h = heuristic(start, goal), andf = g + h. - Maintain an open set (nodes to be evaluated) and a closed set (nodes already evaluated).
- Select the node in the open set with the lowest
fvalue; remove it and process it. - For each unvisited neighbor:
- Compute its tentative
g(via current node). - If better, update its
g,h, andf, and add it to the open set.
- Compute its tentative
- Repeat until the goal is reached—or the open set is empty.
Case Study
Reusing the same graph, with goal D, and assuming a simple heuristic h(X) = |ord(X) - ord('D')| (character ASCII difference):
- Start at
A:g(A) = 0,h(A) = |65 − 68| = 3,f(A) = 3
- Expand
A:B:g = 1,h = |66 − 68| = 2,f = 3C:g = 4,h = |67 − 68| = 1,f = 5
- Choose
B(tie-breaking arbitrarily; bothAandBhavef = 3).- From
B, reachD:g(D) = 1 + 1 = 2,h(D) = 0,f(D) = 2→ goal found.
- From
Note: With a better heuristic (e.g., geometric or domain-specific), A* would prune more aggressively than Dijkstra.
Python Implementation
def heuristic(a, b):
# Manhattan-like heuristic based on character ASCII values
return abs(ord(a) - ord(b))
def a_star(graph, start, goal):
open_list = []
closed_set = set()
g_score = {vertex: float('infinity') for vertex in graph}
g_score[start] = 0
f_score = {vertex: float('infinity') for vertex in graph}
f_score[start] = heuristic(start, goal)
heapq.heappush(open_list, (f_score[start], start))
while open_list:
current = heapq.heappop(open_list)[1]
if current == goal:
return g_score[current] # Return shortest path cost to goal
closed_set.add(current)
for neighbor, weight in graph[current].items():
if neighbor in closed_set:
continue
tentative_g_score = g_score[current] + weight
if tentative_g_score < g_score[neighbor]:
g_score[neighbor] = tentative_g_score
f_score[neighbor] = g_score[neighbor] + heuristic(neighbor, goal)
heapq.heappush(open_list, (f_score[neighbor], neighbor))
return float('infinity') # No path exists
# Example usage
print(a_star(graph, 'A', 'D')) # Returns 2
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