Finding Strongly Connected Components? - algorithm

My book defines a method to find the strongly connected components of a directed graph in linear time. In addition several other algorithms to find strongly connected components (i.e. Tarjan's algorithm) is also able to find the components in linear time.
However all of these algorithms require the vertices of the graph to be ordered in decreasing post values (time the vertex is left). Common ordering algorithms such as Mergesort take O(n log n) time.
Therefore how do these algorithms manage to complete locating the strongly connected components in linear time, if ordering the list of vertices by post values takes O(n log n) time?

Since "time" (the kind by which the post values are measured) is monotonically nondecreasing as a function of time (the number of steps executed by the depth-first search program), it suffices to append each node to a list immediately after the traversal leaves it. At the end of the traversal, the list is in sorted order.
Alternatively, since the post values are integers bounded above polynomially, on some machine models it is possible to sort them in linear time using e.g. radix sort.

Related

Which Graph Algorithms prefer adjacency matrix and why?

I heard that adjacency lists are used in most graph algorithms (but not all). I'm just wondering what algorithms prefer adjacency matrices and why?
So far I’ve found that Floyd Warshall uses adjacency matrices.
Adjacency lists are generally faster than adjacency matrices in algorithms in which the key operation performed per node is “iterate over all the nodes adjacent to this node.” That can be done in time O(deg(v)) time for an adjacency list, where deg(v) is the degree of node v, while it takes time Θ(n) in an adjacency matrix. Similarly, adjacency lists make it fast to iterate over all of the edges in a graph - it takes time O(m + n) to do so, compared with time Θ(n2) for adjacency matrices.
Some of the most-commonly-used graph algorithms (BFS, DFS, Dijkstra’s algorithm, A* search, Kruskal’s algorithm, Prim’s algorithm, Bellman-Ford, Karger’s algorithm, etc.) require fast iteration over all edges or the edges incident to particular nodes, so they work best with adjacency lists.
You mentioned that Floyd-Warshall uses adjacency matrices. While Floyd-Warshall does maintain an internal matrix tracking shortest paths seen so far, it doesn’t actually require the original graph to be an adjacency matrix. The overall cost of the dynamic programming work is Θ(n3), which is bigger than the O(n2) cost of converting an adjacency list into an adjacency matrix or vice-versa.
There are only a few places where an adjacency matrix is faster than an adjacency list. Adjacency matrices take time O(1) to test whether a particular edge is present in the graph, which is faster than the O(deg(v)) cost of the corresponding operation on an adjacency list. Since the cost of converting an adjacency list to an adjacency matrix is Θ(n2), the only cases where an adjacency matrix would outperform an adjacency list are in situations where (1) random access of the edges are required and (2) the total runtime of the algorithm is o(n2). I only know a few algorithms that do this. For example, there’s the celebrity-finding problem where you’re given a graph and are asked to find whether there’s a node with incoming edges from each node and outgoing edges to no nodes. This can be done in time O(n) using an adjacency matrix, faster than what can be done with an adjacency list.
(That being said, you could also use an adjacency list represented using cuckoo hash tables rather than regular lists and match the same runtime bounds as above, though with the cost of creating the adjacency list now only expected to be fast rather than actually worst-case efficient.)
The main reason I’ve found adjacency matrices to be useful is in thinking about graphs from a different perspective. For example, raising an adjacency matrix to the kth power makes a new matrix that counts the number of paths from one node to another using exactly k hops. This can be used to count and find triangles in graphs faster than the naive algorithm, for example. Similarly, the Four Russians algorithm for computing transitive closures of graphs works by representing the graph as a matrix and using some clever techniques (treating blocks of bits as integers then used in a lookup table) to outperform the naive search.
Hope this helps!

Can binomial heap be used to find connected components in a graph?

How can a binomial heap be useful in finding connected components of a graph, it cannot be used then why?
I've never seen binomial heaps used this way, since graph connected components are usually found using a depth-first search or breadth-first search, and neither algorithm requires you to use any sort of priority queue. You could, of course, do a sort of "priority-first search" to find connected components by replacing the stack or queue of DFS or BFS with a priority queue, but there's little reason to do so. That would slow the cost of finding connected components down to O(m + n log n) rather than the O(m + n) you'd get from a vanilla BFS or DFS.
There is one way in which you can tenuously say that binomial heaps might be useful, and that's in a different strategy for finding connected components. You can, alternatively, use a disjoint-set forest to identify connected components. You begin with each node in its own partition, then call the union operation for each edge to link nodes together. When you've finished, you will end up with a collection of trees, each of which represents one connected component.
There are many strategies for determining how to link trees in a disjoint-set forest. One of them is union-by-size, in which whenever you need to pick which representative to change, you pick the tree of smaller size and point it at the tree of larger size. You can prove that the smallest tree of height k that can be formed this way is a binomial tree of rank k. That's formed by pairing off all the nodes, then taking the representatives and pairing them off, etc. (Try it for yourself - isn't that cool?)
But that, to me, feels more like a coincidence than anything else. This is less about binomial heaps and more about binomial trees, and this particular shape only arises if you're looking for a pathological case rather than as a matter of course in the execution of the algorithm.
So the best answer I have is "technically you could do this, but you shouldn't, and technically binomial trees arise in this other context that's related to connected components, but that's not the same as using binomial heaps."
Hope this helps!

