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573 lines
No EOL
18 KiB
Markdown
---
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id: bf
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slug: /paths/bf-to-astar/bf
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title: BF
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description: |
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Solving the shortest path problem with a naïve approach that turns into
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something.
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tags:
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- cpp
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- brute force
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- bellman ford
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- dynamic programming
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last_update:
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date: 2024-01-01
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---
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## Basic idea
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We will _ease in_ with our own algorithm to find the shortest path. We will
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start by thinking about the ways we can achieve that. If we didn't have the `*`
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cells, we could've easily run a BFS[^1] and be done with it. Maybe it is a good
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place to start, or isn't, there is only one way to find out though.
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_How does the BFS work?_ We know the vertex where we start and we know the
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vertex we want to find the shortest path to. Given this knowledge we
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incrementally visit all of our neighbours and we do that over and over until the
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destination is found[^2]. Could we leverage this somehow?
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## Naïve approach
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Well, we could probably start with all vertices being _unreachable_ (having the
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highest possible price) and try to improve what we've gotten so far until there
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are no improvements. That sounds fine, we shall implement this. Since we are
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going on repeat, we will name this function `bf()` as in _brute-force_, cause it
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is trying to find it the hard way:
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```cpp
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const static std::vector<vertex_t> DIRECTIONS =
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std::vector{std::make_pair(0, 1), std::make_pair(0, -1),
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std::make_pair(1, 0), std::make_pair(-1, 0)};
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auto bf(const graph& g, const vertex_t& source, const vertex_t& destination)
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-> int {
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// ‹source› must be within the bounds
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assert(g.has(source));
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// ‹destination› must be within the bounds
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assert(g.has(destination));
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// we need to initialize the distances
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std::vector<std::vector<int>> distances(
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g.height(), std::vector(g.width(), graph::unreachable()));
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// ‹source› destination denotes the beginning where the cost is 0
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auto [sx, sy] = source;
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distances[sy][sx] = 0;
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// now we need to improve the paths as long as possible
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bool improvement_found;
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do {
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// reset the flag at the beginning
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improvement_found = false;
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// go through all of the vertices
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for (int y = 0; y < g.height(); ++y) {
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for (int x = 0; x < g.width(); ++x) {
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// skip the cells we cannot reach
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if (distances[y][x] == graph::unreachable()) {
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continue;
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}
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// go through the neighbours
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auto u = std::make_pair(x, y);
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for (const auto& [dx, dy] : DIRECTIONS) {
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auto v = std::make_pair(x + dx, y + dy);
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auto cost = g.cost(u, v);
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// if we can move to the cell and it's better, relax¹ it
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if (cost != graph::unreachable() &&
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distances[y][x] + cost < distances[y + dy][x + dx]) {
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distances[y + dy][x + dx] = distances[y][x] + cost;
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improvement_found = true;
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}
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}
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}
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}
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} while (improvement_found);
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return distances[destination.second][destination.first];
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}
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```
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:::info Relaxation
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I have made a brief mention of the relaxation in the comment in the code. You've
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been probably thought that **relaxation of an edge** means that you found
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a better solution to the problem.
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In general it is an approximation technique that _reduces_ the problem of
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finding the path `u → x1 → … → xn → v` to subproblems
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`u → x1, x1 → x2, …, xn → v` such that the sum of the costs of each step is
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**minimal**.
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:::
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### Correctness
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_Is our solution correct?_ It appears to be correct… We have rather complicated
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map and our algorithm has finished in an instant with the following output:
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```
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Normal cost: 1
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Vortex cost: 5
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Graph:
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#############
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#..#..*.*.**#
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##***.....**#
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#..########.#
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#...###...#.#
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#..#...##.#.#
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#..#.*.#..#.#
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#D...#....#.#
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########*.*.#
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#S..........#
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#############
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Cost: 22
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```
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If you have a better look at the map, you will realize that the cost `22` is the
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one path skipping the `*` cells, since they cost more than going around.
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We can play around a bit with it. The `*` cells can be even vortices that pull
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you in with a negative price and let you _propel_ yourself out :wink: Let's
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change their cost to `-1` then. Let's check what's the fastest path to the cell.
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```
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Normal cost: 1
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Vortex cost: -1
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Graph:
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#############
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#..#..*.*.**#
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##***.....**#
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#..########.#
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#...###...#.#
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#..#...##.#.#
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#..#.*.#..#.#
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#D...#....#.#
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########*.*.#
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#S..........#
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#############
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```
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And we're somehow stuck… The issue comes from the fact that _spinning around_ in
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the vortices allows us to lower the cost infinitely. That's why after each
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iteration there is still a possibility to lower the cost, hence the algorithm
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doesn't finish. _What can we do about this?_
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:::tip
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This algorithm is correct as long as there are no negative loops, i.e. ways how
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to lower the cost infinitely. Therefore we can also just lay a precondition that
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requires no negative loops to be present.
