First, note that this complexity is actually worse for highly dense graphs, where `m` (number of edges) dominates rather than `n` (number of nodes) [note that a useful graph always has `m > n`, and often `m <= 2d n`, where `d` is the number of dimensions and the 2 is because we're using directed edges. Ugh, how do we compare log powers?].
Additionally, the `n` in the complexity only matters if for the Dijkstra approach you actually need a frontier of size proportional to `n` [remember that for open-grid-like graphs, the frontier is limited is limited to `sqrt(n)` for a plane, and for linear-ish graphs, the frontier is even more limited].
Also note that the "sorting barrier" only applies to comparison-based sorts, not e.g. various kinds of bucket sorts (which are easy to use when your weights are small integers). Which seems to be part of what this algorithm does, though I haven't understood it fully.
Very good points. I wonder what this means for real-world street network graphs. In my experience, m can be considered proportional to n in road network graphs (I would estimate m ≈ 2C n, with C being between 2 and 3). This would mean that the asymptotic running time of this new algorithm on a classic road transportation network would be more like O(Cn log^2/3 n) = O(n log^2/3 n), so definitely better than classic Dijkstra (O(n log n) in this scenario). On the other hand, the frontier in road network graphs is usually not very big, and (as you also said for grid graphs) you normally never "max out" the priority queue with n nodes, not even close. I would be surprised if the ^2/3 beats the additional constant overhead of the new approach in this case.
In real world you are not using either, you have way more way to optimize for a specific problem. For street networks you'd probably start with "A*" or something like that.
Gamedevs -I find at least- are so obsessively deep at SOLVING their problem at hand that their headspace is indexed on shipping the game, the project, deadlines, and what to eat for the next meal (probably pizza).
Isn't that just it though? The problem very well could be that some part of the game is running too slow so they just start solving it. No time to read and write academic papers.
Aside from inventing a bunch of individual algorithms, Tarjan is also known for introducing various theoretical techniques that are now considered fundamental. Most notably, amortized analysis.
I'm intrigued but the article is very verbose with little detail. Mabie the paper will give a more satisfying description.
Im most curiosity how the algorithm fulfil the "global minima" that djixtra guarantees. The clumping of front-tier nodes seem prone to missing some solutions if unlucky.
Dijkstra is still very difficult for many and not universally taught in 7th grade even though you can arguably explain what a shortest path in a graph is to 14 y.o.
Dijkstra's algorithm is completely trivial. It's a greedy algorithm; there's nothing more complex involved than repeating the same simple step over and over. You pick a starting node then repeatedly add the lowest-cost edge to a node you haven't already reached. It's harder to explain what a "node" and "edge" are than to explain how Dijkstra's algorithm works.
Many textbooks make it sound harder than that because they want to examine complex data structures that make various parts of that as fast as possible. But the complexity is the implementation of the data structures, not Dijkstra's algorithm.
Dijkstra _could_ be universally taught in 7th grade if we had the curriculum for that. Maybe I'm biased, but it doesn't seem conceptually significantly more difficult than solving first degree equations, and we teach those in 7th grade, at least in Finland where I'm from.
We give a deterministic O(mlog2/3n)-time algorithm for single-source shortest paths (SSSP) on directed graphs with real non-negative edge weights in the comparison-addition model. This is the first result to break the O(m+nlogn) time bound of Dijkstra's algorithm on sparse graphs, showing that Dijkstra's algorithm is not optimal for SSSP.
Additionally, the `n` in the complexity only matters if for the Dijkstra approach you actually need a frontier of size proportional to `n` [remember that for open-grid-like graphs, the frontier is limited is limited to `sqrt(n)` for a plane, and for linear-ish graphs, the frontier is even more limited].
Also note that the "sorting barrier" only applies to comparison-based sorts, not e.g. various kinds of bucket sorts (which are easy to use when your weights are small integers). Which seems to be part of what this algorithm does, though I haven't understood it fully.
> “This thing might as well have been discovered 50 years ago, but it wasn’t,” Thorup said. “That makes it that much more impressive.”
this is so cool to me, it feel like a solution you could* have stumbled upon while doing game development or something
*probably wouldn't but still
Rather than the academia.
Just a hunch tho
His Turing award writeup gives a pretty broad overview of his research contributions: https://amturing.acm.org/award_winners/tarjan_1092048.cfm
https://en.wikipedia.org/wiki/Splay_tree
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Im most curiosity how the algorithm fulfil the "global minima" that djixtra guarantees. The clumping of front-tier nodes seem prone to missing some solutions if unlucky.
Many textbooks make it sound harder than that because they want to examine complex data structures that make various parts of that as fast as possible. But the complexity is the implementation of the data structures, not Dijkstra's algorithm.
We give a deterministic O(mlog2/3n)-time algorithm for single-source shortest paths (SSSP) on directed graphs with real non-negative edge weights in the comparison-addition model. This is the first result to break the O(m+nlogn) time bound of Dijkstra's algorithm on sparse graphs, showing that Dijkstra's algorithm is not optimal for SSSP.