A* Algorithm for very large graphs, any thoughts on caching shortcuts?

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鱼传尺愫
鱼传尺愫 2021-01-30 12:37

I\'m writing a courier/logistics simulation on OpenStreetMap maps and have realised that the basic A* algorithm as pictured below is not going to be fast enough for large maps (

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  • 2021-01-30 12:49

    Old question, but yet:

    Try to use different heaps that "binary heap". 'Best asymptotic complexity heap' is definetly Fibonacci Heap and it's wiki page got a nice overview:

    https://en.wikipedia.org/wiki/Fibonacci_heap#Summary_of_running_times

    Note that binary heap has simpler code and it's implemented over array and traversal of array is predictable, so modern CPU executes binary heap operations much faster.

    However, given dataset big enough, other heaps will win over binary heap, because of their complexities...

    This question seems like dataset big enough.

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  • 2021-01-30 12:50

    There's a really great article that Microsoft Research wrote on the subject:

    http://research.microsoft.com/en-us/news/features/shortestpath-070709.aspx

    The original paper is hosted here (PDF):

    http://www.cc.gatech.edu/~thad/6601-gradAI-fall2012/02-search-Gutman04siam.pdf

    Essentially there's a few things you can try:

    1. Start from the both the source as well as the destination. This helps to minimize the amount of wasted work that you'd perform when traversing from the source outwards towards the destination.
    2. Use landmarks and highways. Essentially, find some positions in each map that are commonly taken paths and perform some pre-calculation to determine how to navigate efficiently between those points. If you can find a path from your source to a landmark, then to other landmarks, then to your destination, you can quickly find a viable route and optimize from there.
    3. Explore algorithms like the "reach" algorithm. This helps to minimize the amount of work that you'll do when traversing the graph by minimizing the number of vertices that need to be considered in order to find a valid route.
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  • 2021-01-30 12:52

    You should be able to make it much faster by trading off optimality. See Admissibility and optimality on wikipedia.

    The idea is to use an epsilon value which will lead to a solution no worse than 1 + epsilon times the optimal path, but which will cause fewer nodes to be considered by the algorithm. Note that this does not mean that the returned solution will always be 1 + epsilon times the optimal path. This is just the worst case. I don't know exactly how it would behave in practice for your problem, but I think it is worth exploring.

    You are given a number of algorithms that rely on this idea on wikipedia. I believe this is your best bet to improve the algorithm and that it has the potential to run in your time limit while still returning good paths.

    Since your algorithm does deal with millions of nodes in 5 seconds, I assume you also use binary heaps for the implementation, correct? If you implemented them manually, make sure they are implemented as simple arrays and that they are binary heaps.

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  • 2021-01-30 12:52

    There are specialist algorithms for this problem that do a lot of pre-computation. From memory, the pre-computation adds information to the graph that A* uses to produce a much more accurate heuristic than straight line distance. Wikipedia gives the names of a number of methods at http://en.wikipedia.org/wiki/Shortest_path_problem#Road_networks and says that Hub Labelling is the leader. A quick search on this turns up http://research.microsoft.com/pubs/142356/HL-TR.pdf. An older one, using A*, is at http://research.microsoft.com/pubs/64505/goldberg-sp-wea07.pdf.

    Do you really need to use Haversine? To cover London, I would have thought you could have assumed a flat earth and used Pythagoras, or stored the length of each link in the graph.

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  • 2021-01-30 12:58

    There are dozens of A* variations that may fit the bill here. You have to think about your use cases, though.

    • Are you memory- (and also cache-) constrained?
    • Can you parallelize the search?
    • Will your algorithm implementation be used in one location only (e.g. Greater London and not NYC or Mumbai or wherever)?

    There's no way for us to know all the details that you and your employer are privy to. Your first stop thus should be CiteSeer or Google Scholar: look for papers that treat pathfinding with the same general set of constraints as you.

    Then downselect to three or four algorithms, do the prototyping, test how they scale up and finetune them. You should bear in mind you can combine various algorithms in the same grand pathfinding routine based on distance between the points, time remaining, or any other factors.

    As has already been said, based on the small scale of your target area dropping Haversine is probably your first step saving precious time on expensive trig evaluations. NOTE: I do not recommend using Euclidean distance in lat, lon coordinates - reproject your map into a e.g. transverse Mercator near the center and use Cartesian coordinates in yards or meters!

    Precomputing is the second one, and changing compilers may be an obvious third idea (switch to C or C++ - see https://benchmarksgame.alioth.debian.org/ for details).

    Extra optimization steps may include getting rid of dynamic memory allocation, and using efficient indexing for search among the nodes (think R-tree and its derivatives/alternatives).

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  • 2021-01-30 13:01

    I worked at a major Navigation company, so I can say with confidence that 100 ms should get you a route from London to Athens even on an embedded device. Greater London would be a test map for us, as it's conveniently small (easily fits in RAM - this isn't actually necessary)

    First off, A* is entirely outdated. Its main benefit is that it "technically" doesn't require preprocessing. In practice, you need to pre-process an OSM map anyway so that's a pointless benefit.

    The main technique to give you a huge speed boost is arc flags. If you divide the map in say 5x6 sections, you can allocate 1 bit position in a 32 bits integer for each section. You can now determine for each edge whether it's ever useful when traveling to section {X,Y} from another section. Quite often, roads are bidirectional and this means only one of the two directions is useful. So one of the two directions has that bit set, and the other has it cleared. This may not appear to be a real benefit, but it means that on many intersections you reduce the number of choices to consider from 2 to just 1, and this takes just a single bit operation.

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