Adjacency matrix vs adjacency list for directed weighted graph - algorithm

As an exercise I have to build a satnav system which plans the shortest and fastest routes from location to location. It has to be as fast as I can possibly make it without using too much memory.
I am having trouble deciding which structure to use to represent the graph. I understand that a matrix is better for dense graphs and that a list would be better for sparse graphs. I'm leaning more towards using a list as I'm assuming that adding vertexes will be the most taxing part of this program.
I just want get some of your guys' opinions. If I were to look at a typical road-map as a graph with various locations being nodes and the roads being edges. Would you consider it to be sparse or dense? Which structure seems better in this scenario?

I would go for lists because its only 1 time investment. The good thing about it is that it is able to iterate over all the adjacent vertices faster than matrix which is an important and most frequent steps in most of the shortest path algorithms.
So where matrix is O(N) adjacency list goes only O(k) where k is number of adjacent vertices.

Related

faster graph traversal algorithms compared to dfs

I have an undirected unweighted graph represented using adjacency matrix where each node of the graph represents a space partition (e.g. State) while the edges represent the neiborhood relationship (i.e. neighboring states sharing common boundaries). My baseline algorithm uses DFS to traverse the graph and form subgraphs after each step (i.e. adding the new node visited which would result in a bunch of contiguous states). With that subgraph I perform a statistical significance test on certain patterns which exist in the nodes of the graph (i.e. within the states).
At this point I am essentially trying to make the traversal step faster.
I was wondering if you all could suggest any algorithm or resources (e.g. research paper) which performs graph traversal computationally faster than DFS.
Thanks for your suggestion and your time!
Most graph algorithms contain "for given vertex u, list all its neighbors v" as a primitive. Not sure, but sounds like you might want to speed up this piece. Indeed, each country has only few neighbors, typically much less than the total number of countries. If this is the case, replace adjacency matrix graph representation with adjacency lists.
Note that the algorithm itself (DFS or other) will likely remain the same, with just a few changes where it uses this primitive.

Create N-Clusters out of Min spanning tree?

Let say I created a Minimum Spanning Tree out of Graph with M nodes. Is there an algorithm to create N number of clusters.
I'm looking to cut some of the links such as that I end up with N clusters and label them i.e. given a node X I can query in which cluster it belongs.
What I think is once I have the MST, I cut the top/max M-N edges of the MST and I will get N clusters ?
Is my logic correct ?
That seems a good way to me. You ask whether it's "correct" -- that I can't say, since I don't know what other unstated criteria you have in mind. All you have actually stated that you want is to create N clusters -- which you could also achieve by throwing away the MST, putting vertex 1 in the first cluster, vertex 2 in the second, ..., vertex N-1 in the (N-1)th, and all remaining vertices in the Nth.
If you're using Kruskal's algorithm to build the MST, you can achieve what you're suggesting by simply stopping the algorithm early, as soon as only N components remain.
A tree is a (very sparse) subset of edges of a graph, if you cut based on them you are not taking into consideration a (possible) vast majority of edges in your graph.
Based on the fact that you want to use a M(inimum)ST algorithm to create clusters, it would seem you want to minimize the set of edges that lie in the n-way cut induced by your clustering. Using an MST as a proxy with a graph with very similar weight edges will produce likely terrible results.
Graph clustering is a heavily studied topic, have you considered using an existing library to accomplish this? If you insist on implementing your own algorithm, I would recommend spectral clustering as a starting point as it will produce decent results without much effort.
Edit based on feedback in coments:
If your main bottleneck is the similarity matrix then the following should be considered:
Investigate sparse matrix/graph representation while implementing something like spectral clustering which is probably going to give much more robust results than single-linkage clustering
Investigate pruning edges from the similarity matrix which you think are unimportant. If pruning is combined with a sparse representation of the similarity matrix, this should yield comparable performance to the MST approach while giving a smooth continuum to tune performance vs quality.

Do I have to implement Adjacency matrix with BFS?

I am trying to implement BFS algorithm using queue and I do not want to look for any online code for learning purposes. All what I am doing is just following algorithms and try to implement it. I have a question regarding for Adjacency matrix (data structure for graph).
I know one common graph data structures is adjacency matrix. So, my question here, Do I have to implement Adjacency matrix along with BFS algorithm or it does not matter.
I really got confused.
one of the things that confused me, the data for graph, where these data should be stored if there is not data structure ?
Sincerely
Breadth-first search assumes you have some kind of way of representing the graph structure that you're working with and its efficiency depends on the choice of representation you have, but you aren't constrained to use an adjacency matrix. Many implementations of BFS have the graph represented implicitly somehow (for example, as a 2D array storing a maze or as some sort of game) and work just fine. You can also use an adjacency list, which is particularly efficient for us in BFS.
The particular code you'll be writing will depend on how the graph is represented, but don't feel constrained to do it one way. Choose whatever's easiest for your application.
The best way to choose data structures is in terms of the operations. With a complete list of operations in hand, evaluate implementations wrt criteria important to the problem: space, speed, code size, etc.
For BFS, the operations are pretty simple:
Set<Node> getSources(Graph graph) // all in graph with no in-edges
Set<Node> getNeighbors(Node node) // all reachable from node by out-edges
Now we can evaluate graph data structure options in terms of n=number of nodes:
Adjacency matrix:
getSources is O(n^2) time
getNeighbors is O(n) time
Vector of adjacency lists (alone):
getSources is O(n) time
getNeighbors is O(1) time
"Clever" vector of adjacency lists:
getSources is O(1) time
getNeighbors is O(1) time
The cleverness is just maintaining the sources set as the graph is constructed, so the cost is amortized by edge insertion. I.e., as you create a node, add it to the sources list because it has no out edges. As you add an edge, remove the to-node from the sources set.
Now you can make an informed choice based on run time. Do the same for space, simplicity, or whatever other considerations are in play. Then choose and implement.

