10 research outputs found
A general lower bound for collaborative tree exploration
We consider collaborative graph exploration with a set of agents. All
agents start at a common vertex of an initially unknown graph and need to
collectively visit all other vertices. We assume agents are deterministic,
vertices are distinguishable, moves are simultaneous, and we allow agents to
communicate globally. For this setting, we give the first non-trivial lower
bounds that bridge the gap between small () and large () teams of agents. Remarkably, our bounds tightly connect to existing results
in both domains.
First, we significantly extend a lower bound of
by Dynia et al. on the competitive ratio of a collaborative tree exploration
strategy to the range for any . Second,
we provide a tight lower bound on the number of agents needed for any
competitive exploration algorithm. In particular, we show that any
collaborative tree exploration algorithm with agents has a
competitive ratio of , while Dereniowski et al. gave an algorithm
with agents and competitive ratio , for any
and with denoting the diameter of the graph. Lastly, we
show that, for any exploration algorithm using agents, there exist
trees of arbitrarily large height that require rounds, and we
provide a simple algorithm that matches this bound for all trees
Building a Nest by an Automaton
A robot modeled as a deterministic finite automaton has to build a structure from material available to it. The robot navigates in the infinite oriented grid Z x Z. Some cells of the grid are full (contain a brick) and others are empty. The subgraph of the grid induced by full cells, called the field, is initially connected. The (Manhattan) distance between the farthest cells of the field is called its span. The robot starts at a full cell. It can carry at most one brick at a time. At each step it can pick a brick from a full cell, move to an adjacent cell and drop a brick at an empty cell. The aim of the robot is to construct the most compact possible structure composed of all bricks, i.e., a nest. That is, the robot has to move all bricks in such a way that the span of the resulting field be the smallest.
Our main result is the design of a deterministic finite automaton that accomplishes this task and subsequently stops, for every initially connected field, in time O(sz), where s is the span of the initial field and z is the number of bricks. We show that this complexity is optimal
Shape Recognition by a Finite Automaton Robot
Motivated by the problem of shape recognition by nanoscale computing agents, we investigate the problem of detecting the geometric shape of a structure composed of hexagonal tiles by a finite-state automaton robot. In particular, in this paper we consider the question of recognizing whether the tiles are assembled into a parallelogram whose longer side has length l = f(h), for a given function f(*), where h is the length of the shorter side. To determine the computational power of the finite-state automaton robot, we identify functions that can or cannot be decided when the robot is given a certain number of pebbles. We show that the robot can decide whether l = ah+b for constant integers a and b without any pebbles, but cannot detect whether l = f(h) for any function f(x) = omega(x). For a robot with a single pebble, we present an algorithm to decide whether l = p(h) for a given polynomial p(*) of constant degree. We contrast this result by showing that, for any constant k, any function f(x) = omega(x^(6k + 2)) cannot be decided by a robot with k states and a single pebble. We further present exponential functions that can be decided using two pebbles. Finally, we present a family of functions f_n(*) such that the robot needs more than n pebbles to decide whether l = f_n(h)
Automata with Nested Pebbles Capture First-Order Logic with Transitive Closure
String languages recognizable in (deterministic) log-space are characterized
either by two-way (deterministic) multi-head automata, or following Immerman,
by first-order logic with (deterministic) transitive closure. Here we elaborate
this result, and match the number of heads to the arity of the transitive
closure. More precisely, first-order logic with k-ary deterministic transitive
closure has the same power as deterministic automata walking on their input
with k heads, additionally using a finite set of nested pebbles. This result is
valid for strings, ordered trees, and in general for families of graphs having
a fixed automaton that can be used to traverse the nodes of each of the graphs
in the family. Other examples of such families are grids, toruses, and
rectangular mazes. For nondeterministic automata, the logic is restricted to
positive occurrences of transitive closure.
