Understanding Dijkstra's Shortest Path Algorithm | Generated by AI
Understanding Dijkstra’s Shortest Path Algorithm
Dijkstra’s algorithm is a fundamental way to find the shortest path between nodes in a graph where edges have non-negative weights (like distances or costs). It’s named after Edsger W. Dijkstra and is widely used in GPS navigation, network routing, and more. The key intuition: it explores the graph greedily, always picking the closest unvisited node and updating paths from there, like a ripple effect from the starting point.
Quick Prerequisites
- Graph Basics: Think of a graph as a map of cities (nodes) connected by roads (edges) with lengths (weights). We assume weights are positive—no negative distances!
- Directed vs. Undirected: Works for both, but examples here use undirected for simplicity.
- Shortest Path: The path with the minimal total weight from source to target.
If graphs are new, imagine a social network: people (nodes), friendships with “strength” scores (weights).
How It Works: Step-by-Step Intuition
Dijkstra builds the shortest path incrementally, using a priority queue (like a to-do list sorted by urgency—here, by current shortest known distance). It never revisits nodes once settled, making it efficient.
- Initialize:
- Pick a starting node (source). Set its distance to 0.
- Set all other nodes’ distances to infinity (∞).
- Track the “path to” each node (initially none).
- While there are unvisited nodes:
- Pick the unvisited node with the smallest current distance (from the priority queue).
- “Settle” it: Mark it as visited. This distance is final—thanks to non-negative weights, no shorter path can be found later.
- For each neighbor of this node:
- Calculate potential new distance: (settled node’s distance) + (edge weight to neighbor).
- If this is shorter than the neighbor’s current distance, update it and note the path came via the settled node.
- Repeat until all nodes are visited or the target is settled.
The algorithm stops early if you only care about one target node.
Why it works: It’s like breadth-first search but weighted—always expanding the cheapest frontier first. Proof relies on the fact that once a node is settled, its distance can’t improve (greedy choice property).
Simple Example
Imagine a graph with 4 cities: A (start), B, C, D. Edges and weights:
- A → B: 4
- A → C: 2
- B → C: 1
- B → D: 5
- C → D: 8
ASCII visualization:
4
A ----- B
\ / \
2 1 5
\ / |
C ------- D
8
Run Dijkstra from A:
- Start: dist[A]=0, dist[B]=∞, dist[C]=∞, dist[D]=∞. Queue: A.
- Settle A (dist=0).
- Update B: 0+4=4
- Update C: 0+2=2
- Queue: C(2), B(4)
- Settle C (dist=2).
- Update D: 2+8=10
- Queue: B(4), D(10)
- Settle B (dist=4).
- Update C: 4+1=5 (but 2<5, no change)
- Update D: 4+5=9 (9<10, update to 9)
- Queue: D(9)
- Settle D (dist=9).
Final distances: A=0, B=4, C=2, D=9.
Path to D: A → B → D (total 9, shorter than A → C → D=10).
You can trace back paths using a “previous node” array.
Pseudocode
Here’s a simple implementation outline (Python-like):
import heapq # For priority queue
def dijkstra(graph, start):
distances = {node: float('inf') for node in graph}
distances[start] = 0
previous = {node: None for node in graph}
pq = [(0, start)] # (distance, node)
while pq:
current_dist, current = heapq.heappop(pq)
if current_dist > distances[current]:
continue # Outdated entry
for neighbor, weight in graph[current].items():
distance = current_dist + weight
if distance < distances[neighbor]:
distances[neighbor] = distance
previous[neighbor] = current
heapq.heappush(pq, (distance, neighbor))
# Reconstruct path to target (e.g., 'D')
path = []
node = 'D'
while node is not None:
path.append(node)
node = previous[node]
return path[::-1], distances['D'] # Reverse to get start-to-end
graph: Dict of dicts, e.g.,{'A': {'B':4, 'C':2}, ...}- Time Complexity: O((V+E) log V) with a binary heap (V=vertices, E=edges). Great for sparse graphs.
Tips to Grasp It Deeper
- Visualize: Draw your graph on paper, simulate steps with a table of distances/visited.
- Common Pitfalls: Fails with negative weights (use Bellman-Ford instead). Assumes connected graph.
- Practice: Try on small graphs, then code it for a map dataset.
- Variants: A* adds heuristics for faster searches (e.g., in games).
This should click—start with the example, run it mentally a few times!
Wikipedia: Dijkstra’s Algorithm
GeeksforGeeks: Visual Explanation