Knight's shortest path graph data structure and algorithm

I have a question on one of the previous Stack Overflow post # Knight's Shortest Path on Chessboard
I understand the reply on 'ok, it's a graph question, and its sparse matrix is like':
(a1,b3)=1,
(a1,c2)=1,
.....
which describe existing edges. However i still don't know what Data Structure of this Graph should looks like (is it an adjacency matrix? stated as 'sparse matrix' above, or something else?), so that it can be readily used by Dijkstra's algorithm.
http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm.
From the algorithm description, it looks convenient if the graph data structure is a set of vertex, with neighbor vertex information available. But how do we achieve this?
How can I write out a sample data structure for this graph? I am seeking an understanding of how it can be linked conveniently to Dijkstra's algorithm.
The graph is very sparse (64 vertices, each vertex has at most 8 edges) thus an adjacency matrix is a waste IMO.
A better structure for this will be adjacency list:
v1->v2,v3,v4,v5
v2->v1,...
...
The idea is indeed to hold a Set<Vertex>, and for the Vertex type to have a field: List<Vertex> neighbors, which will contain all the vertex's neighboring vertices.
There is no need in this case for some additional weight information - since the graph is unweighted.
Also - Dijkstra's algorithm is redundant in here. Again, the graph is unweighted - so a simpler (to program and understand) and faster (run time) algorithm to find the shortest path is a BFS for unweighted graphs.
Since there are only 64 tiles, you can conveniently put the adjacency matrix in an array of 64 integers of 64 bits each. Sure it's sparse, but it's also tiny, so the waste, if it exists at all (pointers are pretty big compared to single bits), will be small too.
Extracting a list of indices from a bitvector is also especially easy when it's sparse, but you don't even need that - you could let the front be a queue of bitvectors instead, and the "already visited" set could be a single bitvector.
edit: ok actually you may still need it if you use that trick, but then it remains that it just takes a couple of fast operations such as bitscan and x &= x -1.

Graph Algorithm To Find All Paths Between N Arbitrary Vertices

I have an graph with the following attributes:
Undirected
Not weighted
Each vertex has a minimum of 2 and maximum of 6 edges connected to it.
Vertex count will be < 100
Graph is static and no vertices/edges can be added/removed or edited.
I'm looking for paths between a random subset of the vertices (at least 2). The paths should simple paths that only go through any vertex once.
My end goal is to have a set of routes so that you can start at one of the subset vertices and reach any of the other subset vertices. Its not necessary to pass through all the subset nodes when following a route.
All of the algorithms I've found (Dijkstra,Depth first search etc.) seem to be dealing with paths between two vertices and shortest paths.
Is there a known algorithm that will give me all the paths (I suppose these are subgraphs) that connect these subset of vertices?
edit:
I've created a (warning! programmer art) animated gif to illustrate what i'm trying to achieve: http://imgur.com/mGVlX.gif
There are two stages pre-process and runtime.
pre-process
I have a graph and a subset of the vertices (blue nodes)
I generate all the possible routes that connect all the blue nodes
runtime
I can start at any blue node select any of the generated routes and travel along it to reach my destination blue node.
So my task is more about creating all of the subgraphs (routes) that connect all blue nodes, rather than creating a path from A->B.
There are so many ways to approach this and in order not confuse things, here's a separate answer that's addressing the description of your core problem:
Finding ALL possible subgraphs that connect your blue vertices is probably overkill if you're only going to use one at a time anyway. I would rather use an algorithm that finds a single one, but randomly (so not any shortest path algorithm or such, since it will always be the same).
If you want to save one of these subgraphs, you simply have to save the seed you used for the random number generator and you'll be able to produce the same subgraph again.
Also, if you really want to find a bunch of subgraphs, a randomized algorithm is still a good choice since you can run it several times with different seeds.
The only real downside is that you will never know if you've found every single one of the possible subgraphs, but it doesn't really sound like that's a requirement for your application.
So, on to the algorithm: Depending on the properties of your graph(s), the optimal algorithm might vary, but you could always start of with a simple random walk, starting from one blue node, walking to another blue one (while making sure you're not walking in your own old footsteps). Then choose a random node on that path and start walking to the next blue from there, and so on.
For certain graphs, this has very bad worst-case complexity but might suffice for your case. There are of course more intelligent ways to find random paths, but I'd start out easy and see if it's good enough. As they say, premature optimization is evil ;)
A simple breadth-first search will give you the shortest paths from one source vertex to all other vertices. So you can perform a BFS starting from each vertex in the subset you're interested in, to get the distances to all other vertices.
Note that in some places, BFS will be described as giving the path between a pair of vertices, but this is not necessary: You can keep running it until it has visited all nodes in the graph.
This algorithm is similar to Johnson's algorithm, but greatly simplified thanks to the fact that your graph is unweighted.
Time complexity: Since there is a constant number of edges per vertex, each BFS will take O(n), and the total will take O(kn), where n is the number of vertices and k is the size of the subset. As a comparison, the Floyd-Warshall algorithm will take O(n^3).
What you're searching for is (if I understand it correctly) not really all paths, but rather all spanning trees. Read the wikipedia article about spanning trees here to determine if those are what you're looking for. If it is, there is a paper you would probably want to read:
Gabow, Harold N.; Myers, Eugene W. (1978). "Finding All Spanning Trees of Directed and Undirected Graphs". SIAM J. Comput. 7 (280).

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