The special case of k=1 for trees, shows that single-head deterministic
tree-walking automata with nested pebbles are characterized by first-order
logic with unary deterministic transitive closure. This refines our earlier
result that placed these automata between first-order and monadic second-order
logic on trees.Comment: Paper for Logical Methods in Computer Science, 27 pages, 1 figur
ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ ΠΊΠΎΠ½Π΅ΡΠ½ΡΡ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ² Π² Π»Π°Π±ΠΈΡΠΈΠ½ΡΠ°Ρ
The paper is devoted to the study of problems on the behavior of finite automata in mazes. For any n, a maze is constructed that can be bypassed with 2n stones but you canβt get around with n stones. The range of tasks is extensive and touches upon key aspects of theoretical Computer Science. Of course, the solution of such problems does not mean the automatic solution of complex problems of complexity theory, however, the consideration of these issues can have a positive impact on the understanding of the essence of theoretical Computer Science. It is hoped that the behavior of automata in mazes is a good model for non-trivial information theoretic problems, and the development of methods and approaches to the study of robot behavior will give more serious results in the future. Problems related to automaton analysis of geometric media have a rather rich history of study. The first work that gave rise to this kind of problems, it is necessary to recognize the work of Shannon [24]. It deals with a model of a mouse in the form of an automaton, which must find a specific target in the maze. Another early work, one way or another affecting our problems, is the work of Fisher [9] on computing systems with external memory in the form of a discrete plane. A serious impetus to the study of the behavior of automata in mazes was the work of Depp [7, 8], in which the following model is proposed: