How does Dijkstra's Algorithm and A-Star compare?

83,963

Solution 1

Dijkstra is a special case for A* (when the heuristics is zero).

Solution 2

Dijkstra:

It has one cost function, which is real cost value from source to each node: f(x)=g(x).
It finds the shortest path from source to every other node by considering only real cost.

A* search:

It has two cost function.

  1. g(x): same as Dijkstra. The real cost to reach a node x.
  2. h(x): approximate cost from node x to goal node. It is a heuristic function. This heuristic function should never overestimate the cost. That means, the real cost to reach goal node from node x should be greater than or equal h(x). It is called admissible heuristic.

The total cost of each node is calculated by f(x)=g(x)+h(x)

A* search only expands a node if it seems promising. It only focuses to reach the goal node from the current node, not to reach every other nodes. It is optimal, if the heuristic function is admissible.

So if your heuristic function is good to approximate the future cost, than you will need to explore a lot less nodes than Dijkstra.

Solution 3

What previous poster said, plus because Dijkstra has no heuristic and at each step picks edges with smallest cost it tends to "cover" more of your graph. Because of that Dijkstra could be more useful than A*. Good example is when you have several candidate target nodes, but you don't know, which one is closest (in A* case you would have to run it multiple times: once for each candidate node).

Solution 4

Dijkstra's algorithm would never be used for pathfinding. Using A* is a no-brainer if you can come up with a decent heuristic (usually easy for games, especially in 2D worlds). Depending on the search space, Iterative Deepening A* is sometimes preferable because it uses less memory.

Solution 5

Dijkstra is a special case for A*.

Dijkstra finds the minimum costs from the starting node to all others. A* finds the minimum cost from the start node to the goal node.

Dijkstra's algorithm would never be used for path finding. Using A* one can come up with a decent heuristic. Depending on the search space, iterative A* is is preferable because it uses less memory.

The code for Dijkstra's algorithm is:

// A C / C++ program for Dijkstra's single source shortest path algorithm.
// The program is for adjacency matrix representation of the graph

#include <stdio.h>
#include <limits.h>

// Number of vertices in the graph
#define V 9

// A utility function to find the vertex with minimum distance value, from
// the set of vertices not yet included in shortest path tree
int minDistance(int dist[], bool sptSet[])
{
 // Initialize min value
 int min = INT_MAX, min_index;

  for (int v = 0; v < V; v++)
   if (sptSet[v] == false && dist[v] <= min)
     min = dist[v], min_index = v;

   return min_index;
}

 int printSolution(int dist[], int n)
 {
  printf("Vertex   Distance from Source\n");
  for (int i = 0; i < V; i++)
     printf("%d \t\t %d\n", i, dist[i]);
  }

void dijkstra(int graph[V][V], int src)
{
 int dist[V];     // The output array.  dist[i] will hold the shortest
                  // distance from src to i

 bool sptSet[V]; // sptSet[i] will true if vertex i is included in shortest
                 // path tree or shortest distance from src to i is finalized

 // Initialize all distances as INFINITE and stpSet[] as false
 for (int i = 0; i < V; i++)
    dist[i] = INT_MAX, sptSet[i] = false;

 // Distance of source vertex from itself is always 0
 dist[src] = 0;

 // Find shortest path for all vertices
 for (int count = 0; count < V-1; count++)
 {
   // Pick the minimum distance vertex from the set of vertices not
   // yet processed. u is always equal to src in first iteration.
   int u = minDistance(dist, sptSet);

   // Mark the picked vertex as processed
   sptSet[u] = true;

   // Update dist value of the adjacent vertices of the picked vertex.
   for (int v = 0; v < V; v++)

     // Update dist[v] only if is not in sptSet, there is an edge from 
     // u to v, and total weight of path from src to  v through u is 
     // smaller than current value of dist[v]
     if (!sptSet[v] && graph[u][v] && dist[u] != INT_MAX 
                                   && dist[u]+graph[u][v] < dist[v])
        dist[v] = dist[u] + graph[u][v];
 }

