npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

ngraph.path

v1.5.0

Published

Path finding in a graph

Downloads

25,891

Readme

ngraph.path

Fast path finding for arbitrary graphs. Play with a demo or watch it on YouTube.

demo

If you want to learn how the demo was made, please refer to the demo's source code. I tried to describe it in great details.

Performance

I measured performance of this library on New York City roads graph (733,844 edges, 264,346 nodes). It was done by solving 250 random path finding problems. Each algorithm was solving the same set of problems. Table below shows required time to solve one problem.

| | Average | Median | Min | Max | p90 | p99 | |----------------------------------------|---------|:------:|:---:|-------|-------|-------| | A* greedy (suboptimal) | 32ms | 24ms | 0ms | 179ms | 73ms | 136ms | | NBA* | 44ms | 34ms | 0ms | 222ms | 107ms | 172ms | | A*, unidirectional | 55ms | 38ms | 0ms | 356ms | 123ms | 287ms | | Dijkstra | 264ms | 258ms | 0ms | 782ms | 483ms | 631ms |

"A* greedy" converged the fastest, however, as name implies the found path is not necessary globally optimal.

Why is it fast?

There are a few things that contribute to the performance of this library.

I'm using heap-based priority queue, built specifically for the path finding. I modified a heap's implementation, so that changing priority of any element takes O(lg n) time.

Each path finder opens many graph nodes during its exploration, which creates pressure on garbage collector. To avoid the pressure, I've created an object pool, which recycles nodes when possible.

In general, the A* algorithm helps to converge to the optimal solution faster than Dijkstra, because it uses "hints" from the heuristic function. When search is performed in both directions (source -> target and target -> source), the convergence can be improved even more. The NBA* algorithm is a bi-directional path finder, that guarantees optimal shortest path. At the same time it removes balanced heuristic requirement. It also seem to be the fastest algorithm, among implemented here (NB: If you have suggestions how to improve this even further - please let me know!)

I also tried to create my own version of bi-directional A* search, which turned out to be harder than I expected - the two searches met each other quickly, but the point where they met was not necessary on the shortest global path. It was close to optimal, but not the optimal. I wanted to remove the code, but then changed my mind: It finds a path very quickly. So, in case when speed matters more than correctness, this could be a good trade off. I called this algorithm A* greedy, but maybe it should be A* lazy.

usage

installation

You can install this module, bu requiring it from npm:

npm i ngraph.path

Or download from CDN:

<script src='https://unpkg.com/[email protected]/dist/ngraph.path.min.js'></script>

If you download from CDN the library will be available under ngraphPath global name.

Basic usage

This is a basic example, which finds a path between arbitrary two nodes in arbitrary graph

let path = require('ngraph.path');
let pathFinder = path.aStar(graph); // graph is https://github.com/anvaka/ngraph.graph

// now we can find a path between two nodes:
let fromNodeId = 40;
let toNodeId = 42;
let foundPath = pathFinder.find(fromNodeId, toNodeId);
// foundPath is array of nodes in the graph

Example above works for any graph, and it's equivalent to unweighted Dijkstra's algorithm.

Weighted graph

Let's say we have the following graph:

let createGraph = require('ngraph.graph');
let graph = createGraph();

graph.addLink('a', 'b', {weight: 10});
graph.addLink('a', 'c', {weight: 10});
graph.addLink('c', 'd', {weight: 5});
graph.addLink('b', 'd', {weight: 10});

weighted

We want to find a path with the smallest possible weight:

let pathFinder = aStar(graph, {
  // We tell our pathfinder what should it use as a distance function:
  distance(fromNode, toNode, link) {
    // We don't really care about from/to nodes in this case,
    // as link.data has all needed information:
    return link.data.weight;
  }
});
let path = pathFinder.find('a', 'd');

This code will correctly print a path: d <- c <- a.

Guided (A-Star)

When pathfinder searches for a path between two nodes it considers all neighbors of a given node without any preference. In some cases we may want to guide the pathfinder and tell it our preferred exploration direction.

