dijkstra

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A versatile implementation of Dijkstra’s shortest path algorithm.

Key features:

Installation

gleam add dijkstra

Example Usage

import gleam/io
import gleam/dict.{type Dict}

import dijkstra

pub type NodeId = Int

pub fn main() {
  let successor_func = fn(node_id: NodeId) -> Dict(NodeId, Int) {
    case node_id {
      0 -> dict.from_list([#(1,4), #(2,3)])
      1 -> dict.from_list([#(3,5)])
      2 -> dict.from_list([#(3,5)])
      3 -> dict.from_list([])
      _ -> panic as "unreachable"
    }
  }
  
  let shortest_paths = dijkstra.dijkstra(successor_func, 0)
  let shortest_path_to_3 = dijkstra.shortest_path(shortest_paths, 3)
  io.print("Shortest path to node 3 has length: ")
  io.debug(shortest_path_to_3.1) // -> 8
  io.print("That path is: ")
  io.debug(shortest_path_to_3.0) // -> [0, 2, 3]
}

Detailed Usage

The key to this library is the user specified SuccessorsFunc function with type fn(node_id) -> Dict(node_id, Int), and passed as the edges_from parameter to the dijkstra function. Instead of relying on a graph data structure, this function provides node neighbours on demand.

To define a suitable function, first define a type for the node_id type variable. For many graphs a simple Int or String will suffice to identify each node. But you are free to include context in the type, such as direction or a counter, by specifying a tuple or record. You can then use this context to determine the successor nodes.

SuccessorsFunc takes a node_id of the type you define, and returns a Dict of successor nodes and their distances. In traditional graph theory, these are called edges. For example, a simple undirected graph could be represented with a node_id of Int and a return value consisting of all the adjacent nodes and their distances. But you could just as well represent a game of tic-tac-toe, where each node_id is the current game state and each successor is a possible next move.

If you already have a graph type, it’s likely you need only map SuccessorsFunc to that graph type’s function for listing outgoing nodes. For example, if you’re using the graph package, then your SuccessorsFunc might look like this:

type NodeId = Int
let f: SuccessorsFunc(NodeId) = fn(node: NodeId) {
  let my_graph =
    graph.new()
    |> graph.insert_node(Node(1, "one node"))
    |> graph.insert_node(Node(2, "other node"))
    |> graph.insert_directed_edge("edge label", from: 1, to: 2)
    |> ...
  
  let assert Ok(context) = graph.get_context(my_graph, node)
  context.outgoing
  |> dict.keys
  |> list.map(fn(id) { #(id, 1) }) //give all edges a distance of 1
  |> dict.from_list
}

For graphs without edge weights, it is perfectly valid to use the same distance value for every successor.

Typically however, you don’t want to create the graph inside your SuccessorsFunc function. So note that the function can capture immutable data and just use it to determine the successors. For example you could have another function that accepts a custom data store, that creates your SuccessorsFunc function by capturing that store and querying it based on the node provided. Suppose you were trying to make a certain paragraph from a list of sentence fragments. You could define the node as the paragraph left to construct, capture the list of sentence fragments in your SuccessorsFunc, and check if any of them can help complete your paragraph. It might look something like this:

type NodeId = String
fn make_successor_fn(snippets: List(String)) -> SuccessorsFunc(NodeId)
{
  fn(remaining_text: NodeId) -> Dict(NodeId, Int) {
    list.filter_map(snippets, fn (snippet) {
      case string.starts_with(remaining_text, snippet) {
        False -> Error(Nil)
        True  -> Ok(#(string.drop_start(remaining_text, string.length(snippet)), 1))
      }
    })
    |> dict.from_list
  }
}

Then you simply pass your data store to the generator to get your function:

let can_be_done = make_successor_fn(my_snippets)
|> dijkstra.dijkstra(my_paragraph)
|> dijkstra.has_path_to("")

You can even treat your node_id as a position with some state. So for example if you had a maze represented as a matrix of integer coordinates, but you want the ability to walk through walls once on your way to the exit, you could define your node_id as #(#(Int, Int), Int). The inner pair is the current coordinates, and the last Int is 1 if you have a wall-walk left or 0 if you’ve used it up. Your SuccessorsFunc generator might then look something like this:

type Coord = #(Int, Int)
type NodeId = #(Coord, Int)
fn make_successor_fn(m: Matrix) -> SuccessorsFunc(NodeId)
{
  fn(n: NodeId) -> Dict(NodeId, Int) {
    let #(coord, cheats_left) = n
    list.filter_map(get_neighbours(m, coord), fn(neighbour) {
      case is_wall(m, neighbour), cheats_left > 0 {
        True,  False -> Error(Nil)                         //Wall and no cheats left
        True,  True  -> Ok(#(neighbour, cheats_left - 1))  //Wall and can use a cheat
        False, _     -> Ok(#(neighbour, cheats_left))      //No wall, free to proceed
      }
    })
    |> list.map(fn(coord_cheats_left) {
      #(coord_cheats_left, 1) //all moves cost the same
    })
    |> dict.from_list
  }
}

Finally, instead of deciding next moves based on the current state, your SuccessorsFunc could determine a distance based on the current state. Say for example you’re modelling a powerboat that is fastest in a straight line. Your node_id could include the direction from which the current node was reached. Then your SuccessorsFunc could use that to prevent turning around on the spot, and to set the edge distance based on whether the direction is changing or not. Something like this:

type NodeId = #(Coord, Direction)
fn make_successor_fn(m: Matrix) -> SuccessorsFunc(NodeId)
{
  fn(n: NodeId) -> Dict(NodeId, Int) {
    let #(coord, old_dir) = n
    [N, E, S, W]
    |> list.filter(fn(new_dir) { new_dir != opposite(old_dir) }) //can't go backwards
    |> list.map(fn(new_dir) { #(get_neighbour(m, coord, new_dir), new_dir) })
    |> list.map(fn(coord_dir) {
      #(coord_dir, case coord_dir.1 == old_dir { True -> 1  False -> 10 })
    })
    |> dict.from_list
  }
}

So you can see that decoupling this library from a particular graph implementation makes it applicable to a wide variety of problems. By designing a suitable SuccessorsFunc function, and taking advantage of function captures and the variable node_id type, you can apply Dijkstra’s algorithm to scenarios that would otherwise be difficult to model as a graph. In my experience, the most difficult part of applying Dijkstra from a library is often working out how to transform your problem domain to the graph representation expected of the library. Eliminating that dependency might mean more time exploring the problem domain and less time learning a new graph abstraction.

Development

gleam test  # Run the tests

Acknowledgements

This implementation was inspired by https://ummels.de/2014/06/08/dijkstra-in-clojure/

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