Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

How can I use binary heap in the Dijkstra algorithm?

Tags:

heap

dijkstra

I am writing code of dijkstra algorithm, for the part where we are supposed to find the node with minimum distance from the currently being used node, I am using a array over there and traversing it fully to figure out the node.

This part can be replaced by binary heap and we can figure out the node in O(1) time, but We also update the distance of the node in further iterations, How will I incorporate that heap?

In case of array, all I have to do is go to the (ith -1) index and update the value of that node, but same thing can't be done in Binary heap, I will have to do the full search to figure out the position of the node and then update it.

What is workaround of this problem?

like image 629
Dude Avatar asked Jan 10 '13 07:01

Dude


People also ask

Why binary min heap is used in Dijkstra's algorithm?

Min Heap is used as a priority queue to get the minimum distance vertex from a set of not yet included vertices. The time complexity of operations like extract-min and decrease-key value is O(LogV) for Min Heap.

Does Dijkstra's algorithm use A heap?

This is the standard implementation of Dijkstra's algorithm that uses a heap that supports the Decrease-Key operation (see Function B.

Which data structure is used for Dijkstra algorithm?

Explanation: Minimum priority queue is the most commonly used data structure for implementing Dijkstra's Algorithm because the required operations to be performed in Dijkstra's Algorithm match with specialty of a minimum priority queue.

What is binary heap used for?

A binary heap is a heap, i.e, a tree which obeys the property that the root of any tree is greater than or equal to (or smaller than or equal to) all its children (heap property). The primary use of such a data structure is to implement a priority queue.


2 Answers

This is just some information I found while doing this in a class, that I shared with my classmates. I thought I'd make it easier for folks to find it, and I had left this post up so that I could answer it when I found a solution.

Note: I'm assuming for this example that your graph's vertices have an ID to keep track of which is which. This could be a name, a number, whatever, just make sure you change the type in the struct below. If you have no such means of distinction, then you can use pointers to the vertices and compare their pointed-to addresses.

The problem you are faced with here is the fact that, in Dijkstra's algorithm, we are asked to store the graphs vertices and their keys in this priority queue, then update the keys of the ones left in the queue. But... Heap data-structures have no way of getting at any particular node that is not the minimum or the last node!
The best we'd be able to do is traverse the heap in O(n) time to find it, then update its key and bubble-it-up, at O(Logn). That makes updating all vertices O(n) for every single edge, making our implementation of Dijkstra O(mn), way worse than the optimal O(mLogn).

Bleh! There has to be a better way!

So, what we need to implement isn't exactly a standard min-heap-based priority queue. We need one more operation than the standard 4 pq operations:

  1. IsEmpty
  2. Add
  3. PopMin
  4. PeekMin
  5. and DecreaseKey

In order to DecreaseKey, we need to:

  • find a particular vertex inside the Heap
  • lower its key-value
  • "heap-up" or "bubble-up" the vertex

Essentially, since you were (I'm assuming it has been implemented sometime in the past 4 months) probably going to use an "array-based" heap implementation, this means that we need the heap to keep track of each vertex and its index in the array in order for this operation to be possible.

Devising a struct like: (c++)

struct VertLocInHeap {     int vertex_id;     int index_in_heap; }; 

would allow you to keep track of it, but storing those in an array would still give you O(n) time for finding the vertex in the heap. No complexity improvement, and it's more complicated than before. >.<
My suggestion (if optimization is the goal here):

  1. Store this info in a Binary Search Tree whose key value is the `vertex_id`
  2. do a binary-search to find the vertex's location in the Heap in O(Logn)
  3. use the index to access the vertex and update its key in O(1)
  4. bubble-up the vertex in O(Logn)

I actually used a std::map declared as: std::map m_locations; in the heap instead of using the struct. The first parameter (Key) is the vertex_id, and the second parameter (Value) is the index in the heap's array. Since std::map guarantees O(Logn) searches, this works nicely out-of-the-box. Then whenever you insert or bubble, you just m_locations[vertexID] = newLocationInHeap;
Easy money.

Analysis:
Upside: we now have O(Logn) for finding any given vertex in the p-q. For the bubble-up we do O(Log(n)) movements, for each swap doing a O(Log(n)) search in the map of array indexes, resulting in a O(Log^2(n) operation for bubble-up.
So, we have a Log(n) + Log^2(n) = O(Log^2(n)) operation for updating the key values in the Heap for a single edge. That makes our Dijkstra alg take O(mLog^2(n)). That's pretty close to the theoretical optimum, at least as close as I can get it. Awesome Possum!
Downside: We are storing literally twice as much information in-memory for the heap. Is it a "modern" problem? Not really; my desky can store over 8 billion integers, and many modern computers come with at least 8GB of RAM; however, it is still a factor. If you did this implementation with a graph of 4 billion vertices, which can happen a lot more often than you'd think, then it causes a problem. Also, all those extra reads/writes, which may not affect the complexity in analysis, may still take time on some machines, especially if the information is being stored externally.

I hope this helps someone in the future, because I had a devil of a time finding all this information, then piecing the bits I got from here, there, and everywhere together to form this. I'm blaming the internet and lack of sleep.

like image 196
FireSBurnsmuP Avatar answered Sep 21 '22 13:09

FireSBurnsmuP


The problem I ran into with using any form of heap is that, you need to reorder the nodes in the heap. In order to do that, you would have to keep popping everything from the heap until you found the node you need, then change the weight, and push it back in (along with everything else you popped). Honestly, just using an array would probably be more efficient and easier to code than that.

The way I got around this was I used a Red-Black tree (in C++ it's just the set<> data type of the STL). The data structure contained a pair<> element which had a double (cost) and string (node). Because of the tree structure, it is very efficient to access the minimum element (I believe C++ makes it even more efficient by maintaining a pointer to the minimum element).

Along with the tree, I also kept an array of doubles that contained the distance for a given node. So, when I needed to reorder a node in the tree, I simply used the old distance from the dist array along with the node name to find it in the set. I would then remove that element from the tree and re-insert it into the tree with the new distance. To search for a node O(log n) and to insert a node O(log n), so the cost to reorder a node is O(2 * log n) = O(log n). For a binary heap, it also has a O(log n) for both insert and delete (and doesn't support search). So with the cost of deleting all of the nodes until you find the node you want, change its weight, then insert all nodes back in. Once the node has been reordered, I would then change the distance in the array to reflect the new distance.

I honestly can't think of a way to modify a heap in such a way to allow it to dynamically change the weights of a node, because the whole structure of the heap is based on the weights the nodes maintain.

like image 36
Alex Avatar answered Sep 18 '22 13:09

Alex