Performance Evaluation of Pathfinding Algorithms

Total Page:16

File Type:pdf, Size:1020Kb

Performance Evaluation of Pathfinding Algorithms University of Windsor Scholarship at UWindsor Electronic Theses and Dissertations Theses, Dissertations, and Major Papers 1-1-2020 Performance Evaluation of Pathfinding Algorithms Harinder Kaur Sidhu University of Windsor Follow this and additional works at: https://scholar.uwindsor.ca/etd Recommended Citation Sidhu, Harinder Kaur, "Performance Evaluation of Pathfinding Algorithms" (2020). Electronic Theses and Dissertations. 8178. https://scholar.uwindsor.ca/etd/8178 This online database contains the full-text of PhD dissertations and Masters’ theses of University of Windsor students from 1954 forward. These documents are made available for personal study and research purposes only, in accordance with the Canadian Copyright Act and the Creative Commons license—CC BY-NC-ND (Attribution, Non-Commercial, No Derivative Works). Under this license, works must always be attributed to the copyright holder (original author), cannot be used for any commercial purposes, and may not be altered. Any other use would require the permission of the copyright holder. Students may inquire about withdrawing their dissertation and/or thesis from this database. For additional inquiries, please contact the repository administrator via email ([email protected]) or by telephone at 519-253-3000ext. 3208. Performance Evaluation of Pathfinding Algorithms By Harinder Kaur Sidhu A Thesis Submitted to the Faculty of Graduate Studies through the School of Computer Science in Partial Fulfillment of the Requirements for the Degree of Master of Science at the University of Windsor Windsor, Ontario, Canada 2019 © 2019 Harinder Kaur Sidhu Performance Evaluation of Pathfinding Algorithms by Harinder Kaur Sidhu APPROVED BY: ______________________________________________ C. Semeniuk Great Lakes Institute for Environmental Research ______________________________________________ A. Jaekel School of Computer Science ______________________________________________ S. Goodwin, Advisor School of Computer Science December 4, 2019 DECLARATION OF ORIGINALITY I hereby certify that I am the sole author of this thesis and that no part of this thesis has been published or submitted for publication. I certify that, to the best of my knowledge, my thesis does not infringe upon anyone’s copyright nor violate any proprietary rights and that any ideas, techniques, quotations, or any other material from the work of other people included in my thesis, published or otherwise, are fully acknowledged in accordance with the standard referencing practices. Furthermore, to the extent that I have included copyrighted material that surpasses the bounds of fair dealing within the meaning of the Canada Copyright Act, I certify that I have obtained a written permission from the copyright owner(s) to include such material(s) in my thesis and have included copies of such copyright clearances to my appendix. I declare that this is a true copy of my thesis, including any final revisions, as approved by my thesis committee and the Graduate Studies office, and that this thesis has not been submitted for a higher degree to any other University or Institution. iii ABSTRACT Pathfinding is the search for an optimal path from a start location to a goal location in a given environment. In Artificial Intelligence pathfinding algorithms are typically designed as a kind of graph search. These algorithms are applicable in a wide variety of applications such as computer games, robotics, networks, and navigation systems. The performance of these algorithms is affected by several factors such as the problem size, path length, the number and distribution of obstacles, data structures and heuristics. When new pathfinding algorithms are proposed in the literature, their performance is often investigated empirically (if at all). Proper experimental design and analysis is crucial to provide an informative and non- misleading evaluation. In this research, we survey many papers and classify them according to their methodology, experimental design, and analytical techniques. We identify some weaknesses in these areas that are all too frequently found in reported approaches. We first found the pitfalls in pathfinding research and then provide solutions by creating example problems. Our research shows that spurious effects, control conditions and sampling bias data can provide misleading results and our case studies provide solutions to avoid these pitfalls. iv DEDICATION I dedicate this work to my fiancée Mandeep Singh. v ACKNOWLEDGEMENTS I would like to express my sincere gratitude towards my advisor Dr. Goodwin for guiding me through my thesis and also for being patient with me and understanding the whole time. I would like to thank him for providing me the knowledge and resources like books and papers required to complete my research work and providing continuous feedback on my work to make it better. I would also like to thank my committee members Dr. Jaekel and Dr. Semeniuk for their support and time. vi TABLE OF CONTENTS DECLARATION OF ORIGINALITY .................................................................................... iii ABSTRACT ......................................................................................................................... iv DEDICATION ...................................................................................................................... v ACKNOWLEDGEMENTS ................................................................................................... vi LIST OF TABLES................................................................................................................. x LIST OF FIGURES .............................................................................................................. xi LIST OF APPENDICES ...................................................................................................... xii CHAPTER 1 Introduction .................................................................................................. 