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:::
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### Fixing the infinite loop
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Our issue lies in the fact that we can endlessly lower the cost. Such thing must
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surely happen in some kind of a loop. We could probably track the relaxations
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and once we spot repeating patterns, we know we can safely terminate with _some_
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results at least.
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This approach will not even work on our 2D map, let alone any graph. Problem is
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that the _negative loops_ lower the cost in **each** iteration and that results
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in lowering of the costs to the cells that are reachable from the said loops.
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That's why this problem is relatively hard to tackle, it's not that easy to spot
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the repeating patterns algorithmically.
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On the other hand, we can approach this from the different perspective. Let's
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assume the worst-case scenario (generalized for any graph):
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> Let $K_n$ be complete graph. Let $P$ be the shortest path from $v_1$ to $v_n$
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> such that $P$ has $n - 1$ edges, i.e. the shortest path between the two chosen
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> vertices visits all vertices (not necessarily in order) and has the lowest
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> cost.
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>
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> In such scenario assume the worst-case ordering of the relaxations (only one
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> _helpful_ relaxation per iteration). In this case, in each iteration we find
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> the next edge on our path $P$ as the last. This means that we need
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> $\vert V \vert - 1$ iterations to find the shortest path $P$.
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>
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> Because we have laid $P$ as the shortest path from $v_1$ to $v_n$ and it
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> visits all vertices, its prefixes are the shortest paths from $v_1$ to any
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> other vertex in our graph.
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>
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> Therefore, we can safely assume that any relaxation after $\vert V \vert - 1$
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> iterations, is the effect of a negative loop in the graph.
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_How can we leverage this?_ We will go through the edges only as many times as
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cells we have. Let's adjust the code to fix the looping:
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```cpp
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auto bf_finite(const graph& g, const vertex_t& source,
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const vertex_t& destination) -> int {
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// ‹source› must be within the bounds
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assert(g.has(source));
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// ‹destination› must be within the bounds
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assert(g.has(destination));
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// we need to initialize the distances
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std::vector<std::vector<int>> distances(
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g.height(), std::vector(g.width(), graph::unreachable()));
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// ‹source› destination denotes the beginning where the cost is 0
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auto [sx, sy] = source;
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distances[sy][sx] = 0;
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// now we only iterate as many times as cells that we have
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for (int i = g.height() * g.width(); i > 0; --i) {
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// go through all of the vertices
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for (int y = 0; y < g.height(); ++y) {
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for (int x = 0; x < g.width(); ++x) {
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// skip the cells we cannot reach
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if (distances[y][x] == graph::unreachable()) {
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continue;
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}
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// go through the neighbours
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auto u = std::make_pair(x, y);
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for (const auto& [dx, dy] : DIRECTIONS) {
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auto v = std::make_pair(x + dx, y + dy);
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auto cost = g.cost(u, v);
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// if we can move to the cell and it's better, relax¹ it
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if (cost != graph::unreachable() &&
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distances[y][x] + cost < distances[y + dy][x + dx]) {
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distances[y + dy][x + dx] = distances[y][x] + cost;
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}
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}
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}
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}
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}
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return distances[destination.second][destination.first];
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}
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```
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And we get the following result:
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```
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Normal cost: 1
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Vortex cost: -1
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Graph:
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#############
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#..#..*.*.**#
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##***.....**#
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#..########.#
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#...###...#.#
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#..#...##.#.#
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#..#.*.#..#.#
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#D...#....#.#
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########*.*.#
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#S..........#
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#############
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Cost: -236
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```
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The negative cost means that there is a way to _propel_ ourselves via some
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vortices. Let's adjust the cost of _vortices_ back to the original `5` and check
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whether our modified algorithm works as it did before. And it surely does yield
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the `22` as before.
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:::tip Refactoring
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You can definitely notice some _deep nesting_ in our code, to counter this
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phenomenon I will convert the looping over `x` and `y` to one variable that can
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be decomposed to `x` and `y`. It is a very common practice when working with 2D
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arrays/lists to represent them as 1D. In our case:
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```
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i : 0 → width * height - 1
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x = i % width
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y = i / width
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```
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:::
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## Bellman-Ford
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If you have ever attended any Algorithms course that had path-finding in its
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syllabus, you probably feel like you've seen the algorithm above before[^3]… And
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yes, the first algorithm I have proposed is a very dumb version of the
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_Bellman-Ford_ algorithm, it's dumb, because it loops :wink: After our “looping”
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prevention we got to the point that is almost the _Bellman-Ford_ with the one
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exception that it doesn't report whether there are any negative cycles, it just
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ends.
