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Yatao Li edited this page Aug 7, 2017 · 1 revision

id: SSSP title: Single Source Shortest Paths permalink: /docs/manual/DemoApps/SSSP.html

Vertex centric graph computation model provides an intuitive way of computing single source shortest paths. Each vertex maintains its current distance to the source vertex. Once a vertex's distance is updated, it sends out its current shortest distance to its adjacent vertices. When a vertex receives the shortest distances from its neighbors, it re-calculates its shortest distance to the source vertex. The process will continue until nothing can be updated. In the following, we use GE to model and implement this algorithm for calculating single source shortest paths.

We first define a cell struct for this problem. First of all, we define a distance field to hold the current shortest distance to the source vertex. To trace the path, we need a pointer pointing to its parent vertex from which it gets its latest shortest distance. Using the parent pointer, we can trace back to the source vertex from the current vertex.

Cell Struct SSSPCell
{
	int distance;
	long parent;
	List<long> neighbors;
}

struct StartSSSPMessage
{
	long root;
}

struct DistanceUpdatingMessage
{
	long senderId;
	int distance;
	List<long> recipients;
}

As shown in the tsl script shown above, the SSSPCell has an integer field distance indicating its distance to the source vertex. We will initially set it to the maximum positive value of 32-bit integer. The second field parent is the cell id of the vertex from which the shortest path is routed. The field neighbors stores the cell ids of its neighbors.

Now we define two types of messages for the computation: StartSSSPMessage and DistanceUpdatingMessage. StartSSSPMessage is used to initialize an SSSP computation. It is a simple struct containing only the cell id of the source vertex. A GE client can kick off the computation by sending a StartSSSPMessage to all GE servers. Receiving this message, servers will check whether the specified source vertex is in its LocalStorage. If this is the case, it will load the source vertex's adjacent vertices and propagates DistanceUpdatingMessages to its neighbors. On receiving a DistanceUpdatingMessage, a vertex will check whether its distance can be updated according to the received shortest distance. The corresponding tsl script is shown below.

protocol StartSSSP
{
	Type: Asyn;
	Request: StartSSSPMessage;
	Response: void;
}

protocol DistanceUpdating
{
	Type: Asyn;
	Request: DistanceUpdatingMessage;
	Response: void;
}

server SSSPServer
{
	protocol StartSSSP;
	protocol DistanceUpdating;
}

The message handling logic can be implemented by override the generated SSSPServerBase.

class SSSPServer : SSSPServerBase
{
    public override void DistanceUpdatingHandler(DistanceUpdatingMessageReader 
	request)
    {
        List<DistanceUpdatingMessage> DistanceUpdatingMessageList = 
		new List<DistanceUpdatingMessage>();
        request.recipients.ForEach((cellId) =>
            {
                using (var cell = Global.LocalStorage.UseSSSPCell(cellId))
                {
                    if (cell.distance > request.distance + 1)
                    {
                        cell.distance = request.distance + 1;
                        cell.parent = request.senderId;
                        Console.Write(cell.distance + " ");
                        MessageSorter sorter = new MessageSorter(cell.neighbors);

                        for (int i = 0; i < Global.ServerCount; i++)
                        {
                            DistanceUpdatingMessageWriter msg = 
                                new DistanceUpdatingMessageWriter(cell.CellID.Value, 
                                cell.distance, sorter.GetCellRecipientList(i));
                            Global.CloudStorage.DistanceUpdatingToServer(i, msg);
                        }

                    }
                }
            });
    }

    public override void StartSSSPHandler(StartSSSPMessageReader request)
    {
        if (Global.CloudStorage.IsLocalCell(request.root))
        {
            using (var rootCell = Global.LocalStorage.UseSSSPCell(request.root))
            {
                rootCell.distance = 0;
                rootCell.parent = -1;
                MessageSorter sorter = new MessageSorter(rootCell.neighbors);

                for (int i = 0; i < Global.ServerCount; i++)
                {
                    DistanceUpdatingMessageWriter msg = new 
					DistanceUpdatingMessageWriter(rootCell.CellID.Value, 0,
					sorter.GetCellRecipientList(i));
                    Global.CloudStorage.DistanceUpdatingToServer(i, msg);
                }
            }
        }
    }
}

The key logic in the sample code shown above is very simple:

if (cell.distance > request.distance + 1)
{
    cell.distance = request.distance + 1;
    cell.parent = request.senderId;
}

We can try out the example by following the steps shown below:

  • Generate a testing graph using SSSP.exe -g NumberOfVertices. For example, SSSP.exe -g 10000.

  • Start computing each vertex's shortest distance to the specified source vertex by SSSP.exe -c SourceVertexId. For example, SSSP.exe -c 1.

  • Get the shortest path between a specified vertex and the source vertex by SSSP.exe -q VertexId. For example, SSSP.exe -q 123.

A sample output of executing SSSP.exe -q 123:

Current vertex is 123, the distance to the source vertex is 3.
Current vertex is 1001, the distance to the source vertex is 2.
Current vertex is 2432, the distance to the source vertex is 1.
Current vertex is 1, the distance to the source vertex is 0.
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