1 1.1 Thesis Claim .................................................................................................................................................... 1 1.2 Pathfinding- Overview ................................................................................................................................ 2 1.2.1 Pathfinding Problem Definition: .................................................................................. 3 1.3 Map Representations: ................................................................................................................................. 3 1.3.1 Tile Grids: ....................................................................................................................... 3 1.3.2 Navigation Mesh: ........................................................................................................... 5 1.3.3 Waypoints: ..................................................................................................................... 5 1.4 Algorithms ....................................................................................................................................................... 6 1.4.1 Informed Pathfinding Algorithms: ............................................................................... 6 1.4.2 Uninformed Pathfinding Algorithms: .......................................................................... 8 1.5 A* Algorithm and its variants: ............................................................................................................... 8 1.6 Thesis Contribution ..................................................................................................................................... 9 1.7 Thesis Organization .................................................................................................................................. 10 CHAPTER 2 Introduction to empirical research and literature review ...................... 12 vii 2.1 Empirical Research ................................................................................................................................... 12 2.2 Need of Empirical Studies ...................................................................................................................... 13 2.3 Problems with Current Research Practices .................................................................................... 14 2.4 Critical Review of Pathfinding Research Papers ........................................................................... 15 2.5 Summarizing the critically reviewed papers ................................................................................. 17 CHAPTER 3 Empirical Research in Pathfinding............................................................ 19 3.1 Motivation..................................................................................................................................................... 19 3.2 Empirical Research and its basic components .............................................................................. 19 3.3 Guidelines for Empirical Research ..................................................................................................... 21 3.3.1 Objective ...................................................................................................................... 21 3.3.2 Experimental Setup ..................................................................................................... 22 3.3.3 Data Collection ............................................................................................................
Recommended publications
  • Steps Towards a Science of Heuristic Search
    STEPS TOWARDS A SCIENCE OF HEURISTIC SEARCH BY Christopher Makoto Wilt MS in Computer Science, University of New Hampshire 2012 AB in Mathematics and Anthropology, Dartmouth College, 2007 DISSERTATION Submitted to the University of New Hampshire in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Computer Science May, 2014 ALL RIGHTS RESERVED c 2014 Christopher Makoto Wilt This dissertation has been examined and approved. Dissertation director, Wheeler Ruml, Associate Professor of Computer Science University of New Hampshire Radim Bartˇos, Associate Professor, Chair of Computer Science University of New Hampshire R. Daniel Bergeron, Professor of Computer Science University of New Hampshire Philip J. Hatcher, Professor of Computer Science University of New Hampshire Robert Holte, Professor of Computing Science University of Alberta Date ACKNOWLEDGMENTS Since I began my doctoral studies six years ago, Professor Wheeler Ruml has provided the support, guidance, and patience needed to take me from “never used a compiler” to “on the verge of attaining the highest degree in the field of computer science”. I would also like to acknowledge the contributions my committee have made to my development over the years. The reality of graduate school is that it requires long hours and low pay, but one factor that makes it more bearable is good company, and I have the University of New Hampshire Artificial Intelligence Research Group to thank for making those long days more bearable. The work in this dissertation was partially supported by the National Science Founda- tion (NSF) grants IIS-0812141 and IIS-1150068. In addition to NSF, this work was also partially supported by the Defense Advanced Research Projects Agency (DARPA) grant N10AP20029 and the DARPA CSSG program (grant HR0011-09-1-0021).
