📚 Math in Society
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6.3 Shortest Path

When you visit a website like Google Maps or use your Smartphone to ask for directions from home to your Aunt’s house in Pasadena, you are usually looking for a shortest path between the two locations. These computer applications use representations of the street maps as graphs, with estimated driving times as edge weights.

While often it is possible to find a shortest path on a small graph by guess-and-check, our goal in this chapter is to develop methods to solve complex problems in a systematic way by following algorithms. An algorithm is a step-by-step procedure for solving a problem. Dijkstra’s (pronounced dike-stra) algorithm will find the shortest path between two vertices.

Dijkstra’s algorithm is an optimal algorithm, meaning that it always produces the actual shortest path, not just a path that is pretty short, provided one exists. This algorithm is also efficient, meaning that it can be implemented in a reasonable amount of time. Dijkstra’s algorithm takes around V2 calculations, where V is the number of vertices in a graph[1]. A graph with 100 vertices would take around 10,000 calculations. While that would be a lot to do by hand, it is not a lot for computer to handle. It is because of this efficiency that your car’s GPS unit can compute driving directions in only a few seconds.

In contrast, an inefficient algorithm might try to list all possible paths then compute the length of each path. Trying to list all possible paths could easily take 1025 calculations to compute the shortest path with only 25 vertices; that’s a 1 with 25 zeros after it! To put that in perspective, the fastest computer in the world would still spend over 1000 years analyzing all those paths.

[1] It can be made to run faster through various optimizations to the implementation.

Adapted from Math in Society by David Lippman, hosted on LibreTexts (math.libretexts.org) and licensed under CC BY-SA 3.0. Changes were made. License: CC-BY-SA-3.0.

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