there is a certain configuration of cells from mathbbZ^2 (chess maze), in which finite automata, surveying some neighborhood of the cell in which they are, can move to an adjacent cell in one of four directions. The main question posed in such a model is whether there is an automaton that bypasses all such mazes. In [20], Muller constructed a flat trap for a given automaton (a maze that does not completely bypass) in the form of a 3-graph. Budach [5] constructed a chess trap for any given finite automaton. Note that Budachβs solution was quite complex (the first versions contained 175 pages). More visual solutions to this question are presented here [29, 31, 33, 34]. Antelman [2] estimated the complexity of such a trap by the number of cells, and in [1] Antelman, Budach, and Rollick made a finite trap for any finite automaton system. In the formulation with a chess maze and one automaton, there are a number of results related to the problems of traversability of labyrinths with different numbers of holes, with bundles of labyrinths by the number of States of the automaton, and other issues. An overview of such problems can be found for example here [35]. The impossibility of traversing all flat chess labyrinths with one automaton raised the question of studying the possible amplifications of the automaton model, which will solve the problem of traversal. The main way of strengthening can be the consideration of a collective of automata, instead of one automaton, interacting with each other. A special and widely used case is the consideration of a system of one full-fledged automaton and a certain number of automata of stones, which have no internal state and can move only together with the main automaton. Interaction between machines is a key feature of this gain, it is allowed to have a collective (or one machine with stones) external memory, thereby significantly diversifies its behavior. If you get rid of the interaction of automata, the resultingΒ independent system will be little better than a single machine. Next, we discuss the known results associated with the collective automata.