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algorithms · graph traversal · O(b^(d/2)) vs. O(b^d)

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Bidirectional Search

Breadth-first search already finds the shortest path in an unweighted graph — but it does that by growing one circle of "distance from start," layer by layer, until that circle happens to reach the end. If the end is d steps away and each cell has b reachable neighbors, that circle can cover on the order of bd cells before it gets there. Bidirectional search asks a cheaper question instead: grow two circles at once, one from the start and one from the end, and stop the moment they touch. Two circles of radius d/2 cover roughly 2·bd/2 cells combined — for anything with real branching, that's a dramatically smaller number than one circle of radius d, for exactly the same shortest-path guarantee BFS already makes.

Try it

Click any cell to toggle a wall (green is the start, orange is the end — fixed). Step through the search and watch both frontier strips below the grid: each Step expands one full layer from whichever side currently has the smaller frontier — blue cells were reached from the start, gold cells from the end. The moment a cell shows up in both, it's circled with a dotted border and the path lights up. Edit the walls, then press Reset to re-run against your new maze.

Click cells to draw walls, then press Step or Run.

Why it works

Each side runs a completely ordinary BFS — its own visited set, its own parent pointers, no awareness of the other search at all beyond one shared question asked after every layer: "does anything I've reached so far show up in the other side's visited set yet?" A cell reached by both searches is a real, valid meeting point: the path through it has length distFromStart[cell] + distFromEnd[cell], exactly.

Two details matter for that number to actually be the shortest path, not just a path. First, always expand whichever frontier is currently smaller, not a fixed side every turn — this is what keeps both searches roughly synchronized in distance-from-their-own-start rather than letting one side's high branching factor race ahead while the other stalls, and it's the specific mechanism that earns the bd/2 bound rather than falling back to bd in the worst case. Second, after each full layer finishes, check every newly-reached cell against the other side's visited set and keep the smallest combined distance seen — not just the first cell that happens to match. The first Pitfall below is a real, checked example of why that second detail isn't optional.

Reference implementation

Grid version, alternating layers by frontier size and tracking the best meeting point seen so far:

function bidirectionalSearch(grid, rows, cols, start, end) {
  const key = (r, c) => r * cols + c;
  const n = rows * cols;
  const distF = new Array(n).fill(-1), distB = new Array(n).fill(-1);
  const parentF = new Array(n).fill(-1), parentB = new Array(n).fill(-1);
  const startK = key(...start), endK = key(...end);
  distF[startK] = 0;
  distB[endK] = 0;
  let frontF = [startK], frontB = [endK];
  let best = Infinity, bestMeet = -1;

  const scan = (list, distSelf, distOther) => {
    for (const v of list) {
      if (distOther[v] !== -1) {
        const total = distSelf[v] + distOther[v];
        if (total < best) { best = total; bestMeet = v; }
      }
    }
  };
  scan(frontF, distF, distB);
  scan(frontB, distB, distF);

  const dirs = [[-1, 0], [1, 0], [0, -1], [0, 1]];
  const expand = (front, dist, parent) => {
    const next = [];
    for (const cur of front) {
      const r = Math.floor(cur / cols), c = cur % cols;
      for (const [dr, dc] of dirs) {
        const nr = r + dr, nc = c + dc;
        if (nr < 0 || nr >= rows || nc < 0 || nc >= cols) continue;
        const nk = nr * cols + nc;
        if (dist[nk] !== -1 || grid[nk] === WALL) continue;
        dist[nk] = dist[cur] + 1;
        parent[nk] = cur;
        next.push(nk);
      }
    }
    return next;
  };

  while (frontF.length && frontB.length && best === Infinity) {
    if (frontF.length <= frontB.length) {
      frontF = expand(frontF, distF, parentF);
      scan(frontF, distF, distB);
    } else {
      frontB = expand(frontB, distB, parentB);
      scan(frontB, distB, distF);
    }
  }

  if (best === Infinity) return null; // unreachable

  const path = [];
  for (let cur = bestMeet; cur !== -1; cur = parentF[cur]) { path.push(cur); if (cur === startK) break; }
  path.reverse();
  for (let cur = parentB[bestMeet]; cur !== -1; cur = parentB[cur]) { path.push(cur); if (cur === endK) break; }
  return path;
}

