DAG-shortest path vs Dijkstra algorithm - graph

I have implemented the Dijkstra algorithm from the pseudocode found in the reference "Introduction to Algorithms", 3rd edition by Cormen, for the single-source shortest path problem.
My implementation was made on python using linked lists to represent graphs in an adjacency list representation. This means that the list of nodes is a linked list and each node has a linked list to represent the edges of each node. Furthermore, I didn't implement or use any binary heap or fibonacci heap for the minimum priority queue that the algorithm needs, so I search for each node in O(V) time inside the linked list of nodes when the procedure needs to extract the next node with the smallest distance from the source.
On the other hand, the reference also provides an algorithm for DAG's (which I have implemented) using a topological sort before applying the relaxation procedure to all the edges.
With all these context, I have a Dijkstra algorithm with a complexity of
O(V^2)
And a DAG-shortest path algorithm with a complexity of
O(V+E)
By using the timeit.default_timer() function to calculate the running times of the algorithms, I have found that the Dijkstra algorithm is faster that the DAG algorithm when applied to DAGs with positive edge weights and different graph densities, all for 100 and 1000 nodes.
Shouldn't the DAG-shortest path algorithm be faster than Dijkstra for DAGs?

Your running time analysis for both algorithms is correct and it's true that DAG shortest path algorithm is faster than Dijkstra's algorithm for DAGs.
However, there are 3 possible reasons for your testing results:
The graph you used for testing is very dense. When the graph is very dense, E ≈ V^2, so the running time for both algorithms approach O(V^2).
The number of vertices is still not large enough. To solve this, you can use a much larger graph for further testing.
The initialization of the DAG costs a lot of running time.
Anyway, DAG shortest path algorithm should be faster than Dijkstra's algorithm theoretically.

Related

All pairs shortest paths in graph directed with non-negative weighted edges

I have a directed graph with non-negative weighted edges where there are multiple edges between two vertices.
I need to compute all pairs shortest path.
This graph is very big (20 milion vertices and 100 milion of edges).
Is Floyd–Warshall the best algorithm ? There is a good library or tool to complete this task ?
There exists several all-to-all shortest paths algorithms for directed graphs with non-negative cycles, Floyd-Warshall being probably the most famous, but with the figures you gave, I think you will have in any case memory issues (time could be an issue, but you can find all-to-all algorithm that can be easily and massively parallelized).
Independently of the algorithm you use, you will have to store the result somewhere. And storing 20,000,000² = 400,000,000,000,000 paths length (if not the full paths themselves) would use hundreds of terabytes, at the very least.
Accessing any of these results would probably be longer than calculating one shortest path (memory wall), which can be done in less than a milisecond (depending on the graph structure, you can find techniques that are much, much faster than Dijkstra or any priority queue based algorithm).
I think you should look for an alternative where computing all-to-all shortest paths is not required, to be honnest. Or, to study the structure of your graph (DAG, well structured graph easy to partition/cluster, geometric/geographic information ...) in order to apply different algorithms, because in the general case, I do not see any way around.
For example, with the figures you gave, an average degree of about 5 makes for a decently sparse graph, considering its dimensions. Graph partitioning approaches could then be very useful.

Longest path in unweighted undirected graph starting and finishing in the same vertex

I have a problem in which I need to find the longest path. Given an unveighted undirected graph. Starting from a given vertex I need to visit as many vertices as possible and finish in the same one without visiting each of them more then once.
Most of the algorithms I found were for a special case (acyclic, directed etc.). An idea can be to find Hamiltonian cycle for every subset of the vertices (the subset can be generated with backtrack). But I guess there must be a far better algorithm.
As you've discovered, finding the largest cycle involves finding the Hamiltonian cycles of its subgraphs, and thus is NP-complete - unless you're working on some special class of graphs, any solution is going to be exponential in complexity.
A smart brute force approach (e.g. bitmask) is the best efficiency one can get for this type of problem.