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Let's have a look at a proper implementation of the Bellman-Ford algorithm:
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```cpp
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auto bellman_ford(const graph& g, const vertex_t& source)
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-> std::vector<std::vector<int>> {
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// ‹source› must be within the bounds
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assert(g.has(source));
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// we need to initialize the distances
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std::vector<std::vector<int>> distances(
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g.height(), std::vector(g.width(), graph::unreachable()));
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// ‹source› destination denotes the beginning where the cost is 0
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auto [sx, sy] = source;
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distances[sy][sx] = 0;
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// now we only iterate as many times as cells that we have
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for (int i = g.height() * g.width(); i > 0; --i) {
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// go through all of the vertices
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for (int v = g.height() * g.width() - 1; v >= 0; --v) {
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int y = v / g.width();
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int x = v % g.width();
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// skip the cells we cannot reach
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if (distances[y][x] == graph::unreachable()) {
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continue;
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}
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// go through the neighbours
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auto u = std::make_pair(x, y);
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for (const auto& [dx, dy] : DIRECTIONS) {
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auto v = std::make_pair(x + dx, y + dy);
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auto cost = g.cost(u, v);
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// if we can move to the cell and it's better, relax¹ it
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if (cost != graph::unreachable() &&
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distances[y][x] + cost < distances[y + dy][x + dx]) {
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distances[y + dy][x + dx] = distances[y][x] + cost;
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}
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}
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}
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}
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// now we check for the negative loops
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bool relaxed = false;
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for (int v = g.height() * g.width() - 1; !relaxed && v >= 0; --v) {
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int y = v / g.width();
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int x = v % g.width();
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// skip the cells we cannot reach
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if (distances[y][x] == graph::unreachable()) {
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continue;
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}
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// go through the neighbours
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auto u = std::make_pair(x, y);
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for (const auto& [dx, dy] : DIRECTIONS) {
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auto v = std::make_pair(x + dx, y + dy);
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auto cost = g.cost(u, v);
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// if we can move to the cell and it's better, relax¹ it
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if (cost != graph::unreachable() &&
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distances[y][x] + cost < distances[y + dy][x + dx]) {
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relaxed = true;
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std::cerr << "Found a negative loop\n";
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break;
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}
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}
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}
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return distances;
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}
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```
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And if we run it with our negative cost of entering vortices:
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```
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[Bellman-Ford] Found a negative loop
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[Bellman-Ford] Cost: -240
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```
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### On the Bellman-Ford
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You might be surprised that we have managed to iterate from a brute-force method
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that mindlessly tries to find a better path until there are no better paths left
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all the way to the Bellman-Ford algorithm.
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I always say that Bellman-Ford is a _smart_ brute-force. BF is also an algorithm
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that leverages _dynamic programming_. You might wonder how can it utilize DP if
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it is “technically” a brute-force technique. Table with the shortest distances
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is the thing that makes it DP.
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> I might not know the shortest path yet, but I do remember all of other paths,
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> and I can improve them, if possible.
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That's where the beauty of both _dynamic programming_ and _relaxing_ gets merged
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together and does its magic.
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Proof of the correctness of the BF is done via induction to the number of
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iterations. I would suggest to try to prove the correctness yourself and
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possibly look it up, if necessary.
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Also the correctness of the BF relies on the conclusion we've made when fixing
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the infinite-loop on our naïve BF solution.
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## Time complexity
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Let's have a short look at the time complexities of the presented algorithms:
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1. naïve approach: given that there are no negative loops, we are bound by the
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worst-case ordering of the relaxations which results in
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$$
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\mathcal{O}(\vert V \vert \cdot \vert E \vert)
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$$
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2. our naïve approach with the fixed count of iterations instead of the
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`do-while` loop results in the same worst-case time complexity:
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$$
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\Theta(\vert V \vert \cdot \vert E \vert)
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$$
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3. and finally the well-known Bellman-Ford's algorithm time complexity:
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$$
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\Theta(\vert V \vert \cdot \vert E \vert)
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$$
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## Small refactor
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Since we are literally copy-pasting the body of the loops just for the sake of
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relaxing, we can factor that part out into a separate function:
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```cpp
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static auto _check_vertex(const graph& g,
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std::vector<std::vector<int>>& distances, int v,
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bool check_only = false) -> bool {
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bool improvement_found = false;
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// unpack the vertex coordinates
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int y = v / g.width();
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int x = v % g.width();
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// skip the cells we cannot reach
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if (distances[y][x] == graph::unreachable()) {
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return false;
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}
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// go through the neighbours
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auto u = std::make_pair(x, y);
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for (const auto& [dx, dy] : DIRECTIONS) {
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auto v = std::make_pair(x + dx, y + dy);
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auto cost = g.cost(u, v);
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// if we can move to the cell and it's better, relax¹ it
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if (cost != graph::unreachable() &&
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distances[y][x] + cost < distances[y + dy][x + dx]) {
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if (check_only) {
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return true;
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}
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distances[y + dy][x + dx] = distances[y][x] + cost;
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improvement_found = true;
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}
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}
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return improvement_found;
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}
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```
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This function can be also used for checking the negative loops at the end of the
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BF by using the `check_only` parameter to signal that we just want to know if
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there would be any edge relaxed instead of performing the relaxation itself.
