23 research outputs found

    Shortest, Fastest, and Foremost Broadcast in Dynamic Networks

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    Highly dynamic networks rarely offer end-to-end connectivity at a given time. Yet, connectivity in these networks can be established over time and space, based on temporal analogues of multi-hop paths (also called {\em journeys}). Attempting to optimize the selection of the journeys in these networks naturally leads to the study of three cases: shortest (minimum hop), fastest (minimum duration), and foremost (earliest arrival) journeys. Efficient centralized algorithms exists to compute all cases, when the full knowledge of the network evolution is given. In this paper, we study the {\em distributed} counterparts of these problems, i.e. shortest, fastest, and foremost broadcast with termination detection (TDB), with minimal knowledge on the topology. We show that the feasibility of each of these problems requires distinct features on the evolution, through identifying three classes of dynamic graphs wherein the problems become gradually feasible: graphs in which the re-appearance of edges is {\em recurrent} (class R), {\em bounded-recurrent} (B), or {\em periodic} (P), together with specific knowledge that are respectively nn (the number of nodes), Δ\Delta (a bound on the recurrence time), and pp (the period). In these classes it is not required that all pairs of nodes get in contact -- only that the overall {\em footprint} of the graph is connected over time. Our results, together with the strict inclusion between PP, BB, and RR, implies a feasibility order among the three variants of the problem, i.e. TDB[foremost] requires weaker assumptions on the topology dynamics than TDB[shortest], which itself requires less than TDB[fastest]. Reversely, these differences in feasibility imply that the computational powers of RnR_n, BΔB_\Delta, and PpP_p also form a strict hierarchy

    DMVP: Foremost Waypoint Coverage of Time-Varying Graphs

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    We consider the Dynamic Map Visitation Problem (DMVP), in which a team of agents must visit a collection of critical locations as quickly as possible, in an environment that may change rapidly and unpredictably during the agents' navigation. We apply recent formulations of time-varying graphs (TVGs) to DMVP, shedding new light on the computational hierarchy RBP\mathcal{R} \supset \mathcal{B} \supset \mathcal{P} of TVG classes by analyzing them in the context of graph navigation. We provide hardness results for all three classes, and for several restricted topologies, we show a separation between the classes by showing severe inapproximability in R\mathcal{R}, limited approximability in B\mathcal{B}, and tractability in P\mathcal{P}. We also give topologies in which DMVP in R\mathcal{R} is fixed parameter tractable, which may serve as a first step toward fully characterizing the features that make DMVP difficult.Comment: 24 pages. Full version of paper from Proceedings of WG 2014, LNCS, Springer-Verla

    Gathering in Dynamic Rings

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    The gathering problem requires a set of mobile agents, arbitrarily positioned at different nodes of a network to group within finite time at the same location, not fixed in advanced. The extensive existing literature on this problem shares the same fundamental assumption: the topological structure does not change during the rendezvous or the gathering; this is true also for those investigations that consider faulty nodes. In other words, they only consider static graphs. In this paper we start the investigation of gathering in dynamic graphs, that is networks where the topology changes continuously and at unpredictable locations. We study the feasibility of gathering mobile agents, identical and without explicit communication capabilities, in a dynamic ring of anonymous nodes; the class of dynamics we consider is the classic 1-interval-connectivity. We focus on the impact that factors such as chirality (i.e., a common sense of orientation) and cross detection (i.e., the ability to detect, when traversing an edge, whether some agent is traversing it in the other direction), have on the solvability of the problem. We provide a complete characterization of the classes of initial configurations from which the gathering problem is solvable in presence and in absence of cross detection and of chirality. The feasibility results of the characterization are all constructive: we provide distributed algorithms that allow the agents to gather. In particular, the protocols for gathering with cross detection are time optimal. We also show that cross detection is a powerful computational element. We prove that, without chirality, knowledge of the ring size is strictly more powerful than knowledge of the number of agents; on the other hand, with chirality, knowledge of n can be substituted by knowledge of k, yielding the same classes of feasible initial configurations

    Gracefully Degrading Gathering in Dynamic Rings

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    Gracefully degrading algorithms [Biely \etal, TCS 2018] are designed to circumvent impossibility results in dynamic systems by adapting themselves to the dynamics. Indeed, such an algorithm solves a given problem under some dynamics and, moreover, guarantees that a weaker (but related) problem is solved under a higher dynamics under which the original problem is impossible to solve. The underlying intuition is to solve the problem whenever possible but to provide some kind of quality of service if the dynamics become (unpredictably) higher.In this paper, we apply for the first time this approach to robot networks. We focus on the fundamental problem of gathering a squad of autonomous robots on an unknown location of a dynamic ring. In this goal, we introduce a set of weaker variants of this problem. Motivated by a set of impossibility results related to the dynamics of the ring, we propose a gracefully degrading gathering algorithm

    Broadcasting with Mobile Agents in Dynamic Networks

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    We study the standard communication problem of broadcast for mobile agents moving in a network. The agents move autonomously in the network and can communicate with other agents only when they meet at a node. In this model, broadcast is a communication primitive for information transfer from one agent, the source, to all other agents. Previous studies of this problem were restricted to static networks while, in this paper, we consider the problem in dynamic networks modelled as an evolving graph. The dynamicity of the graph is unknown to the agents; in each round an adversary selects which edges of the graph are available, and an agent can choose to traverse one of the available edges adjacent to its current location. The only restriction on the adversary is that the subgraph of available edges in each round must span all nodes; in other words the evolving graph is constantly connected. The agents have global visibility allowing them to see the location of other agents in the graph and move accordingly. Depending on the topology of the underlying graph, we determine how many agents are necessary and sufficient to solve the broadcast problem in dynamic networks. While two agents plus the source are sufficient for ring networks, much larger teams of agents are necessary for denser graphs such as grid graphs and hypercubes, and finally for complete graphs of n nodes at least n-2 agents plus the source are necessary and sufficient. We show lower bounds on the number of agents and provide some algorithms for solving broadcast using the minimum number of agents, for various topologies
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