Edge Disjoint Shortest Pair Algorithm
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Edge Disjoint Shortest Pair Algorithm
Edge disjoint shortest pair algorithm is an algorithm in computer network routing. The algorithm is used for generating the shortest pair of edge disjoint paths between a given pair of vertices. For an undirected graph G(V, E), it is stated as follows: # Run the shortest path algorithm for the given pair of vertices # Replace each edge of the shortest path (equivalent to two oppositely directed arcs) by a single arc directed towards the source vertex # Make the length of each of the above arcs negative # Run the shortest path algorithm ''(Note: the algorithm should accept negative costs)'' # Erase the overlapping edges of the two paths found, and reverse the direction of the remaining arcs on the first shortest path such that each arc on it is directed towards the destination vertex now. The desired pair of paths results. In lieu of the general purpose Ford's shortest path algorithm valid for negative arcs present anywhere in a graph (with nonexistent negative cycles), Bhandari pr ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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Computer Network
A computer network is a set of computers sharing resources located on or provided by network nodes. The computers use common communication protocols over digital interconnections to communicate with each other. These interconnections are made up of telecommunication network technologies, based on physically wired, optical, and wireless radio-frequency methods that may be arranged in a variety of network topologies. The nodes of a computer network can include personal computers, servers, networking hardware, or other specialised or general-purpose hosts. They are identified by network addresses, and may have hostnames. Hostnames serve as memorable labels for the nodes, rarely changed after initial assignment. Network addresses serve for locating and identifying the nodes by communication protocols such as the Internet Protocol. Computer networks may be classified by many criteria, including the transmission medium used to carry signals, bandwidth, communications pro ...
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Routing
Routing is the process of selecting a path for traffic in a network or between or across multiple networks. Broadly, routing is performed in many types of networks, including circuit-switched networks, such as the public switched telephone network (PSTN), and computer networks, such as the Internet. In packet switching networks, routing is the higher-level decision making that directs network packets from their source toward their destination through intermediate network nodes by specific packet forwarding mechanisms. Packet forwarding is the transit of network packets from one network interface to another. Intermediate nodes are typically network hardware devices such as routers, gateways, firewalls, or switches. General-purpose computers also forward packets and perform routing, although they have no specially optimized hardware for the task. The routing process usually directs forwarding on the basis of routing tables. Routing tables maintain a record of the routes to ...
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Vertex (graph Theory)
In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph consists of a set of vertices and a set of arcs (ordered pairs of vertices). In a diagram of a graph, a vertex is usually represented by a circle with a label, and an edge is represented by a line or arrow extending from one vertex to another. From the point of view of graph theory, vertices are treated as featureless and indivisible objects, although they may have additional structure depending on the application from which the graph arises; for instance, a semantic network is a graph in which the vertices represent concepts or classes of objects. The two vertices forming an edge are said to be the endpoints of this edge, and the edge is said to be incident to the vertices. A vertex ''w'' is said to be ad ...
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Dijkstra's Algorithm
Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later. The algorithm exists in many variants. Dijkstra's original algorithm found the shortest path between two given nodes, but a more common variant fixes a single node as the "source" node and finds shortest paths from the source to all other nodes in the graph, producing a shortest-path tree. For a given source node in the graph, the algorithm finds the shortest path between that node and every other. It can also be used for finding the shortest paths from a single node to a single destination node by stopping the algorithm once the shortest path to the destination node has been determined. For example, if the nodes of the graph represent cities and edge path costs represent driving distances between pairs of cities connected by a dir ...
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Suurballe's Algorithm
In theoretical computer science and network routing, Suurballe's algorithm is an algorithm for finding two disjoint paths in a nonnegatively-weighted directed graph, so that both paths connect the same pair of vertices and have minimum total length. The algorithm was conceived by John W. Suurballe and published in 1974. The main idea of Suurballe's algorithm is to use Dijkstra's algorithm to find one path, to modify the weights of the graph edges, and then to run Dijkstra's algorithm a second time. The output of the algorithm is formed by combining these two paths, discarding edges that are traversed in opposite directions by the paths, and using the remaining edges to form the two paths to return as the output. The modification to the weights is similar to the weight modification in Johnson's algorithm, and preserves the non-negativity of the weights while allowing the second instance of Dijkstra's algorithm to find the correct second path. The problem of finding two disjoint path ...
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Edge Disjoint Shortest Pair Algorithm
Edge disjoint shortest pair algorithm is an algorithm in computer network routing. The algorithm is used for generating the shortest pair of edge disjoint paths between a given pair of vertices. For an undirected graph G(V, E), it is stated as follows: # Run the shortest path algorithm for the given pair of vertices # Replace each edge of the shortest path (equivalent to two oppositely directed arcs) by a single arc directed towards the source vertex # Make the length of each of the above arcs negative # Run the shortest path algorithm ''(Note: the algorithm should accept negative costs)'' # Erase the overlapping edges of the two paths found, and reverse the direction of the remaining arcs on the first shortest path such that each arc on it is directed towards the destination vertex now. The desired pair of paths results. In lieu of the general purpose Ford's shortest path algorithm valid for negative arcs present anywhere in a graph (with nonexistent negative cycles), Bhandari pr ...
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