 // print the constructed distance array
 printSolution(dist, V);
 }

// driver program to test above function
int main()
 {
 /* Let us create the example graph discussed above */
 int graph[V][V] = {{0, 4, 0, 0, 0, 0, 0, 8, 0},
                  {4, 0, 8, 0, 0, 0, 0, 11, 0},
                  {0, 8, 0, 7, 0, 4, 0, 0, 2},
                  {0, 0, 7, 0, 9, 14, 0, 0, 0},
                  {0, 0, 0, 9, 0, 10, 0, 0, 0},
                  {0, 0, 4, 14, 10, 0, 2, 0, 0},
                  {0, 0, 0, 0, 0, 2, 0, 1, 6},
                  {8, 11, 0, 0, 0, 0, 1, 0, 7},
                  {0, 0, 2, 0, 0, 0, 6, 7, 0}
                 };

dijkstra(graph, 0);

return 0;
}

The code for A* algorithm is:

class Node:
def __init__(self,value,point):
    self.value = value
    self.point = point
    self.parent = None
    self.H = 0
    self.G = 0
def move_cost(self,other):
    return 0 if self.value == '.' else 1

def children(point,grid):
x,y = point.point
links = [grid[d[0]][d[1]] for d in [(x-1, y),(x,y - 1),(x,y + 1),(x+1,y)]]
return [link for link in links if link.value != '%']
def manhattan(point,point2):
return abs(point.point[0] - point2.point[0]) + abs(point.point[1]-point2.point[0])
def aStar(start, goal, grid):
#The open and closed sets
openset = set()
closedset = set()
#Current point is the starting point
current = start
#Add the starting point to the open set
openset.add(current)
#While the open set is not empty
while openset:
    #Find the item in the open set with the lowest G + H score
    current = min(openset, key=lambda o:o.G + o.H)
    #If it is the item we want, retrace the path and return it
    if current == goal:
        path = []
        while current.parent:
            path.append(current)
            current = current.parent
        path.append(current)
        return path[::-1]
    #Remove the item from the open set
    openset.remove(current)
    #Add it to the closed set
    closedset.add(current)
    #Loop through the node's children/siblings
    for node in children(current,grid):
        #If it is already in the closed set, skip it
        if node in closedset:
            continue
        #Otherwise if it is already in the open set
        if node in openset:
            #Check if we beat the G score 
            new_g = current.G + current.move_cost(node)
            if node.G > new_g:
                #If so, update the node to have a new parent
                node.G = new_g
                node.parent = current
        else:
            #If it isn't in the open set, calculate the G and H score for the node
            node.G = current.G + current.move_cost(node)
            node.H = manhattan(node, goal)
            #Set the parent to our current item
            node.parent = current
            #Add it to the set
            openset.add(node)
    #Throw an exception if there is no path
    raise ValueError('No Path Found')
def next_move(pacman,food,grid):
#Convert all the points to instances of Node
for x in xrange(len(grid)):
    for y in xrange(len(grid[x])):
        grid[x][y] = Node(grid[x][y],(x,y))
#Get the path
path = aStar(grid[pacman[0]][pacman[1]],grid[food[0]][food[1]],grid)
#Output the path
print len(path) - 1
for node in path:
    x, y = node.point
    print x, y
pacman_x, pacman_y = [ int(i) for i in raw_input().strip().split() ]
food_x, food_y = [ int(i) for i in raw_input().strip().split() ]
x,y = [ int(i) for i in raw_input().strip().split() ]

grid = []
for i in xrange(0, x):
grid.append(list(raw_input().strip()))

next_move((pacman_x, pacman_y),(food_x, food_y), grid)
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KingNestor
Author by

KingNestor

CS Student at the University of Central Missouri

Updated on October 31, 2021

Comments

  • KingNestor
    KingNestor over 2 years

    I was looking at what the guys in the Mario AI Competition have been doing and some of them have built some pretty neat Mario bots utilizing the A* (A-Star) Pathing Algorithm.

    alt text
    (Video of Mario A* Bot In Action)

    My question is, how does A-Star compare with Dijkstra? Looking over them, they seem similar.

    Why would someone use one over the other? Especially in the context of pathing in games?

