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šŸ°The HTML Maze

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Home›Glossary›Dijkstra's Algorithm

šŸ“ What Is Dijkstra's Algorithm?

Dijkstra's Algorithm is a shortest-path algorithm published by Dutch computer scientist Edsger W. Dijkstra in 1956. It finds the shortest distance from one starting point to every other point in a weighted graph. Think of it as a wave that spreads outward, but unlike BFS, it accounts for passages that cost different amounts to traverse.

āš™ļø How It Works

  1. 1.Set the distance to the start cell as 0, and all others as infinity (āˆž).
  2. 2.Add all cells to an unvisited set.
  3. 3.Pick the unvisited cell with the smallest distance.
  4. 4.For each unvisited neighbor, calculate distance through current cell.
  5. 5.If this new distance is shorter, update the neighbor's distance and record the path.
  6. 6.Mark the current cell as visited and repeat from step 3.
šŸ’” Key insight: Because Dijkstra always processes the closest unvisited node, once a cell is marked "visited," its distance is guaranteed to be optimal. No future path can be shorter.

šŸŽÆ Why It Matters for Mazes

šŸ—ŗļø Distance Maps

Game developers use Dijkstra to create "distance fields" — a map showing how far every cell is from the exit. This data powers heat-map visualizations, difficulty scoring, and AI navigation. Our maze solver uses Dijkstra internally to compute optimal distances for complexity analysis.

🌐 Real-World GPS

Google Maps, Waze, and every GPS system use variants of Dijkstra. Road networks are weighted graphs — highways are fast (low cost), side streets are slow (high cost). Dijkstra finds the cheapest route by actual travel time, not just shortest distance. It processes over 1 billion routing queries daily.

šŸ“Š Key Characteristics

Time ComplexityO(V²) with array, O((V+E) log V) with binary heap
Space ComplexityO(V) — distances and priority queue
Finds Shortest Path?āœ… Yes (non-negative weights only)
Complete?āœ… Yes
Handles Weights?āœ… Yes (non-negative)
Data StructurePriority queue (min-heap)
Best ForAll-pairs shortest paths, distance maps, weighted graphs

šŸŽ® Try It Yourself

See how Dijkstra's explores every possible route to find the optimal one. Compare its thorough exploration against A*'s heuristic-guided approach.

Try Maze Solver ā†’šŸ“ˆ See Benchmarks

ā“ Frequently Asked Questions

When should I use Dijkstra's instead of A*?

Use Dijkstra when you need shortest distances to all cells (distance fields, heat maps), when there's no single target, or when a reliable heuristic is hard to define. A* is better for point-to-point pathfinding.

Is Dijkstra's the same as BFS?

Almost. BFS uses a FIFO queue and treats all edges as equal cost. Dijkstra uses a priority queue and handles weighted edges. In an unweighted maze, Dijkstra behaves identically to BFS — BFS is a special case.

Can Dijkstra handle negative weights?

No. Negative weights can invalidate already-visited nodes, breaking the algorithm's core assumption. For graphs with negative edges (rare in maze games), use the Bellman-Ford algorithm.

šŸ“– Related Terms

⭐
A* Algorithm

Dijkstra + heuristic = faster single-target

🌊
Breadth-First Search (BFS)

Dijkstra for unweighted graphs

šŸ“Š
Maze Complexity

Dijkstra powers distance-based difficulty scoring

🚫
Dead End

Dijkstra efficiently skips dead-end branches