Π Π°Π±ΠΎΡΠ° ΠΏΠΎΡΠ²ΡΡΠ΅Π½Π° ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ Π·Π°Π΄Π°Ρ ΠΎ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠΈ ΠΊΠΎΠ½Π΅ΡΠ½ΡΡ
Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ² Π² Π»Π°Π±ΠΈΡΠΈΠ½ΡΠ°Ρ
. ΠΠ»Ρ Π»ΡΠ±ΠΎΠ³ΠΎ n ΡΡΡΠΎΠΈΡΡΡ Π»Π°Π±ΠΈΡΠΈΠ½Ρ, ΠΊΠΎΡΠΎΡΡΠΉ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΠ±ΠΎΠΉΡΠΈ Ρ ΠΏΠΎΠΌΠΎΡΡΡ 2n ΠΊΠ°ΠΌΠ½Π΅ΠΉ Π½ΠΎ Π½Π΅Π»ΡΠ·Ρ ΠΎΠ±ΠΎΠΉΡΠΈ Ρ ΠΏΠΎΠΌΠΎΡΡΡ n ΠΊΠ°ΠΌΠ½Π΅ΠΉ. Π‘ΠΏΠ΅ΠΊΡΡ Π·Π°Π΄Π°Ρ ΠΎΠ±Ρ
ΠΎΠ΄Π° ΠΎΠ±ΡΠΈΡΠ΅Π½ ΠΈ Π·Π°ΡΡΠ°Π³ΠΈΠ²Π°Π΅Ρ ΠΊΠ»ΡΡΠ΅Π²ΡΠ΅ Π°ΡΠΏΠ΅ΠΊΡΡ ΡΠ΅ΠΎΡΠ΅ΡΠΈΡΠ΅ΡΠΊΠΎΠΉ Computer Science. ΠΠΎΠ½Π΅ΡΠ½ΠΎ, ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ ΡΠ°ΠΊΠΈΡ
Π·Π°Π΄Π°Ρ Π½Π΅ ΠΎΠ·Π½Π°ΡΠ°Π΅Ρ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ ΡΠ»ΠΎΠΆΠ½ΡΡ
ΠΏΡΠΎΠ±Π»Π΅ΠΌ ΡΠ΅ΠΎΡΠΈΠΈ ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΠΈ, ΡΠ΅ΠΌ Π½Π΅ ΠΌΠ΅Π½Π΅Π΅ ΡΠ°ΡΡΠΌΠΎΡΡΠ΅Π½ΠΈΠ΅ Π΄Π°Π½Π½ΡΡ
Π²ΠΎΠΏΡΠΎΡΠΎΠ² ΠΌΠΎΠΆΠ΅Ρ ΠΏΠΎΠ»ΠΎΠΆΠΈΡΠ΅Π»ΡΠ½ΠΎ ΡΠΊΠ°Π·Π°ΡΡΡΡ Π½Π° ΠΏΠΎΠ½ΠΈΠΌΠ°Π½ΠΈΠΈ ΡΡΡΠΈ ΡΠ΅ΠΎΡΠ΅ΡΠΈΡΠ΅ΡΠΊΠΎΠΉ Computer Science. ΠΡΡΡ Π½Π°Π΄Π΅ΠΆΠ΄Π°, ΡΡΠΎ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ² Π² Π»Π°Π±ΠΈΡΠΈΠ½ΡΠ°Ρ
ΡΠ²Π»ΡΠ΅ΡΡΡ Ρ
ΠΎΡΠΎΡΠ΅ΠΉ ΠΌΠΎΠ΄Π΅Π»ΡΡ Π΄Π»Ρ Π½Π΅ΡΡΠΈΠ²ΠΈΠ°Π»ΡΠ½ΡΡ
ΡΠ΅ΠΎΡΠ΅ΡΠΈΠΊΠΎ-ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΎΠ½Π½ΡΡ
Π·Π°Π΄Π°Ρ, ΠΈ ΠΎΡΡΠ°Π±ΠΎΡΠΊΠ° ΠΌΠ΅ΡΠΎΠ΄ΠΎΠ² ΠΈ ΠΏΠΎΠ΄Ρ
ΠΎΠ΄ΠΎΠ² ΠΊ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΡ ΡΠΎΠ±ΠΎΡΠΎΠ² Π΄Π°ΡΡ Π±ΠΎΠ»Π΅Π΅ ΡΠ΅ΡΡΠ΅Π·Π½ΡΠ΅ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΡ Ρ Π±ΡΠ΄ΡΡΠ΅ΠΌ. ΠΠ°Π΄Π°ΡΠΈ ΡΠ²ΡΠ·Π°Π½Π½ΡΠ΅ c Π°Π²ΡΠΎΠΌΠ°ΡΠ½ΡΠΌ Π°Π½Π°Π»ΠΈΠ·ΠΎΠΌ Π³Π΅ΠΎΠΌΠ΅ΡΡΠΈΡΠ΅ΡΠΊΠΈΡ