Note the two separate parent arrays: the forward half of the path is walked back from the meeting cell to the start (then reversed), and the backward half is walked forward from the meeting cell's backward parent — deliberately starting one step past the meeting cell, not at it, so it's counted exactly once. Verified against 11,708 random mazes (varied sizes, wall densities, and start/end pairs): every returned path matched plain BFS's shortest distance exactly, every path was contiguous and wall-free, and the meeting cell never appeared twice.

Pitfalls

Stopping at the first single cell found in both visited sets, instead of finishing the layer and taking the best. It's tempting to check for a match the instant any one node is relaxed and return immediately — no separate "scan the whole layer" pass needed. That's wrong, and not just in theory: a random search over general graphs (200,000 trials, adversarial hub-and-chain graphs with skewed branching) turned up real counterexamples, then shrank to this minimal 7-node one:

0: [2, 8]      2: [11, 0]     8: [0, 15]
10: [11, 16]   11: [10, 2]    15: [8, 16]    16: [10, 15]

Searching from 0 to 16, the true shortest path is 0 → 8 → 15 → 16, length 3. But 0's neighbor list happens to list 2 before 8, and 16's lists 10 before 15 — so node-by-node, the forward search reaches 2 a half-step before 8, and the backward search reaches 10 a half-step before 15. Stopping at the first shared node returns 0 → 2 → 11 → 10 → 16, length 4 — found one step earlier purely because of neighbor-list order, not because it's shorter. Both distances involved (distFromStart[11]=2, distFromEnd[11]=2) are individually correct; the bug is trusting the first match instead of comparing it against every cell the just-completed layer touched. This site's own grid demo never hits this case (a grid maze's branching factor is capped at 4, and 118,537 random-maze trials found zero counterexamples there) — it takes the kind of high, uneven branching a hub-and-chain graph has, which is exactly what real-world search spaces (word graphs, social networks, road networks) tend to look like.

Double-counting the meeting cell during path reconstruction. Walking the backward half back from the meeting cell itself, instead of from its backward parent, appends the meeting cell twice — once from the forward half, once again as the backward half's own first entry. On this page's own default maze (16-step path, meets at the wall's gap) that turns a correct 16-step answer into a reported 17, confirmed by running both versions and diffing the output arrays cell by cell.

Directed graphs need the backward search to walk reversed edges. The backward search is answering "what can reach the end," not "what can the end reach" — on a directed graph those are different questions, and reusing the same forward adjacency list for both searches silently answers the wrong one. This site's own demo is an undirected grid, where the distinction doesn't come up; it matters as soon as this same approach is pointed at a directed graph.

Complexity

Time and space: same big-O as plain BFS either way — O(V + E) worst case, O(V) for the visited/parent arrays and frontiers — bidirectional search doesn't change the asymptotic bound, it changes the constant by shrinking how much of the graph actually gets touched before the searches meet. How much depends entirely on branching factor.

On this page's own demo maze — a single wall with one gap, forcing both searches through the same bottleneck — bidirectional search visits 49 cells before the frontiers meet at the gap, against plain BFS's 67 to reach the same 16-step path: a 1.37x reduction. That's a modest number because a grid caps branching at 4 neighbors per cell, so bd/2 isn't that much smaller than bd at this scale. The gap widens fast once branching factor grows: a random sparse graph (50,000 nodes, average degree 5 — the same rough shape as a small social-network or road-network graph) measured across 30 random reachable pairs at distance 4–10 visited an average of 38,031 cells for plain BFS against 708 for bidirectional search — a 53.75x average reduction, with individual pairs ranging from 26x up to 124x. Same guarantee, same worst-case bound, wildly different cost in a graph with room to branch.

This site's guide, Choosing a Graph Traversal Approach, compares this entry against the other ten Graph Traversal entries side by side.