    • SLaks
      SLaks over 14 years
    • Poutrathor
      Poutrathor over 5 years
      @SLaks A* uses more memory than dijkstra ? How come if a* only path promising nodes while dijkstra tries them all ?
  • KingNestor
    KingNestor over 14 years
    Why would Dijkstra's never be used for pathfinding? Can you elaborate?
  • Shaggy Frog
    Shaggy Frog over 14 years
    Because even if you can come up with a lousy heuristic, you'll do better than Dijkstra. Sometimes even if it's inadmissible. It depends on the domain. Dijkstra also won't work in low-memory situations, whereas IDA* will.
  • Alexandru
    Alexandru over 14 years
    A* gives the same results as Dijkstra, but faster when you use a good heuristic. A* algorithm imposes some conditions for to work correctly such as the estimated distance between current node and the final node should be lower than the real distance.
  • Brad Larsen
    Brad Larsen about 14 years
    If there are several potential goal nodes, one could simply change the goal testing function to include them all. This way, A* would only need to be run once.
  • Robert
    Robert almost 14 years
    A* is guaranteed to give the shortest path when the heuristic is admissible (always underestimates)
  • Emil
    Emil over 11 years
    This is not true. Standard Dijkstra is used to give the shortest path between two points.
  • Emil
    Emil over 11 years
    This is not true: A* can look at nodes more than once. In fact, Dijkstra is a special-case of A*...
  • davidtbernal
    davidtbernal over 11 years
  • Kraken
    Kraken about 11 years
    In dijkstra, we only consider the distance from the source right? And the minimum vertex is taken into consideration?
  • Shahbaz
    Shahbaz almost 11 years
    @kraken, yes, that is true.
  • Madmenyo
    Madmenyo over 10 years
    I thought A* is a special case for Dijkstra where they use a heuristic. Since Dijkstra was there first afaik.
  • Pieter Geerkens
    Pieter Geerkens over 10 years
    @MennoGouw: Yes Dijkstra's algorithm was developed first; but it is a special case of the more general algorithm A*. It is not at all unusual (in fact, probably the norm) for special cases to be discovered first, and then subsequently be generalized .
  • Ivan Voroshilin
    Ivan Voroshilin over 10 years
    Please don't mislead, Dijkstra's gives result from s to all other vertices. Thus it works slower.
  • spiralmoon
    spiralmoon about 10 years
    Check this one for clarification: stackoverflow.com/questions/21441662/…
  • seteropere
    seteropere over 7 years
    I second @Emil comment. All you need to do is to stop when removing the destination node from the priority queue and you have the shortest path from the source to destination. This was the original algorithm actually.
  • BoltzmannBrain
    BoltzmannBrain over 7 years
    @JamesMcDowell not necessarily true, not to mention the typical implementations are very different -- BFS using a FIFO stack, dijkstra and A* using a priority queue.
  • BoltzmannBrain
    BoltzmannBrain over 7 years
    A* and the use of heuristics are discussed well in Norvig and Russel's AI book
  • Erro
    Erro over 7 years
    Does this mean that Djikstra and Uniform Cost Search is the same thing?
  • Waylon Flinn
    Waylon Flinn about 7 years
    More precisely: if a target is specified, Dijkstra's finds the shortest path to all nodes that lie on paths shorter than the path to the specified target. The purpose of the heuristic in A* is to prune some of these paths. The effectiveness of the heuristic determines how many are pruned.
  • Knight0fDragon
    Knight0fDragon almost 7 years
    @seteropere, but what if your destination node is the last node that is searched? It is definitely less efficient, since A*'s heuristics and choosing a priority nodes are what helps make sure that the destination node searched is not the last node on the list
  • itsjwala
    itsjwala over 5 years
    skipping neighbour which are already in closed set will give suboptimal. Trying it on this graph (Its a youtube video example, ignore the language) will give wrong answer.
  • pygosceles
    pygosceles about 5 years
    All search algorithms have a "frontier" and a "visited set". Neither algorithm corrects the path to a node once it is in the visited set: by design, they move nodes from the frontier to the visited set in priority order. Minimal known distances to nodes can be updated only while they are on the frontier. Dijkstra's is a form of best-first search, and a node will never be revisited once it is placed in the "visited" set. A* shares this property, and it uses an auxiliary estimator to choose which nodes on the frontier to prioritize. en.wikipedia.org/wiki/Dijkstra%27s_algorithm