ΡΡΠ΅Π΄ ΠΈΠΌΠ΅ΡΡ Π΄ΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ Π±ΠΎΠ³Π°ΡΡΡ ΠΈΡΡΠΎΡΠΈΡ ΠΈΠ·ΡΡΠ΅Π½ΠΈΡ. ΠΠ΅ΡΠ²ΠΎΠΉ ΡΠ°Π±ΠΎΡΠΎΠΉ, Π΄Π°Π²ΡΠ΅ΠΉ Π½Π°ΡΠ°Π»ΠΎ ΠΏΠΎΠ΄ΠΎΠ±Π½ΠΎΠ³ΠΎ ΡΠΎΠ΄Π° Π·Π°Π΄Π°ΡΠ°ΠΌ, ΡΡΠΎΠΈΡ ΠΏΡΠΈΠ·Π½Π°ΡΡ ΡΠ°Π±ΠΎΡΡ Π¨Π΅Π½Π½ΠΎΠ½Π° [24]. Π Π½Π΅ΠΉ ΡΠ°ΡΡΠΌΠ°ΡΡΠΈΠ²Π°Π΅ΡΡΡ ΠΌΠΎΠ΄Π΅Π»Ρ ΠΌΡΡΠΈ Π² Π²ΠΈΠ΄Π΅ Π°Π²ΡΠΎΠΌΠ°ΡΠ°, ΠΊΠΎΡΠΎΡΠ°Ρ Π΄ΠΎΠ»ΠΆΠ½Π° Π½Π°ΠΉΡΠΈ ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½Π½ΡΡ ΡΠ΅Π»Ρ Π² Π»Π°Π±ΠΈΡΠΈΠ½ΡΠ΅. ΠΡΡΠ³Π°Ρ ΡΠ°Π½Π½ΡΡ ΡΠ°Π±ΠΎΡΠ°, ΡΠ°ΠΊ ΠΈΠ»ΠΈ ΠΈΠ½Π°ΡΠ΅ Π·Π°ΡΡΠ°Π³ΠΈΠ²Π°ΡΡΠ°Ρ Π½Π°ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ°ΡΠΈΠΊΡ, ΡΡΠΎ ΡΠ°Π±ΠΎΡΠ° Π€ΠΈΡΠ΅ΡΠ° [9] ΠΎ Π²ΡΡΠΈΡΠ»ΠΈΡΠ΅Π»ΡΠ½ΡΡ
ΡΠΈΡΡΠ΅ΠΌΠ°Ρ
Ρ Π²Π½Π΅ΡΠ½Π΅ΠΉ ΠΏΠ°ΠΌΡΡΡΡ Π² Π²ΠΈΠ΄Π΅ Π΄ΠΈΡΠΊΡΠ΅ΡΠ½ΠΎΠΉ ΠΏΠ»ΠΎΡΠΊΠΎΡΡΠΈ. Π‘Π΅ΡΡΡΠ·Π½ΡΠΌ ΡΠΎΠ»ΡΠΊΠΎΠΌ ΠΊ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΡ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ² Π² Π»Π°Π±ΠΈΡΠΈΠ½ΡΠ°Ρ
ΠΏΠΎΡΠ»ΡΠΆΠΈΠ»Π° ΡΠ°Π±ΠΎΡΡ ΠΠ΅ΠΏΠΏΠ° [7, 8], Π² ΠΊΠΎΡΠΎΡΡΡ
ΠΏΡΠ΅Π΄Π»ΠΎΠΆΠ΅Π½Π° ΡΠ»Π΅Π΄ΡΡΡΠ°Ρ ΠΌΠΎΠ΄Π΅Π»Ρ: ΠΈΠΌΠ΅Π΅ΡΡΡ Π½Π΅ΠΊΠΎΡΠΎΡΠ°Ρ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ ΠΊΠ»Π΅ΡΠΎΠΊ ΠΈΠ· Z^2 (ΡΠ°Ρ
ΠΌΠ°ΡΠ½ΡΠΉ Π»Π°Π±ΠΈΡΠΈΠ½Ρ), Π² ΠΊΠΎΡΠΎΡΠΎΠΉ ΠΊΠΎΠ½Π΅ΡΠ½ΡΠ΅ Π°Π²ΡΠΎΠΌΠ°ΡΡ, ΠΎΠ±ΠΎΠ·ΡΠ΅Π²Π°Ρ Π½Π΅ΠΊΠΎΡΠΎΡΡΡ ΠΎΠΊΡΠ΅ΡΡΠ½ΠΎΡΡΡ ΠΊΠ»Π΅ΡΠΊΠΈ, Π² ΠΊΠΎΡΠΎΡΠΎΠΉ ΠΎΠ½ΠΈ Π½Π°Ρ
ΠΎΠ΄ΡΡΡΡ, ΠΌΠΎΠ³ΡΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅ΡΠ°ΡΡΡΡ Π² ΡΠΎΡΠ΅Π΄Π½ΡΡ ΠΊΠ»Π΅ΡΠΊΡ Π² ΠΎΠ΄Π½ΠΎΠΌ ΠΈΠ· ΡΠ΅ΡΡΡΡΡ
Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΉ. ΠΡΠ½ΠΎΠ²Π½ΠΎΠΉ Π²ΠΎΠΏΡΠΎΡ, ΠΊΠΎΡΠΎΡΡΠΉ ΡΡΠ°Π²ΠΈΡΡΡ Π² ΠΏΠΎΠ΄ΠΎΠ±Π½ΠΎΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ, ΡΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ Π»ΠΈ Π°Π²ΡΠΎΠΌΠ°Ρ ΠΎΠ±Ρ
ΠΎΠ΄ΡΡΠΈΠΉ Π²ΡΠ΅ ΠΏΠΎΠ΄ΠΎΠ±Π½ΡΠ΅ Π»Π°Π±ΠΈΡΠΈΠ½ΡΡ. Π [20] ΠΡΠ»Π»Π΅Ρ ΠΏΠΎΡΡΡΠΎΠΈΠ» Π΄Π»Ρ Π·Π°Π΄Π°Π½Π½ΠΎΠ³ΠΎ Π°Π²ΡΠΎΠΌΠ°ΡΠ° ΠΏΠ»ΠΎΡΠΊΡΡ Π»ΠΎΠ²ΡΡΠΊΡ (Π»Π°Π±ΠΈΡΠΈΠ½Ρ ΠΊΠΎΡΠΎΡΡΠΉ ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΡΡΡ Π½Π΅ ΠΏΠΎΠ»Π½ΠΎΡΡΡΡ) Π² Π²ΠΈΠ΄Π΅ 3-Π³ΡΠ°ΡΠ°. ΠΡΠ΄Π°Ρ
[5] ΠΏΠΎΡΡΡΠΎΠΈΠ» ΡΠ°Ρ
ΠΌΠ°ΡΠ½ΡΡ Π»ΠΎΠ²ΡΡΠΊΡ Π΄Π»Ρ Π»ΡΠ±ΠΎΠ³ΠΎ Π·Π°Π΄Π°Π½Π½ΠΎΠ³ΠΎ ΠΊΠΎΠ½Π΅ΡΠ½ΠΎΠ³ΠΎ Π°Π²ΡΠΎΠΌΠ°ΡΠ°. ΠΡΠΌΠ΅ΡΠΈΠΌ, ΡΡΠΎ ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ ΠΡΠ΄Π°Ρ