What is the Time complexity for finding universal sink given the adjecency list representation

There are many variants of this question asking the solution in O(|V|) time.
But what is the worst case bound if I wanna compute if there is a universal sink in the graph and I have graph represented in adjacency lists. This is important because all other algorithms seem to be better for adjacency lists, so if finding universal sink is not too frequent operation that I need, I will definitely go ahead for lists rather than matrix.
In my opinion, the time complexity would be the size of the graph, that is O(|V| + |E|). the algorithm for finding universal sink of a graph is as follows. Assuming in-neighbor list, Start from the index 1 of a graph. Check the length of adjacency list at index 1, if it is |V| - 1, then traverse the list to check if there is a self loop. If list does not have a self loop and all other vertices are part of a list, store the list index. Then, we must go through other lists to check if this vertex is part of their list. If it is, then the stored vertex cannot be a universal sink. Continue the search from the next index. Even if list is out-neighbor list, we will have to search the vertices which have list with length = 0, then search all other lists to check if this vertex exists in their respective lists.
As it can be concluded from above explanation, no matter what form of adjacency list is considered, in worst case, finding the universal sink must traverse through all the vertices and edges once, hence the complexity is the size of the graph, i.e. O(|V|+|E|)
But my friend who has recently joined as a assistant professor at a university, mentioned it has to be O(|V|*|V|). I am reviewing his notes before he starts teaching the course in the spring, but before correcting it I wanna be one hundred percent sure.
You're quite correct. We can build the structures we need to track all of the intermediate results, but the basic complexity is still straightforward: we go through all of our edges once, marking and counting references. We can even build a full transition matrix in O(E) time.
Depending on the data structures, we may find an improvement by a second pass over all edges, but 2 * O(E) is still O(E).
Then we traverse each node once, looking for in/out counts and a self-loop.

Graph represented as adjacency list, as binary tree, is it possible?

apologies first, english is not my first language.
So here's my understanding on graph that's represented as adjancey list: It's usually used for sparse graph, which is the case for most of graphs, and it uses V (number of vertex) lists. so, V head pointers + 2e (# of edges) nodes for undirected graph. Therefore, space complexity = O(E+V)
Since any node can have upto V-1 edges (excluding itself) it has time complexity of O(V) to check a node's adjacency.
As to check all the edges, it takes O(2e + V) so O(v + e)
Now, since it's mostly used for sparse graph, it's rarely O(v) to check adjacency, but simply the number of edges a given vertex has (which is O(V) at worst since V-1 is the possible maximum)
What I'm wondering is, is it possible to make the list (the edge nodes) binary tree? So to find out whether node A is adjacent to node B, time complexity would be O(logn) and not linear O(n).
If it is possible, is it actually done quite often? Also, what is that kind of data structure called? I've been googling if such combinations are possible but couldn't find anything. I would be very grateful if anyone could explain this to me in detail as i'm new to data structure. Thank you.
Edit: I know binary search can be performed on arrays. I'm talking about linked list representation, I thought I made it obvious when I said heads to the lists but wow
There's no reason the adjacency list for each vertex couldn't be stored as a binary tree, but there are tradoffs.
As you say, this adjacency list representation is often used for sparse graphs. Often, "sparse graph" means that a particular vertex is adjacent to few others. So your "adjacency list" for a particular vertex would be very small. Whereas it's true that binary search is O(log n) and sequential search is O(n), when n is very small sequential search is faster. I've seen cases where sequential search beats binary search when n is smaller than 16. It depends on the implementation, of course, but don't count on binary search being faster for small lists.
Another thing to think about is memory. Linked list overhead is one pointer per node. Unless, of course, you're using a doubly linked list. Binary tree overhead is two pointers per node. Perhaps not a big deal, but if you're trying to represent a very large graph, that extra pointer will become important.
If the graph will be updated frequently at run time, you have to take that into account, too. Adding a new edge to a linked list of edges is an O(1) operation. But adding an edge to a binary tree will require O(log n). And you want to make sure you keep that tree balanced. An unbalanced tree starts to act like a linked list.
So, yes, you could make your adjacency lists binary trees. You have to decide whether it's worth the extra effort, based on your application's speed requirements and the nature of your data.

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.

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