    [Show full text]
  • A Faster Alternative to Traditional A* Search: Dynamically Weighted BDBOP
    Int'l Conf. Artificial Intelligence | ICAI'16 | 3 A Faster Alternative to Traditional A* Search: Dynamically Weighted BDBOP John P. Baggs, Matthew Renner and Eman El-Sheikh Department of Computer Science, University of West Florida, Pensacola, FL, USA A path-finding algorithm requires the following: a start Abstract – Video games are becoming more computationally point, an end point, and a representation of the environment complex. This requires video game designers to carefully in which the search is to take place. Today, the two main allocate resources in order to achieve desired performance. methods environments are represented in video games are This paper describes the development of a new alternative to with square grids and navigation meshes. Square grids take a traditional A* that decreases the time to find a path in three- specific section of space in the environment and map the dimensional environments. We developed a system using Unity space to a matrix location. The matrix has to be large enough 5.1 that allowed us to run multiple search algorithms on to contain the number of squares needed to represent the different environments. These tests allowed us to find the environment. Navigation meshes were developed in the 1980s strengths and weaknesses of the variations of traditional A*. for robotic path-finding and most games after the 2000s have After analyzing these strengths, we defined a new alternative adopted these navigation meshes. In [3], a navigation mesh is algorithm named Dynamically Weighted BDBOP that defined as “…a set of convex polygons that describe the performed faster than A* search in our experiments.
    [Show full text]
  • Pathfinding in Strategy Games and Maze Solving Using A* Search Algorithm
    Journal of Computer and Communications, 2016, 4, 15-25 http://www.scirp.org/journal/jcc ISSN Online: 2327-5227 ISSN Print: 2327-5219 Pathfinding in Strategy Games and Maze Solving Using A* Search Algorithm Nawaf Hazim Barnouti, Sinan Sameer Mahmood Al-Dabbagh, Mustafa Abdul Sahib Naser Al-Mansour University College, Baghdad, Iraq How to cite this paper: Barnouti, N.H., Abstract Al-Dabbagh, S.S.M. and Naser, M.A.S. (2016) Pathfinding in Strategy Games and Pathfinding algorithm addresses the problem of finding the shortest path from Maze Solving Using A* Search Algorithm. source to destination and avoiding obstacles. One of the greatest challenges in the Journal of Computer and Communications, design of realistic Artificial Intelligence (AI) in computer games is agent movement. 4, 15-25. http://dx.doi.org/10.4236/jcc.2016.411002 Pathfinding strategies are usually employed as the core of any AI movement system. In this work, A* search algorithm is used to find the shortest path between the source Received: July 25, 2016 and destination on image that represents a map or a maze. Finding a path through a Accepted: September 4, 2016 Published: September 8, 2016 maze is a basic computer science problem that can take many forms. The A* algo- rithm is widely used in pathfinding and graph traversal. Different map and maze Copyright © 2016 by authors and images are used to test the system performance (100 images for each map and maze). Scientific Research Publishing Inc. The system overall performance is acceptable and able to find the shortest path be- This work is licensed under the Creative Commons Attribution International tween two points on the images.
    [Show full text]
  • Influence Map-Based Pathfinding Algorithms in Video Games
    UNIVERSIDADE DA BEIRA INTERIOR Engenharia Influence Map-Based Pathfinding Algorithms in Video Games Michaël Carlos Gonçalves Adaixo Dissertação para obtenção do Grau de Mestre em Engenharia Informática (2º ciclo de estudos) Orientador: Prof. Doutor Abel João Padrão Gomes Covilhã, Junho de 2014 Influence Map-Based Pathfinding Algorithms in Video Games ii Influence Map-Based Pathfinding Algorithms in Video Games Dedicado à minha Mãe, ao meu Pai e à minha Irmã. iii Influence Map-Based Pathfinding Algorithms in Video Games iv Influence Map-Based Pathfinding Algorithms in Video Games Dedicated to my Mother, to my Father and to my Sister. v Influence Map-Based Pathfinding Algorithms in Video Games vi Influence Map-Based Pathfinding Algorithms in Video Games Acknowledgments I would like to thank Professor Doutor Abel Gomes for the opportunity to work under his guidance through the research and writing of this dissertation, as well as to Gonçalo Amador for sharing his knowledge with me on the studied subjects. I want to thank my family, who always provided the love and support I needed to pursue my dreams. I would like to show my gratitude to my dearest friends, Ana Rita Augusto, Tiago Reis, Ana Figueira, Joana Costa, and Luis de Matos, for putting up with me and my silly shenanigans over our academic years together and outside the faculty for remaining the best of friends. vii Influence Map-Based Pathfinding Algorithms in Video Games viii Influence Map-Based Pathfinding Algorithms in Video Games Resumo Algoritmos de pathfinding são usados por agentes inteligentes para resolver o problema do cam- inho mais curto, desde a àrea jogos de computador até à robótica.