Graph Shortest Paths w/Dynamic Weights (Repeated Dijkstra? Distance Vector Routing Algorithm?) in R / Python / Matlab

I have a graph of a road network with avg. traffic speed measures that change throughout the day. Nodes are locations on a road, and edges connect different locations on the same road or intersections between 2 roads. I need an algorithm that solves the shortest travel time path between any two nodes given a start time.
Clearly, the graph has dynamic weights, as the travel time for an edge i is a function of the speed of traffic at this edge, which depends on how long your path takes to reach edge i.
I have implemented Dijkstra's algorithm with
edge weights = (edge_distance / edge_speed_at_start_time)
but this ignores that edge speed changes over time.
My questions are:
Is there a heuristic way to use repeated calls to Dijkstra's algorithm to approximate the true solution?
I believe the 'Distance Vector Routing Algorithm' is the proper way to solve such a problem. Is there a way to use the Igraph library or another library in R, Python, or Matlab to implement this algorithm?
EDIT
I am currently using Igraph in R. The graph is an igraph object. The igraph object was created using the igraph command graph.data.frame(Edges), where Edges looks like this (but with many more rows):
I also have a matrix of the speed (in MPH) of every edge for each time, which looks like this (except with many more rows and columns):
Since I want to find shortest travel time paths, then the weights for a given edge are edge_distance / edge_speed. But edge_speed changes depending on time (i.e. how long you've already driven on this path).
The graph has 7048 nodes and 7572 edges (so it's pretty sparse).
There exists an exact algorithm that solves this problem! It is called time-dependent Dijkstra (TDD) and runs about as fast as Dijkstra itself.
Unfortunately, as far as I know, neither igraph nor NetworkX have implemented this algorithm so you will have to do some coding yourself.
Luckily, you can implement it yourself! You need to adapt Dijkstra in single place.
In normal Dijkstra you assign the weight as follows:
With dist your current distance matrix, u the node you are considering and v its neighbor.
alt = dist[u] + travel_time(u, v)
In time-dependent Dijkstra we get the following:
current_time = start_time + dist[u]
cost = weight(u, v, current_time)
alt = dist[u] + cost
TDD Dijkstra was described by Stuart E. Dreyfus. An appraisal of some shortest-path
algorithms. Operations Research, 17(3):395–412, 1969
Currently, much faster heuristics are already in use. They can be found with the search term: 'Time dependent routing'.
What about igraph package in R? You can try get.shortest.paths or get.all.shortest.paths function.
library(igraph)
?get.all.shortest.paths
get.shortest.paths()
get.all.shortest.paths()# if weights are NULL then it will use Dijkstra.

Lowest cost path of a graph

I am working on a problem which drills down to this:
There is a connected undirected graph. I need to visit all the nodes
without visiting a node more than once. I can start and end at any
arbitrary node.
How can I go about this? Shall I apply algorithm like Floyd-Warshall to all start nodes possible or is there a better way to do?
Thanks.
A path that visits every node once and only once is called a Hamiltonian Path. The problem of finding a Hamiltonian Path is called Hamiltonian Path Problem.
First of all, this problem is NP-Complete. An algorithm whose run time is proportional to at most a polynomial of input size is called a polynomial algorithm. For example, most sorting algorithms require O(N logN) time, which is less than N^2, which makes it polynomial.
For NP-complete problems there is no known polynomial time algorithm. Although no one could prove it yet, most probably there is no polynomial time algorithm for NP-complete problems. It means:
the run time of any algorithm you will come up with will be proportional to an exponential function of input size. (i.e. if it solve the problem with 40 nodes in an hour, it will require 2 hours for 41 nodes, 4 hours for 42 nodes, ..) Which is very bad news.
The algorithm you will come up with will not be fundamentally much faster than one that proceeds with try and error.
If your input size is small, start with a simple backtracking algorithm. If you need to do better, a google search with terms like "hamiltonian path", "longest path" may provide an answer. Ultimately you will have to lower your expectations, (for example settle with an approximation instead of an optimal solution) if your input is large.

What are the differences between community detection algorithms in igraph?

