# Recent research projects

Title: Cost vs. Information Tradeoffs for Treasure Hunt in the Plane

Abstract:

A mobile agent has to find an inert treasure hidden in the plane. Both the agent and the treasure are modeled as points. This is a variant of the task known as treasure hunt. The treasure is at a distance at most $D$ from the initial position of the agent, and the agent finds the treasure when it gets at distance $r$ from it, called the {\em vision radius}. However, the agent does not know the location of the treasure and does not know the parameters $D$ and $r$. The cost of finding the treasure is the length of the trajectory of the agent. We investigate the tradeoffs between the amount of information held {\em a priori} by the agent and the cost of treasure hunt. Following the well-established paradigm of {\em algorithms with advice}, this information is given to the agent in advance as a binary string, by an oracle cooperating with the agent and knowing the location of the treasure and the initial position of the agent. The size of advice given to the agent is the length of this binary string. For any size $z$ of advice and any $D$ and $r$, let $OPT(z,D,r)$ be the optimal cost of finding the treasure for parameters $z$, $D$ and $r$, if the agent has only an advice string of length $z$ as input. We design treasure hunt algorithms working with advice of size $z$ at cost $O(OPT(z,D,r))$ whenever $r\leq 1$ or $r\geq 0.9D$. For intermediate values of $r$, i.e., $1 < r < 0.9D$, we design an almost optimal scheme of algorithms: for any constant $\alpha > 0$, the treasure can be found at cost $O(OPT(z,D,r)^{1+\alpha})$.

Title: Information Complexity of Treasure Hunt in Geometric Terrains

Abstract:

Treasure hunt is the task of finding an inert target by a mobile agent in an unknown environment. We consider treasure hunt in geometric terrains with obstacles. Both the terrain and the obstacles are modeled as polygons and both the agent and the treasure are modeled as points. The agent navigates in the terrain, avoiding obstacles, and finds the treasure when there is a segment of length at most 1 between them, unobstructed by the boundary of the terrain or by the obstacles. The cost of finding the treasure is the length of the trajectory of the agent. We investigate the amount of information that the agent needs {\em a priori} in order to find the treasure at cost $O(L)$, where $L$ is the length of the shortest path in the terrain from the initial position of the agent to the treasure, avoiding obstacles. Following the well-established paradigm of {\em algorithms with advice}, this information is given to the agent in advance as a binary string, by an oracle cooperating with the agent and knowing the whole environment: in our case, the terrain, the position of the treasure and the initial position of the agent. Information complexity of treasure hunt is the minimum length of the advice string (up to multiplicative constants) that enables the agent to find the treasure at cost $O(L)$. We first consider treasure hunt in {\em regular} terrains which are defined as convex polygons with convex $c$-fat obstacles, for some constant $c>1$. A polygon is $c$-fat if the ratio of the radius of the smallest disc containing it to the radius of the largest disc contained in it is at most $c$. For the class of regular terrains, we establish the exact information complexity of treasure hunt. We then show that information complexity of treasure hunt for the class of arbitrary terrains (even for non-convex polygons without obstacles, and even for those with only horizontal or vertical sides) is exponentially larger than for regular terrains.

Title: Using Time to Break Symmetry: Universal Deterministic Anonymous Rendezvous

Abstract:

Two anonymous mobile agents navigate synchronously in an anonymous graph and have to meet at a node, using a deterministic algorithm. This is a symmetry breaking task called rendezvous, equivalent to the fundamental task of leader election between the agents. When is this feasible in a completely anonymous environment? It is known that agents can always meet if their initial positions are nonsymmetric, and that if they are symmetric and agents start simultaneously then rendezvous is impossible. What happens for symmetric initial positions with non-simultaneous start? Can symmetry between the agents be broken by the delay between their starting times? In order to answer these questions, we consider {\em space-time initial configurations} (abbreviated by STIC). A STIC is formalized as $[(u,v),\delta]$, where $u$ and $v$ are initial nodes of the agents in some graph and $\delta$ is a non-negative integer that represents the difference between their starting times. A STIC is {\em feasible} if there exists a deterministic algorithm, even dedicated to this particular STIC, which accomplishes rendezvous for it. Our main result is a characterization of all feasible STICs and the design of a universal deterministic algorithm that accomplishes rendezvous for all of them without {\em any } a priori knowledge of the agents. Thus, as far as feasibility is concerned, we completely solve the problem of symmetry breaking between two anonymous agents in anonymous graphs. Moreover, we show that such a universal algorithm cannot work for all feasible STICs in time polynomial in the initial distance between the agents.

