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Show HN: Dijkstra’s algorithm in the web browser with OpenStreetMap

christophercliff.com

158 points by ctcliff 9 years ago · 36 comments

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teraflop 9 years ago

Anyone who's interested in this might want to check out the OSRM project, which uses a much more complex routing algorithm to efficiently find paths through the entire OSM graph, instead of just a tiny subset: http://map.project-osrm.org/

(Also, it's open-source.)

  • danpat 9 years ago

    I'm one of the OSRM devs.

    To expand on this comment a bit - OSRM still uses Dijkstra, so if you understand that, you already basically understand what OSRM does.

    What OSRM does in order to speed things up is optimize the graph structure - we still use Dijkstra, but the search completes in a handful of steps, rather than hundreds of thousands.

    There are quite a few techniques like this. OSRM implements an approach called Contraction Hierarchies. We scan over the graph, inserting "shortcuts" that skip over nodes. As long as you follow a few basic rules, you can repeatably insert shortcuts all over the graph. This gives you a routing graph that is equivalent, but a Dijkstra search will typically complete in a handful of iterations.

    We hope one day to implement several other speedup techniques - each has advantages/disadvantages, depending on what you want to do. Contraction Hierarchies lead to very fast queries (~5ms for a cross-the-US route), but the pre-processing time is very long (~6hrs on a beefy machine for the OSM planet). Any updates to the graph require complete re-processing (new/removed roads, adjusted road speeds, etc). Other techniques compromise search performance for a bit more flexibility - faster update times, query customization (i.e. "avoid highways").

    It's a really fascinating corner of CS theory to work in, I really enjoy it :-)

    This paper:

    https://arxiv.org/pdf/1504.05140.pdf

    "Route Planning in Transportation Networks" gives an excellent overview of current search speedup techniques. It's a bit hefty, but if you're interested in knowing what's the state of the art, this is a good place to start.

    • amelius 9 years ago

      > but the pre-processing time is very long

      Could you elaborate on why the preprocessing time is long? I didn't study contraction hierarchies, but to me it seems that computing shortcuts in a planar graph is the perfect fit for a divide-and-conquer approach.

      • lorenzhs 9 years ago

        You want the shortcuts to be long, so you can't just recursively divide the graph. The Wikipedia article does a fairly good job of explaining CH: https://en.wikipedia.org/wiki/Contraction_hierarchies

        • amelius 9 years ago

          Well, intuitively, I'd say you could divide the graph in two parts (along a cut). Then compute the CH-extended graph for both of the parts. And then combine those two graphs into the CH-extended graph for the whole graph. And you do this recursively, alternating the direction of the cut. This way, it is also easy to parallelize.

          • danpat 9 years ago

            The difficulty is that the performance of queries on the final graph is dependent on it's shape. As lorenzhs said, you want the shortcuts to be as long as possible.

            The final shape of the graph is highly dependent on the order you contract the nodes in - small changes in contraction order have large effects on the final shape.

            One of the very expensive parts of the pre-processing step is determining the best order to perform contraction. Sure, you could just iterate over all nodes, contracting as you go (and parallelize), but you'd end up with a contracted graph that's not a whole lot better for queries than the original. Order matters.

            The original CH paper covers lots of the details:

            http://algo2.iti.kit.edu/documents/routeplanning/geisberger_...

            There is a general group of approaches that do what you're describing - partition the graph recursively, and produce optimized overlays in various forms. This can be done in parallel, and recursively:

            http://www.dis.uniroma1.it/challenge9/papers/holzer.pdf

            Query performance is generally not quite as fast as a well-optimizied CH graph, but the overlays can be generated much faster and that work can be highly parallelized. We hope one day to get a chance to implement this approach in OSRM.

            The difficult problem with the second approach is partitioning the graph well :-)

          • lorenzhs 9 years ago

            Not sure it's that easy. But parallel CH preprocessing has been done already, by finding sets of nodes that can be contracted independently (similar to your idea): http://algo2.iti.kit.edu/download/vetter_sa.pdf - the speedup wasn't too bad. Also, https://arxiv.org/abs/1208.2543

          • adrianN 9 years ago

            You might be interested in this paper https://arxiv.org/abs/1302.5611

  • mastazi 9 years ago

    Are there any instructions? It took me a long while to figure out how to drop pins (the placeholder text says you have to press Enter, but you actually need to use the mouse), and now I have no idea how to display the route.

  • Doctor_Fegg 9 years ago

    OSRM is wonderful.

    I run bike routing for North America and Western Europe using a heavily customised instance of OSRM (based on OSM data, of course):

    http://cycle.travel/map

  • cabalamat 9 years ago

    Their data is wrong, at least for Edinburgh.

kevan 9 years ago

Related: A few friends and I built a similar visualization for pathfinding algorithms with OSM data for an AI class:

http://www.kevanahlquist.com/osm_pathfinding/

It shows how nodes are explored on the map with different search algorithms and the optimal path once the search is completed.

  • grawlinson 9 years ago

    That is very cool, some of the results are hilarious, i.e. depth first.

    • kevan 9 years ago

      DFS is my favorite, but if you let it run long enough it might crash your browser tab.

ddlutz 9 years ago

Have you tried this with A* and seen any performance differences? This is very fast in the browser with a small map, but I imagine with a much larger map the difference would be noticeable.

  • ctcliffOP 9 years ago

    I haven't, but even at this size the rendering is quite a bit slower than the calculation. For example, the delay on reload is almost entirely from rendering the shortest path tree.

jlarocco 9 years ago

Bug report: if I open this in a background tab the map is zoomed in very close at a weird spot near the middle and it's confusing what is being demonstrated.

maxerickson 9 years ago

Small discussion of a previous routing algorithm implemented in a similar way:

https://news.ycombinator.com/item?id=12187275

d33 9 years ago

How about an open source version?

sapien13 9 years ago

Nice work. I think we are doing somethings correlated. https://news.ycombinator.com/item?id=12647348

soperj 9 years ago

this is unbelievably relevant for me right now, because this is exactly what I was looking to implement. Any gotchas? Lessons learned?

  • ctcliffOP 9 years ago

    The geographic rendering APIs tend to be incompatible with the graphing algorithms and data structures. It's better to optimize your data on the server for algorithmic simplicity and convert to a render-friendly format at render time.

    Also, immutability is great when you're juggling 1000s of lon/lat arrays.

janci 9 years ago

It would be more interesting, if the path is animated and shows the computation of the algorithm, not only the result.

_RPM 9 years ago

Interesting. It'd be pretty cooler if this was free software though.

mgalka 9 years ago

Very cool project. Great presentation.

liotier 9 years ago

I thought that Dijkstra required rasterization... But here it appears that it works with graph... Is there something I have missed ?

  • EllipticCurve 9 years ago

    What would you need rasterization for? Dijkstra works fine on arbitrary graphs with non-negative edges!

    • liotier 9 years ago

      Ok, I'll go read a few papers... I'm guessing I misled myself because I needed routing across open spaces around obstacles and that required rasterization - made me forget that the graph routing works just fine.

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