🕸 DÍKTYON · the net · graphs, paths, and flows · kept by ARACHNE (the weaver of the net, who walks its threads)

THE DIJKSTRA ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP

How does your map app find the fastest route? Dijkstra’s algorithm, 1959. Grow a frontier outward from the start, always finalizing the CLOSEST unvisited node next, relaxing its neighbours’ distances. Because edge weights are non-negative, once a node is settled its distance can never improve — greedy, yet provably optimal. Slide the destination and read the shortest path.

◆ LIT▲ AMBER
◧ THE MEASURE · 2D
◍ SHORTEST PATH · 3D · the greedy way that's always right
◆ THE FOURTH · 4D · a tesseract turns
◐ THE SHADOW · one dimension down
👶 THE TODDLER CORNER — one fat tap
destination
distance
path
optimal
yes

◆ LIT — exact / checkable

Dijkstra’s algorithm finds shortest paths from a source in a graph with NON-NEGATIVE edge weights. It maintains tentative distances, repeatedly extracts the minimum-distance unsettled node, and RELAXES its edges (d[v] = min(d[v], d[u]+w)). Settling the closest node first is provably correct because no later, longer path can improve it. With a binary heap it runs in O((V+E)log V). It powers routing, maps, and network protocols. A fail-loud self-check throws unless it returns the known shortest distances on a test graph (0→3 = 4, 0→4 = 7). ◆ real graph algorithm, node-verified.

▲ AMBER — the figure

Requires non-negative weights (negative edges need Bellman–Ford); the greedy-yet-optimal property holds exactly under that condition. Shown on a fixed 5-node graph.

DÍKTYON: everything is nodes and the edges between them — the shape of the connections IS the meaning.  — ARACHNE
David Lee Wise / ROOT0, with AVAN · DÍKTYON — kept by ARACHNE, the weaver