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Today, we're going to explore how we can use the breadth-first search algorithm to explore graphs. Does anyone know what a graph consists of?
A graph is made of vertices and edges!
Exactly! Vertices are the points, and edges are the connections. Now, what do we use to represent a graph's structure?
An adjacency matrix or an adjacency list?
Right! An adjacency matrix is a 2D array where the value at position `[i][j]` tells us if an edge exists between vertex `i` and vertex `j`. Can someone explain the difference between these two representations?
The adjacency list is more space-efficient for sparse graphs, as it only lists existing edges, while the adjacency matrix can use a lot of space if most connections are absent.
Excellent point! Now, let’s move on to how we can explore these graphs. What do you think our first step might be when using BFS?
Start by visiting the source vertex and marking it as visited!
Correct! Let's remember this using the acronym 'V for Visit!' which means we make sure to visit and mark our vertices as we explore.
In summary, our first step in BFS is to visit the source vertex and mark it, setting the stage for our level-by-level exploration.
Now let’s discuss how we perform the breadth-first search algorithm. Once we mark a vertex as visited, what structure can help us manage which vertices to visit next?
A queue!
That’s right! A queue helps us keep track of the order in which we explore vertices. Can anyone tell me why a queue is better than a stack in this case?
Because a queue processes in a first-in, first-out (FIFO) manner, which aligns with the friends-in-the-same-level approach of BFS!
Exactly! So, we start at our source vertex, mark it as visited, and enqueue it. Then we explore all the neighbors connected to it, marking them as visited and adding them to the queue as well. Remember the word 'LEVEL' as we explore these neighbors. Each level tells us the distance from the source.
So, the initial vertices I explore right after the source are level 1, and the ones after those will be level 2?
Spot on! Every time we step down a level in BFS, we increment the level count. This helps later if we want to find the shortest path in terms of edges.
To recap, we use a queue to maintain the order of exploration, marking vertices and determining their levels.
Now let's talk about an additional feature of BFS that allows us to find the actual path from the source to any other vertex. What could we use?
We can track the parent of each vertex!
Correct! By keeping a record of which vertex we came from when we visit a new vertex, we can trace our way back to the source. Can someone explain how we would initialize this?
We could start by setting all parent pointers to a default value like -1 to indicate they haven't been set yet.
Exactly! When we visit a vertex, we assign its parent as the vertex we just came from. This enables us later to reconstruct the path by following these pointers backwards.
So if we go from vertex 5 to 3, the parent of vertex 3 would be 5, right?
Yes, you've got it! Remember, tracking parents is vital for tracing paths. As we finish, let’s summarize: we can determine not only levels but also reconstruct paths utilizing parent pointers in BFS.
Now that we have implemented BFS and understood its mechanics, who would like to discuss its complexity?
Isn't the complexity based on the number of edges and vertices?
Absolutely right! The time complexity of BFS can be expressed as O(n + m), where n is the number of vertices and m is the number of edges. Has anyone thought about why this is?
Because we visit each vertex once and look at its neighbors once using the adjacency list representation?
Precisely! This makes it efficient for sparse graphs. The way we represent graphs influences time complexity, as we've seen. To remember it, we can think 'Levels Lift Logistics'—BFS takes care of all levels while tracking logistics efficiently.
So, does it mean if the graph was dense, it could get slower or be O(n²)?
Exactly! Using an adjacency matrix in dense graphs can lead us back to O(n²). Let’s finalize our notes: BFS generally operates at O(n + m), which is efficient, especially for sparse graphs.
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In this section, we explore the breadth-first search (BFS) algorithm, a method for exploring graphs level by level. The section details how to implement BFS, including the use of visited arrays and queues for managing vertices, and how it can determine connectivity between a source and target vertex as well as track the levels and paths using parent pointers.
This section introduces the breadth-first search (BFS) algorithm, which is essential for exploring the structure of graphs. It begins by outlining the representation of graphs using adjacency matrices and lists and discusses the methods for determining connectivity between vertices. The main idea of BFS is to traverse a graph level by level, starting from a source vertex and exploring all its immediate neighbors before progressing to the next level of vertices connected to those neighbors.
Key points include:
- Representing graphs with adjacency matrices and their efficiency compared to adjacency lists.
- The concept of marking vertices as visited to avoid duplication during traversal.
- The use of a queue data structure for managing which vertices to explore next.
- BFS keeps track of not just whether a vertex has been visited, but also its parent vertex (for path reconstruction) and its level (or distance from the source vertex), allowing BFS to effectively find the shortest path in terms of the number of edges in unweighted graphs.
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Now, in breadth first search, all we have identified is which vertices are connected to the usual vertex one of the source vertex in general from where you start breadth first search. So, how do we identify, how to go from the source vertex for given vertex. So, if we started i and BFS i sets visited j equal to 1, we know that i and j are connected, but we do not know the path.
In breadth-first search (BFS), we determine which vertices are connected to our starting point or source vertex. However, just knowing that two vertices are connected does not provide the specific pathway between them. For instance, if we start our search from vertex 'i' and mark vertex 'j' as visited, we understand that 'i' and 'j' are adjacent. The next logical step is to find out the exact route taken from 'i' to 'j'. This aspect is crucial for numerous applications, such as finding efficient routes in navigation systems or understanding social networks.
Think of this like navigating through a city using a map. You might discover that you can travel from your house (vertex 'i') to a friend’s house (vertex 'j') using several routes. While you know the two locations are connected, finding out the specific streets to take is essential for actually getting there.