    [Show full text]
  • Influence-Based Motion Planning Algorithms for Games
    UNIVERSIDADE DA BEIRA INTERIOR Engenharia Influence-based Motion Planning Algorithms for Games Gonçalo Nuno Paiva Amador Tese para obtenção do Grau de Doutor em Engenharia Informática (3º ciclo de estudos) Orientador: Prof. Doutor Abel João Padrão Gomes Covilhã, Junho of 2017 ii This thesis was conducted under supervision of Professor Abel João Padrão Gomes. The research work behind this doctoral dissertation was developed within the NAP-Cv (Net- work Architectures and Protocols - Covilhã) at Instituto de Telecomunicações, University of Beira Interior, Portugal. The thesis was funded by the Portuguese Research Agency, Foundation for Science and Technology (Fundação para a Ciência e a Tecnologia) through grant contract SFHR/BD/86533/2012 under the Human Potential Operational Program Type 4.1 Ad- vanced Training POPH (Programa Operacional Potencial Humano), within the National Strategic Reference Framework QREN (Quadro de Referência Estratégico Nacional), co- funded by the European Social Fund and by national funds from the Portuguese Educa- tion and Science Minister (Ministério da Educação e Ciência). iii iv À minha famí liae amigos. v vi To my family and friends. vii viii Acknowledgments This thesis would not have reached this final stage without my supervisor, my family, and my friends. To my supervisor Professor Abel Gomes. First, for his guidance in helping me defining a proper work plan for my PhD thesis. Second, by his interesting doubts and suggestions, that often resulted in extra programming and writing hours. Third, for his rigorous (and I really mean ‘rigorous’) revision of every single article related to my PhD and thesis chapters/sections. Finally, for accepting, enduring, and surviving being my supervisor, specially because I am sometimes difficult to deal with.
    [Show full text]
  • Perbandingan Penerapan Algoritma A*, IDA*, Jump Point Search, Dan PEA* Pada Permainan Pacman
    Jurnal Teknik Informatika dan Sistem Informasi e-ISSN : 2443-2229 Volume 2 Nomor 3 Desember 2016 Perbandingan Penerapan Algoritma A*, IDA*, Jump Point Search, dan PEA* Pada Permainan Pacman Rosa Delima#1, Gregorius Titis Indrajaya#2, Abednego Kristiawan Takaredase#3, Ignatia Dhian E.K.R. #4, Antonius Rachmat C. #5 [email protected] [email protected] [email protected] [email protected] [email protected] Fakultas Teknologi Informasi ,Universitas Kristen Duta Wacana Jalan Dr. Wahidin Sudirohusodo No. 5 - 25, Yogyakarta Abstract – Pathfinding is a way to find the shortest route Artikel ini secara khusus akan membahas mengenai between two points. There are several A* variant algorithms perbandingan performa algoritma A* beserta 3 varian dari such as Iterative Deepening A* (IDA*) algorithm, Partial A* yaitu Iterative Deepening A*, Jump Point Search, dan Expansion A* (PEA*), and Jump Point Search (JPS). In this Partial Expansion A*. research, the performance of A*, IDA* algorithm, JPS, and PEA* algorithm are being evaluated. The algorithms are implemented in pacman game and this research get the data A. Identifikasi Masalah by measuring number of open list node, visited nodes, and the length of path. Based on result analysis of the Kemampuan agen cerdas untuk mencari jalur yang algorithms in the Pacman game, it concluded that the optimal, agar dapat mencapai target akan membuat algorithms have the same path solution, but JPS permainan dalam sebuah game menjadi lebih menantang, algorithm has less visited nodes than A*, IDA*, and PEA*. sehingga membuat seorang pemain mendapatkan tekanan dan sekaligus kepuasan.
