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Community => Community Discussion => Topic started by: Yona-TYT on May 09, 2026, 06:48:08 PM

Title: Potential Performance Boost: Implementing the New Tsinghua SSSP Algorithm
Post by: Yona-TYT on May 09, 2026, 06:48:08 PM
(This was created with AI, but the news is real, https://iiis.tsinghua.edu.cn/en/info/1018/2438.htm)

Hi everyone,
I've been following a recent breakthrough in computer science that might be highly relevant for Simutrans performance, especially when dealing with extremely large maps.
A team from Tsinghua University recently published a paper that breaks a 41-year-old record in graph theory. For the first time since 1984, they have improved upon the complexity of Dijkstra's algorithm (using Fibonacci heaps) for the Single-Source Shortest Path (SSSP) problem in directed graphs with non-negative weights.

The Technical Part:
While the classic Dijkstra/Fibonacci heap implementation sits at \(O(m + n \log n)\), the new algorithm achieves a complexity of \(O(m \sqrt{\log n})\). It replaces traditional priority queues with a "Two-level Bucket Hierarchy."


Why this matters for Simutrans:
As hardware allows us to run increasingly massive maps (reaching tens of millions of tiles), pathfinding overhead for passengers, mail, and freight becomes a critical bottleneck.

On an extreme scale:
Discussion points:
References:
I'd love to hear the devs' thoughts on whether this could eventually help mitigate performance drops in massive savegames.