Dijkstra's Shortest Path Algorithm (OCR A Level Computer Science)

Revision Note

Dijkstra’s Shortest Path Algorithm

What is Dijkstra's Shortest Path Algorithm?

  • Dijsktra’s shortest path algorithm is an example of an optimisation algorithm that calculates the shortest path from a starting location to all other locations

  • Dijkstra’s uses a weighted graph in a similar manner to a breadth first search to exhaust all possible routes to find the optimal route to the destination node

  • To revise Graphs you can follow this link

  • Each route is represented as an arc/edge from a node/vertex. Each edge carries a weighted value which represents some measurement, for example time, distance or cost

  • An illustrated example of Dijsktras is shown below

What is an Optimisation Problem?

  • Optimisation problems involve maximising the efficiency of a solution to solve the stated problem. Examples of optimisation problems can include:

    • Finding the shortest route between two points. This is used for planning journeys, creating networks, building circuit boards, etc.

    • Minimising resource usage in manufacturing or games

    • Timetabling lessons in school or office meetings

    • Scheduling staff breaks and work hours

  • The most common optimisation problem encountered in daily life is finding the shortest route from A to B. Various apps exist to calculate these distances, such as Google Maps or road trip planners

Performing Dijkstra's Shortest Path Algorithm

dijkstra-s-algorithm-1-revision-notes-computer-science

1) Set A path to 0 and all other path weights to infinity

dijkstra-s-algorithm-2-revision-notes-computer-science

2) Visit A. Update all neighbouring nodes path weights to the distance from A + A's path weight (0)

dijkstra-s-algorithm-3-revision-notes-computer-science

3) Choose the next node to visit that has the lowest path weight (D). Visit D. Update all neighbouring, non-visited nodes with a new path weight if the old path weight is bigger than the new path weight. C is updated from 5 to 3 as the new path is shorted (A > D > C)

dijkstra-s-algorithm-4-revision-notes-computer-science

4) Choose the next node to visit that has the lowest path weight (E). Visit E. Update all neighbouring, non-visited nodes from E with a new path weight. F is updated from 7 to 5 as the new path is shorter (A > D > E > F)

dijkstra-s-algorithm-5-revision-notes-computer-science

5) Choose the next node to visit, alphabetically (B). Visit B. Update all neighbouring non-visited nodes from B with a new weight if the path is less than the current path. C is not updated as A > B > C is 4

dijkstra-s-algorithm-6-revision-notes-computer-science

6) Choose the next lowest node and visit (C). Update C's neighbours if the new path is shorter than the old path. A > D > C > G is 8, so G is not updated

dijkstra-s-algorithm-7-revision-notes-computer-science

7) Choose the next lowest node and visit (F). Update F's neighbours if the new path is shorter than the old path. F has no non-visited neighbours so no updates are made

dijkstra-s-algorithm-8-revision-notes-computer-science

8) Choose the next lowest node and visit (G). G has no non-visited neighbours so no updates are made

9) All nodes have been visited. Back tracking from G gives the following order and total distance A-D-E-G (5)

dijkstras-algorithm-9

Figure 1: Performing Dijkstra’s Shortest path Algorithm

  • The algorithm for Diskstras is shown below, both in structured english and a pseudocode format

Dijkstra’s Shortest path Algorithm (Structured English)

assign a distance value of 0 to the initial node and infinity for every other node
add all nodes to a priority queue, sorted by current distance
while the queue is not empty
	remove node x from the front of the queue and add to a visited list
	for each unvisited neighbour y of the current node x
		newDistance = distanceAtX + distanceFromXtoY
		if newDistance < distanceAtY then
			distanceAtY = newDistance
			reorder the priority queue by changing Y’s position based on the new distance
		endif
	next X
endwhile

Dijkstra’s Shortest path Algorithm (Pseudocode)

function Dijkstra(graph, start, goal)
	//set all distances to infinity and first distance to 0
for node in graph
		distance[node] = infinity
	next node
	distance[start] = 0

	
	while unvisitedNodes in graph
		//find the shortest distance from all the nodes in order to select the next node to visit and expand
		min = null
		for node in graph
			if min == null then
				min = node
			elseif distance[node] < distance[min] then
				min = node
			endif
		next node

		//for each neighbour, update the cost if the current cost and distance are less than the previously stored distance
		for neighbour in graph
			if cost + distance[min] < distance[neighbour] then
				distance[neighbour] = cost + distance[min]
				previousNode[neighbour] = min
			endif
		next neighbour

		visited.append(node)
	endwhile

	//backtrack through the previous nodes and build up the final path until the start is reached
	node = goal
while node != start
	path.append(node)
	node = previousNode[node]
endwhile

	return path

endfunction

Exam Tip

You will not be asked to program Diksjtras in the exam as the algorithm is too complex to implement. You may be asked about parts of the algorithm however

  • In the first above algorithm, a priority queue is used to order the nodes in terms of distance The shortest routes are prioritized to be explored next. In the second algorithm above, a simple loop finds the next shortest node in the list. Both are valid methods

  • Once a node has been removed from the queue it is added to a visited list and is not rechecked

  • It is important to note that the algorithm is exhaustive and will check every available node and path, calculating the shortest distance from the initial node to every other node

  • As Dijkstra’s is a graph traversal algorithm, a dictionary storing the nodes and neighbours will need to be passed to the algorithm

  • A corresponding dictionary of distances from the starting node to each node will also need to be kept during the algorithm

Exam Tip

You do not need to know the time or space complexity for Dijkstra's shortest path algorithm

Tracing Dijkstra's Shortest path Algorithm

  • Tracing Dijkstra's shortest path algorithm can be done in a manner similar to Figure 1 above

  • Remember to initialize the starting node to 0 and all other nodes to infinity

  • Update each nodes neighbours by adding the previous path and the distance from the current node to the neighbour

  • Keep track of each nodes previous node that offered the shortest route

Worked Example

Mabel is a software engineer. She is writing a computer game for a client. In the game the main character has to avoid their enemies. This becomes more difficult as the levels of the game increase.

The game’s ‘challenging’ level has intelligent enemies that hunt down the character in an attempt to stop the user from winning. The program plans the enemies’ moves in advance to identify the most efficient way to stop the user from winning the game.

The possible moves are shown in a graph. Each node represents a different state in the game. The lines represent the number of moves it will take to get to that state.

a-star-search-graph-revision-notes-computer-science

Show how Dijkstra’s algorithm would find the shortest path from A to H.

6 marks

Node

Visited

From A

Previous Node

  

  A

  ✓

  0

  -

  [1]

  B

  ✓

  1

  A

[1]

  C

  ✓

  2

  A

  D

  ✓

  3

  C

[1]

  F

  ✓

  5

  C

  E

  ✓

  5 4

  B D

[1]

  G

  ✓

  6

  E

[1]

  H

  

  10

  G

 

Final route: ACDEGH (length 10)  [1]

Only one mark is available for the final route. Remember to show your working. You won’t get given the table in the exam, just lots of lines but you can draw a table like the one above

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