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Then we can also see the differences between the specific versions of our
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path-finding algorithms in a clear way:
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```cpp
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auto bf(const graph& g, const vertex_t& source, const vertex_t& destination)
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-> int {
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// ‹source› must be within the bounds
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assert(g.has(source));
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// ‹destination› must be within the bounds
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assert(g.has(destination));
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// we need to initialize the distances
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std::vector<std::vector<int>> distances(
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g.height(), std::vector(g.width(), graph::unreachable()));
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// ‹source› destination denotes the beginning where the cost is 0
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auto [sx, sy] = source;
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distances[sy][sx] = 0;
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// now we need to improve the paths as long as possible
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bool improvement_found;
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do {
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// reset the flag at the beginning
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improvement_found = false;
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// go through all of the vertices
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for (int v = g.height() * g.width() - 1; v >= 0; --v) {
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improvement_found = _check_vertex(g, distances, v) || improvement_found;
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}
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} while (improvement_found);
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return distances[destination.second][destination.first];
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}
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auto bf_finite(const graph& g, const vertex_t& source,
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const vertex_t& destination) -> int {
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// ‹source› must be within the bounds
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assert(g.has(source));
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// ‹destination› must be within the bounds
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assert(g.has(destination));
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// we need to initialize the distances
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std::vector<std::vector<int>> distances(
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g.height(), std::vector(g.width(), graph::unreachable()));
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// ‹source› destination denotes the beginning where the cost is 0
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auto [sx, sy] = source;
|
||
distances[sy][sx] = 0;
|
||
|
||
// now we only iterate as many times as cells that we have
|
||
for (int i = g.height() * g.width(); i > 0; --i) {
|
||
// go through all of the vertices
|
||
for (int v = g.height() * g.width() - 1; v >= 0; --v) {
|
||
_check_vertex(g, distances, v);
|
||
}
|
||
}
|
||
|
||
return distances[destination.second][destination.first];
|
||
}
|
||
|
||
auto bellman_ford(const graph& g, const vertex_t& source)
|
||
-> std::vector<std::vector<int>> {
|
||
// ‹source› must be within the bounds
|
||
assert(g.has(source));
|
||
|
||
// we need to initialize the distances
|
||
std::vector<std::vector<int>> distances(
|
||
g.height(), std::vector(g.width(), graph::unreachable()));
|
||
|
||
// ‹source› destination denotes the beginning where the cost is 0
|
||
auto [sx, sy] = source;
|
||
distances[sy][sx] = 0;
|
||
|
||
// now we only iterate as many times as cells that we have
|
||
for (int i = g.height() * g.width(); i > 0; --i) {
|
||
// go through all of the vertices
|
||
for (int v = g.height() * g.width() - 1; v >= 0; --v) {
|
||
_check_vertex(g, distances, v);
|
||
}
|
||
}
|
||
|
||
// now we check for the negative loops
|
||
for (int v = g.height() * g.width() - 1; v >= 0; --v) {
|
||
if (_check_vertex(g, distances, v, true)) {
|
||
std::cerr << "[Bellman-Ford] Found a negative loop\n";
|
||
break;
|
||
}
|
||
}
|
||
|
||
return distances;
|
||
}
|
||
|
||
```
|
||
|
||
---
|
||
|
||
:::tip
|
||
|
||
You might've noticed that I've been using abbreviation _BF_ interchangeably for
|
||
both _Bellman-Ford_ and _brute-force_. If you think about the way Bellman-Ford
|
||
algorithm works, you should realize that in the worst case it's updating the
|
||
shortest path till there no shorter path exists, so in a sense, you could really
|
||
consider it a brute-force algorithm.
|
||
|
||
:::
|
||
|
||
|
||
[^1]: [Breadth-first search](https://en.wikipedia.org/wiki/Breadth-first_search)
|
||
[^2]: Of course, there are some technicalities like keeping track of the visited
|
||
vertices to not taint the shortest path by already visited vertices.
|
||
[^3]: or at least you should, LOL |