Title: Latecomers Help to Meet: Deterministic Anonymous Gathering in the Plane

Abstract:

A team of anonymous mobile agents represented by points freely moving in the plane have to gather at a single point and stop. Agents start at different points of the plane and at possibly different times chosen by the adversary. They are equipped with compasses, a common unit of distance and clocks. They execute the same deterministic algorithm. When moving, agents travel at the same speed normalized to 1. When agents are at distance at most $\epsilon$, for some positive constant $\epsilon$ unknown to them, they see each other and can exchange all information known to date. Due to the anonymity of the agents and the symmetry of the plane, gathering is impossible, e.g., if agents start simultaneously at distances larger than $\epsilon$. However, if some agents start with a delay with respect to others, gathering may become possible. In which situations such latecomers can enable gathering? To answer this question we consider initial configurations formalized as sets of pairs $\{(p_1,t_1), (p_2,t_2),\dots , (p_n,t_n)\}$, for $n\geq 2$ where $p_i$ is the starting point of the $i$-th agent and $t_i$ is its starting time. An initial configuration is {\em gatherable} if agents starting at it can be gathered by some algorithm, even dedicated to this particular configuration. Our first result is a characterization of all gatherable initial configurations. It is then natural to ask if there is a universal deterministic algorithm that can gather all gatherable configurations of a given size. It turns out that the answer to this question is negative. Indeed, we show that all gatherable configurations can be partitioned into two sets: {\em bad} configurations and {\em good} configurations. We show that bad gatherable configurations (even of size 2) cannot be gathered by a common gathering algorithm. On the other hand, we prove that there is a universal algorithm that gathers all good configurations of a given size. Then we ask the question of whether the exact knowledge of the number of agents is necessary to gather all good configurations. It turns out that the answer is no, and we prove a necessary and sufficient condition on the knowledge concerning the number of agents that an algorithm gathering all good configurations must have.

Title: Deterministic Treasure Hunt in the Plane with Angular Hints

Authors: S. Bouchard, Y. Dieudonné, A. Pelc, F. Petit

Abstract:

A mobile agent equipped with a compass and a measure of length has to find an inert treasure in the Euclidean plane. Both the agent and the treasure are modeled as points. In the beginning, the agent is at a distance at most $D>0$ from the treasure, but knows neither the distance nor any bound on it. Finding the treasure means getting at distance at most 1 from it. The agent makes a series of moves. Each of them consists in moving straight in a chosen direction at a chosen distance. In the beginning and after each move the agent gets a hint consisting of a positive angle smaller than $2\pi$ whose vertex is at the current position of the agent and within which the treasure is contained. We investigate the problem of how these hints permit the agent to lower the cost of finding the treasure, using a deterministic algorithm, where the cost is the worst-case total length of the agent's trajectory. It is well known that without any hint the optimal (worst case) cost is $\Theta(D^2)$. We show that if all angles given as hints are at most $\pi$, then the cost can be lowered to $O(D)$, which is optimal. If all angles are at most $\beta$, where $\beta<2\pi$ is a constant unknown to the agent, then the cost is at most $O(D^{2-\epsilon})$, for some $\epsilon>0$. For both these positive results we present deterministic algorithms achieving the above costs. Finally, if angles given as hints can be arbitrary, smaller than $2\pi$, then we show that cost $\Theta(D^2)$ cannot be beaten.

Title: Impact of Knowledge on Election Time in Anonymous Networks

Authors: Y. Dieudonné, A. Pelc

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Title: Exploration of Faulty Hamiltonian Graphs

Authors: D. Caissy, A. Pelc

Abstract:

We consider the problem of exploration of networks, some of whose edges are faulty. A mobile agent, situated at a starting node and unaware of which edges are faulty, has to explore the connected fault-free component of this node by visiting all of its nodes. The cost of the exploration is the number of edge traversals. For a given network and given starting node, the overhead of an exploration algorithm is the worst-case ratio (taken over all fault configurations) of its cost to the cost of an optimal algorithm which knows where faults are situated. An exploration algorithm, for a given network and given starting node, is called perfectly competitive if its overhead is the smallest among all exploration algorithms not knowing the location of faults. We design a perfectly competitive exploration algorithm for any ring, and show that, for networks modeled by hamiltonian graphs, the overhead of any DFS exploration is at most 10/9 times larger than that of a perfectly competitive algorithm. Moreover, for hamiltonian graphs of size at least 24, this overhead is less than 6% larger than that of a perfectly competitive algorithm.

Title: Deterministic Graph Exploration with Advice

Authors: B. Gorain, A. Pelc

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Title: Asynchronous Broadcasting with Bivalent Beeps

Authors: K. Hounkanli, A. Pelc

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