    [Show full text]
  • Cpe/Csc 480 Artificial Intelligence Midterm Section 1 Fall 2005
    C P E / C S C 4 8 0 A RT I F I C I A L I NT E L L I G E NC E M I DT E R M S E C T I O N 1 FA L L 2 0 0 5 PRO F. FRANZ J. KURFESS CAL POL Y, COMPUTER SCIENCE DE PARTMENT This is the Fall 2005 midterm exam for the CPE/CSC 480 class. You may use textbooks, course notes, or other material, but you must formulate the text for your answers yourself. The use of calculators or computers is allowed for viewing documents or for numerical calculations, but not for the execution of algorithms or programs to compute solutions for exam questions. The exam time is 80 minutes. Student Name: Signature: Date: CPE 480 ARTIFICIAL INTELLIGENCE MIDTERM F05 PA RT 1: MULTIPLE CHOICE QUESTIONS Mark the answer you think is correct. I tried to formulate the questions and answers so that there is only one correct answer. Each question is worth 3 points. [30 points] a) Which statement characterizes a rational agent best? ! An agent that performs reasoning steps to select the next action. ! An agent that can explain its choice of an action. ! An agent that always selects the best action under the given circumstances. ! An agent that is capable of predicting the actual outcome of an action. b) What is the most significant aspect that distinguishes an agent with an internal state from a reflex agent? ! An agent that selects its actions based on rules describing common input-output associations.
    [Show full text]
  • Fringe Search Vs. A* for NPC Movement
    Generated by Foxit PDF Creator © Foxit Software http://www.foxitsoftware.com For evaluation only. Fringe Search vs. A* for NPC movement Andru Putra Twinanda - 13506046 Informatics Engineering School of Electrical dan Informatics Engineering Institut Teknologi Bandung Jalan Ganesa 10 e-mail: [email protected] ABSTRACT player will lose. To determine which path they should take, thay need an algorithm that will take them to the This paper presents how artificial intelligence (AI) is player character, effectively and, more important, used in games to solve common problems and provide efficiently. This is the problem of NPC movement. game features, specifically, non-playing character (NPC) path finding. A* algorithm is a well-known algorithm to solve path finding problem. Beside A* algorithm, in this paper, Fringe Search algorithm is introduced. It is more efficient that A* algorithm. Experimental results show that Fringe Search runs roughly 10-40% faster than highly-optimized A* in many application. Keywords: AI, NPC, path finding, A*, Fringe Search, faster. 1. INTRODUCTION Games today are better than at any time in the past. Thanks to the latest powerful hardware Figure 1. Ms. Pacman Screenshot. platforms, artists are creating near photo-realistic How Could The Monsters Find Ms. Pacman? environments, game designers are building finely detailed worlds, and programmers are coding effects more spectacular than ever before. Unfortunately, this leap in graphics quality and richness of detail has not been matched by a similar increase in the sophistication and believability of artificial intelligence (AI). Three common problems that computer games must provide a solution for are non-playing character (NPC) movement, NPC decision making, and NPC learning.
    [Show full text]
  • Video Game Pathfinding and Improvements to Discrete Search on Grid-Based Maps By
    Video Game Pathfinding and Improvements to Discrete Search on Grid-based Maps by Bobby Anguelov Submitted in partial fulfillment of the requirements for the degree Master of Science in the Faculty of Engineering, Built Environment and Information Technology University of Pretoria Pretoria JUNE 2011 © University of Pretoria Publication Data: Bobby Anguelov. Video Game Pathfinding and Improvements to Discrete Search on Grid-based Maps. Master’s dissertation, University of Pretoria, Department of Computer Science, Pretoria, South Africa, June 2011. Electronic, hyperlinked PDF versions of this dissertation are available online at: http://cirg.cs.up.ac.za/ http://upetd.up.ac.za/UPeTD.htm Video Game Pathfinding and Improvements to Discrete Search on Grid-based Maps by Bobby Anguelov Email: [email protected] Abstract The most basic requirement for any computer controlled game agent in a video game is to be able to successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight constraints on the pathfinding problem. This study aims to provide the first complete review of the current state of video game pathfinding both in regards to the graph search algorithms employed as well as the implications of pathfinding within dynamic game environments. Furthermore this thesis presents novel work in the form of a domain specific search algorithm for use on grid-based game maps: the spatial grid A* algorithm which is shown to offer significant improvements over A* within the intended domain.