For example, when each node in a graph has coordinates, we can assume that nodes that are closer towards the path-finder's target should be explored before other nodes.

let createGraph = require('ngraph.graph');
let graph = createGraph();

// Our graph has cities:
graph.addNode('NYC', {x: 0, y: 0});
graph.addNode('Boston', {x: 1, y: 1});
graph.addNode('Philadelphia', {x: -1, y: -1});
graph.addNode('Washington', {x: -2, y: -2});

// and railroads:
graph.addLink('NYC', 'Boston');
graph.addLink('NYC', 'Philadelphia');
graph.addLink('Philadelphia', 'Washington');

guided

When we build the shortest path from NYC to Washington, we want to tell the pathfinder that it should prefer Philadelphia over Boston.

let pathFinder = aStar(graph, {
  distance(fromNode, toNode) {
    // In this case we have coordinates. Lets use them as
    // distance between two nodes:
    let dx = fromNode.data.x - toNode.data.x;
    let dy = fromNode.data.y - toNode.data.y;

    return Math.sqrt(dx * dx + dy * dy);
  },
  heuristic(fromNode, toNode) {
    // this is where we "guess" distance between two nodes.
    // In this particular case our guess is the same as our distance
    // function:
    let dx = fromNode.data.x - toNode.data.x;
    let dy = fromNode.data.y - toNode.data.y;

    return Math.sqrt(dx * dx + dy * dy);
  }
});
let path = pathFinder.find('NYC', 'Washington');

With this simple heuristic our algorithm becomes smarter and faster.

It is very important that our heuristic function does not overestimate actual distance between two nodes. If it does so, then algorithm cannot guarantee the shortest path.

oriented graphs

If you want the pathfinder to treat your graph as oriented - pass oriented: true setting:

let pathFinder = aStar(graph, {
  oriented: true
});

blocked paths

In scenarios where a path might be temporarily blocked between two nodes a blocked() function may be supplied to resolve blocked routes during path finding.

For example, train routes with service disruptions could be modelled as follows:

let createGraph = require('ngraph.graph');
let graph = createGraph();

// Our graph has cities:
graph.addNode('NYC');
graph.addNode('Philadelphia');
graph.addNode('Baltimore');
graph.addNode('Pittsburgh');
graph.addNode('Washington');

// and railroads:
graph.addLink('NYC', 'Philadelphia', { disruption: false });
graph.addLink('Philadelphia', 'Baltimore', { disruption: true });
graph.addLink('Philadelphia', 'Pittsburgh', { disruption: false });
graph.addLink('Pittsburgh', 'Washington', { disruption: false });
graph.addLink('Baltimore', 'Washington', { disruption: false });

While the Philadelphia to Baltimore route is facing a service disruption, the alternative route to Washington is via Pittsburgh. The following is an example blocked() function implementation that may be supplied to yield this result:

let path = require('ngraph.path');

let pathFinder = path.aStar(graph, {
  blocked(fromNode, toNode, link) {
    return link.data.disruption;
  },
});
let result = pathFinder.find('NYC', 'Washington');

available finders

The library implements a few A* based path finders:

let aStarPathFinder = path.aStar(graph, options);
let aGreedyStar = path.aGreedy(graph, options);
let nbaFinder = path.nba(graph, options);

Each finder has just one method find(fromNodeId, toNodeId), which returns array of nodes, that belongs to the found path. If no path exists - empty array is returned.

Which finder to choose?

With many options available, it may be confusing whether to pick Dijkstra or A*.

I would pick Dijkstra if there is no way to guess a distance between two arbitrary nodes in a graph. If we can guess distance between two nodes - pick A*.

Among algorithms presented above, I'd recommend A* greedy if you care more about speed and less about accuracy. However if accuracy is your top priority - choose NBA*. This is a bi-directional, optimal A* algorithm with very good exit criteria. You can read about it here: https://repub.eur.nl/pub/16100/ei2009-10.pdf

license

MIT