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So, what we can easily do is to remember, where we marked each vertex from. So, when we mark a vertex k as visited, it is marked because it is a neighbor of some already visited neighbor j. So, we can say that k was marked i j, we will use the word parent. So, we will say that the parent of k is j, when but following the parent links; we can re construct the path backwards from k to the original source vertex.
To keep track of the path derived from the BFS, we introduce the concept of 'parent links.' Whenever we visit a vertex 'k,' we record who first marked 'k' as visited, which is another vertex 'j.' We can then say that 'j' is the parent of 'k,' meaning that to arrive at 'k,' we first had to visit 'j.' By following these parent links back, we can reconstruct the entire path taken to reach 'k' from our source vertex. This is important in various algorithms, as it helps in backtracking and provides clarity in understanding the traversal.
Imagine retracing your steps after visiting a new restaurant in a city. You remember your journey by noting down which streets you took to reach the restaurant (each street being a 'parent' to the next). By recalling this route in reverse, you can easily find your way back home.
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So, we can go backward, so because k was mark by j, j would be mark by some other thing and so on. So, by this following these links back, we can go back from any k to this path vertex and therefore, we can reconstruct the path. The other thing that we can do in breadth first search is keep track of the level. So, remember, we said the breadth first search actually explores the graph level by level.
While reconstructing paths through parent links is one way to enhance BFS, we also want to keep track of 'levels.' Each level represents how many steps away a vertex is from the starting vertex. Initially, every vertex's level is undefined. When we visit a new vertex for the first time, we assign its level as one more than the level of the vertex it was reached from. This approach not only helps identify connectivity but is especially beneficial in determining the shortest path in terms of edges between any two vertices.
Consider climbing a staircase. The first step you would take is from the ground to the first stair (level 0 to level 1). Each additional step you climb adds to your level. If someone asks you how high you are, you can easily tell them by counting how many stairs you've stepped on.
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So, this can also be easily added to a code along with a parent code. So, last time, we added this assignment for the parent. Now, we also add the assignment for level, so we say initially the level of each vertex is undefined. So, it is some non sensible value like minus 1. When, we say that the level of the start vertex is 0, and now whenever we visit a new vertex, if it is level, if it is visited, then it must have a level.
To implement level tracking in our BFS code, we initialize a level array where every vertex starts with an undefined value (like -1). The source vertex is assigned a level of 0, indicating that it is at the starting point of our search. For every new vertex we visit, if it is being visited for the first time, we update its level to one more than the level of the vertex we just came from. This creates a clear hierarchy of levels in the graph that reflects the distances in terms of edges from the source.
Think of a tree where the root represents the starting point. Each branch represents the different levels or heights as you move away from the trunk. Each subsequent branch that extends from the original trunk can be seen as adding a level; thus, the tree's structure reflects the levels just as the graph does.
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So, in graphs the input size is typically taken to the m and n. In other words, both parameters are somewhat independent of each other; because we could have the set of vertices could very few edges with very many edges. So, usually m and n together are taken to be the input size. So, order m plus n is actually a linear algorithm.
In graph representations, the size parameters include the number of vertices (n) and the number of edges (m). These parameters are generally independent, indicating that a graph can have many vertices but very few edges and vice versa. The complexity of BFS is analyzed based on these two factors—the overall time complexity for the algorithm is primarily linear, O(m + n). This efficiency signifies that BFS can process large graphs effectively, especially when implemented with an adjacency list representation.
Consider a social network where users represent vertices and connections (friendships) represent edges. You could have many users (vertices) but very few actual connections (edges) between them due to the nature of relationships. Thus, measuring the size of a network is similar to understanding the relationship between vertices and edges in a graph.
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Key Concepts
Graph Representation: Using adjacency matrices and lists to express graph structures.
BFS Mechanics: The process of marking vertices and using a queue for level-based exploration.
Path Reconstruction: Utilizing parent pointers to build the path after performing BFS.
Complexity Analysis: Understanding how BFS's efficiency varies based on graph representations.
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In an undirected graph with vertices 1-5 and edges connecting them, BFS can start at 1 and explore all its immediate neighbors (2, 3) before moving to 4 and 5, level by level.
A graph representing a city's transit system can be traversed using BFS to determine the shortest route (in terms of stops) from one location to another.
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When you want to see it all, BFS is on the call; take the queue and make it fair, level by level, here and there.
Once there was a graph castle with many doors (vertices) and pathways (edges). BFS was a brave explorer who ventured room by room (level by level), marking which doors he opened (visited) and noting which door led back to the main hall (parent pointers). With this strategy, he always found the quickest way to his favorite room (target vertex).
VISIT: 'V' for vertex, 'I' for identify connections, 'S' for mark as visited, 'I' for insert into queue, 'T' for traverse neighbors.
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Review the Definitions for terms.
Term: BreadthFirst Search (BFS)
Definition:
An algorithm for traversing or searching tree or graph data structures, exploring every neighbor at the present depth prior to moving on to vertices at the next depth level.
Term: Adjacency Matrix
Definition:
A square matrix used to represent a graph, indicating whether pairs of vertices are adjacent or not in the graph.
Term: Adjacency List
Definition:
A collection of lists used to represent a graph where each list corresponds to a vertex and contains a list of adjacent vertices.
Term: Queue
Definition:
A linear data structure that follows the first in, first out (FIFO) principle, used to manage elements in a BFS.
Term: Level
Definition:
Indicates the distance from the source vertex in the breadth-first search, with each step down the graph increasing the level.
Term: Parent Pointer
Definition:
A link that indicates the vertex from which another vertex was visited, useful for path reconstruction.