    [Show full text]
  • AAAI Proceedings Template
    Jump Point Search Analysis Bryan Tanner Florida State University [email protected] Abstract optimal pathfinding, no need for preprocessing, and no memory overheads. The A* algorithm was developed to be an improvement over Edsger Dijkstra’s original graph 2 Prior Work search algorithm, commonly known as Dijkstra’s algorithm. A* was able to achieve this by using Several variants of the A* algorithm have addressed similar heuristics to intelligently choose paths that lead to issues as JPS (Patel, 2013). In an attempt to reduce the the goal more quickly. This allows neighbors with memory overhead, Beam Search places a limit on the higher cost to be pruned resulting in an optimal number of nodes stored in the open set. When the limit has path being discovered. This algorithm has been been reached then the node with the worst-possible chance detrimental in game development and robotic of finding the goal is dropped. pathfinding. Now, nearly forty years after A* was Iterative Deepening attemps to move ahead using a proposed, new approaches are able to improve technique where a path is examined until its value only even more on this performance. By using path increases marginally, and it’s assumed that this is as close to expansion, jump points, and symmetry reduction the goal as the current path will get. Next, another path is the Jump Point Search algorithm may be the future examined similarly, until a complete path has been found of AI in games and robotics. Bidirectional search conducts two searches in parallel. One search starts at the beginning node and searches for the goal node while the other search starts at the goal node and 1 Introduction works towards the start node.
    [Show full text]
  • 230 Simulation and Comparison of Efficency in Pathfinding Algorithms
    230 Ciência e Natura, v. 37 Part 2 jun. 2015, p. 230−238 ISSN impressa: 0100-8307 ISSN on-line: 2179-460X Simulation and Comparison of Efficency in Pathfinding algorithms in Games Azad Noori 1, Farzad Moradi 2 1Department of Computer at Technical and Vocational University, Tehran, iran 2 Saghez Branch,Islamic Azad University, Saghez, iran Abstract There are several routes to go from point A to point B in many computer games and computer player have to choose the best route. To do this, the pathfinding algorithms is used. Currently, several algorithms have been proposed for routing in games so that the general challenges of them is high consumption of memory and a long Execution time. Due to these problems, the development and introduction of new algorithms will be continued. At the first part of this article, in addition to basic and important used algorithms, the new algorithm BIDDFS is introduced. In the second part, these algorithms in the various modes, are simulated on 2D-Grid, and compared based on their efficency (memory consumption and execution time) , Simulated algorithms include: Dijkstra, Iddfs, Biddfs, Bfs (Breadth), Greedy Best First Search, Ida*, A*, Jump point search, HPA*. Keywords: BIDDFS, JPS, A*,HPA*, IDA *. Recebido: dia/mês/ano Aceito: dia/mês/ano 231 a 2D grid map. They are compared together 1 Introduction according to performance and the number of nodes traversed from start to end [2,3]. One of the important concepts in the game is trying to use artificial intelligence o that has been in them [1]. For achieving the 2 History And Previous Work aim, several methods and techniques have been proposed .One of the most important methods is In [4], the author mentions to intelligent the use of pathfinding method, Some of them are routing that is required in route selection in discussed in part [2].
    [Show full text]
  • Graph Algorithms
    Graph Algorithms PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Wed, 29 Aug 2012 18:41:05 UTC Contents Articles Introduction 1 Graph theory 1 Glossary of graph theory 8 Undirected graphs 19 Directed graphs 26 Directed acyclic graphs 28 Computer representations of graphs 32 Adjacency list 35 Adjacency matrix 37 Implicit graph 40 Graph exploration and vertex ordering 44 Depth-first search 44 Breadth-first search 49 Lexicographic breadth-first search 52 Iterative deepening depth-first search 54 Topological sorting 57 Application: Dependency graphs 60 Connectivity of undirected graphs 62 Connected components 62 Edge connectivity 64 Vertex connectivity 65 Menger's theorems on edge and vertex connectivity 66 Ear decomposition 67 Algorithms for 2-edge-connected components 70 Algorithms for 2-vertex-connected components 72 Algorithms for 3-vertex-connected components 73 Karger's algorithm for general vertex connectivity 76 Connectivity of directed graphs 82 Strongly connected components 82 Tarjan's strongly connected components algorithm 83 Path-based strong component algorithm 86 Kosaraju's strongly connected components algorithm 87 Application: 2-satisfiability 88 Shortest paths 101 Shortest path problem 101 Dijkstra's algorithm for single-source shortest paths with positive edge lengths 106 Bellman–Ford algorithm for single-source shortest paths allowing negative edge lengths 112 Johnson's algorithm for all-pairs shortest paths in sparse graphs 115 Floyd–Warshall algorithm
    [Show full text]