I have a list of about 100 igraph objects with a typical object having about 700 vertices and 3500 edges.
I would like to identify groups of vertices within which ties are more likely. My plan is to then use a mixed model to predict how many within-group ties vertices have using vertex and group attributes.
Some people may want to respond to other aspects of my project, which would be great, but the thing I'm most interested in is information about functions in igraph for grouping vertices. I've come across these community detection algorithms but I'm not sure of their advantages and disadvantages, or whether some other function would be better for my case. I saw the links here as well, but they aren't specific to igraph. Thanks for your advice.
Here is a short summary about the community detection algorithms currently implemented in igraph:
edge.betweenness.community is a hierarchical decomposition process where edges are removed in the decreasing order of their edge betweenness scores (i.e. the number of shortest paths that pass through a given edge). This is motivated by the fact that edges connecting different groups are more likely to be contained in multiple shortest paths simply because in many cases they are the only option to go from one group to another. This method yields good results but is very slow because of the computational complexity of edge betweenness calculations and because the betweenness scores have to be re-calculated after every edge removal. Your graphs with ~700 vertices and ~3500 edges are around the upper size limit of graphs that are feasible to be analyzed with this approach. Another disadvantage is that edge.betweenness.community builds a full dendrogram and does not give you any guidance about where to cut the dendrogram to obtain the final groups, so you'll have to use some other measure to decide that (e.g., the modularity score of the partitions at each level of the dendrogram).
fastgreedy.community is another hierarchical approach, but it is bottom-up instead of top-down. It tries to optimize a quality function called modularity in a greedy manner. Initially, every vertex belongs to a separate community, and communities are merged iteratively such that each merge is locally optimal (i.e. yields the largest increase in the current value of modularity). The algorithm stops when it is not possible to increase the modularity any more, so it gives you a grouping as well as a dendrogram. The method is fast and it is the method that is usually tried as a first approximation because it has no parameters to tune. However, it is known to suffer from a resolution limit, i.e. communities below a given size threshold (depending on the number of nodes and edges if I remember correctly) will always be merged with neighboring communities.
walktrap.community is an approach based on random walks. The general idea is that if you perform random walks on the graph, then the walks are more likely to stay within the same community because there are only a few edges that lead outside a given community. Walktrap runs short random walks of 3-4-5 steps (depending on one of its parameters) and uses the results of these random walks to merge separate communities in a bottom-up manner like fastgreedy.community. Again, you can use the modularity score to select where to cut the dendrogram. It is a bit slower than the fast greedy approach but also a bit more accurate (according to the original publication).
spinglass.community is an approach from statistical physics, based on the so-called Potts model. In this model, each particle (i.e. vertex) can be in one of c spin states, and the interactions between the particles (i.e. the edges of the graph) specify which pairs of vertices would prefer to stay in the same spin state and which ones prefer to have different spin states. The model is then simulated for a given number of steps, and the spin states of the particles in the end define the communities. The consequences are as follows: 1) There will never be more than c communities in the end, although you can set c to as high as 200, which is likely to be enough for your purposes. 2) There may be less than c communities in the end as some of the spin states may become empty. 3) It is not guaranteed that nodes in completely remote (or disconencted) parts of the networks have different spin states. This is more likely to be a problem for disconnected graphs only, so I would not worry about that. The method is not particularly fast and not deterministic (because of the simulation itself), but has a tunable resolution parameter that determines the cluster sizes. A variant of the spinglass method can also take into account negative links (i.e. links whose endpoints prefer to be in different communities).
leading.eigenvector.community is a top-down hierarchical approach that optimizes the modularity function again. In each step, the graph is split into two parts in a way that the separation itself yields a significant increase in the modularity. The split is determined by evaluating the leading eigenvector of the so-called modularity matrix, and there is also a stopping condition which prevents tightly connected groups to be split further. Due to the eigenvector calculations involved, it might not work on degenerate graphs where the ARPACK eigenvector solver is unstable. On non-degenerate graphs, it is likely to yield a higher modularity score than the fast greedy method, although it is a bit slower.
label.propagation.community is a simple approach in which every node is assigned one of k labels. The method then proceeds iteratively and re-assigns labels to nodes in a way that each node takes the most frequent label of its neighbors in a synchronous manner. The method stops when the label of each node is one of the most frequent labels in its neighborhood. It is very fast but yields different results based on the initial configuration (which is decided randomly), therefore one should run the method a large number of times (say, 1000 times for a graph) and then build a consensus labeling, which could be tedious.
igraph 0.6 will also include the state-of-the-art Infomap community detection algorithm, which is based on information theoretic principles; it tries to build a grouping which provides the shortest description length for a random walk on the graph, where the description length is measured by the expected number of bits per vertex required to encode the path of a random walk.
Anyway, I would probably go with fastgreedy.community or walktrap.community as a first approximation and then evaluate other methods when it turns out that these two are not suitable for a particular problem for some reason.
A summary of the different community detection algorithms can be found here: http://www.r-bloggers.com/summary-of-community-detection-algorithms-in-igraph-0-6/
Notably, the InfoMAP algorithm is a recent newcomer that could be useful (it supports directed graphs too).

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