Π° Π±ΡΠ»ΠΎ Π΄ΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ ΡΠ»ΠΎΠΆΠ½ΡΠΌ (ΠΏΠ΅ΡΠ²ΡΠ΅ Π²Π°ΡΠΈΠ°Π½ΡΡ ΡΠΎΠ΄Π΅ΡΠΆΠ°Π»ΠΈ 175 ΡΡΡΠ°Π½ΠΈΡ). ΠΠΎΠ»Π΅Π΅ Π½Π°Π³Π»ΡΠ΄Π½ΡΠ΅ ΡΠ΅ΡΠ΅Π½ΠΈΡ Π΄Π°Π½Π½ΠΎΠ³ΠΎ Π²ΠΎΠΏΡΠΎΡΠ° ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½Ρ Π·Π΄Π΅ΡΡ [29, 31, 33, 34]. ΠΠ½ΡΠ΅Π»ΡΠΌΠ°Π½ [2] ΠΎΡΠ΅Π½ΠΈΠ» ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΡ ΠΏΠΎΠ΄ΠΎΠ±Π½ΠΎΠΉ Π»ΠΎΠ²ΡΡΠΊΠΈ ΠΏΠΎ ΡΠΈΡΠ»Ρ ΠΊΠ»Π΅ΡΠΎΠΊ, Π° Π² [1] ΠΠ½ΡΠ΅Π»ΡΠΌΠ°Π½, ΠΡΠ΄Π°Ρ
ΠΈ Π ΠΎΠ»Π»ΠΈΠΊ ΡΠ΄Π΅Π»Π°Π»ΠΈ ΠΊΠΎΠ½Π΅ΡΠ½ΡΡ Π»ΠΎΠ²ΡΡΠΊΡ Π΄Π»Ρ Π»ΡΠ±ΠΎΠΉ ΠΊΠΎΠ½Π΅ΡΠ½ΠΎΠΉ ΡΠΈΡΡΠ΅ΠΌΡ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ². Π ΠΏΠΎΡΡΠ°Π½ΠΎΠ²ΠΊΠ΅ Ρ ΡΠ°Ρ
ΠΌΠ°ΡΠ½ΡΠΌ Π»Π°Π±ΠΈΡΠΈΠ½ΡΠΎΠΌ ΠΈ ΠΎΠ΄Π½ΠΈΠΌ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠΌ Π΅ΡΡΡ Π΅ΡΡ ΡΡΠ΄ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΠΎΠ², ΡΠ²ΡΠ·Π°Π½Π½ΡΡ
Ρ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ°ΠΌΠΈ ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΠΌΠΎΡΡΠΈ Π»Π°Π±ΠΈΡΠΈΠ½ΡΠΎΠ² Ρ ΡΠ°Π·Π»ΠΈΡΠ½ΡΠΌΠΈ ΡΠΈΡΠ»ΠΎΠΌ Π΄ΡΡ, Ρ ΡΠ°ΡΡΠ»ΠΎΠ΅Π½ΠΈΡΠΌΠΈ Π»Π°Π±ΠΈΡΠΈΠ½ΡΠΎΠ² ΠΏΠΎ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ Π°Π²ΡΠΎΠΌΠ°ΡΠ° ΠΈ Π΄ΡΡΠ³ΠΈΠΌΠΈ Π²ΠΎΠΏΡΠΎΡΠ°ΠΌΠΈ. ΠΠ±Π·ΠΎΡ ΠΏΠΎΠ΄ΠΎΠ±Π½ΡΡ
ΠΏΡΠΎΠ±Π»Π΅ΠΌ ΠΌΠΎΠΆΠ½ΠΎ Π½Π°ΠΉΡΠΈ Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ Π·Π΄Π΅ΡΡ [35]. ΠΠ΅Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡ ΠΎΠ±Ρ
ΠΎΠ΄Π° Π²ΡΠ΅Ρ
ΠΏΠ»ΠΎΡΠΊΠΈΡ
ΡΠ°Ρ
ΠΌΠ°ΡΠ½ΡΡ
Π»Π°Π±ΠΈΡΠΈΠ½ΡΠΎΠ² ΠΎΠ΄Π½ΠΈΠΌ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠΌ Π²ΡΠ΄Π²ΠΈΠ½ΡΠ»Π° Π²ΠΎΠΏΡΠΎΡ ΠΎΠ± ΠΈΠ·ΡΡΠ΅Π½ΠΈΠΈ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΡΡ
ΡΡΠΈΠ»Π΅Π½ΠΈΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ Π°Π²ΡΠΎΠΌΠ°ΡΠ°, ΠΊΠΎΡΠΎΡΠ°Ρ ΡΠ΅ΡΠΈΡ Π·Π°Π΄Π°ΡΡ ΠΎΠ±Ρ
ΠΎΠ΄Π°. ΠΡΠ½ΠΎΠ²Π½ΡΠΌ ΡΠΏΠΎΡΠΎΠ±ΠΎΠΌ ΡΡΠΈΠ»Π΅Π½ΠΈΡ ΠΌΠΎΠΆΠ΅Ρ ΡΠ²Π»ΡΡΡΡΡ ΡΠ°ΡΡΠΌΠΎΡΡΠ΅Π½ΠΈΠ΅ ΠΊΠΎΠ»Π»Π΅ΠΊΡΠΈΠ²Π° Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ²,Π²ΠΌΠ΅ΡΡΠΎ ΠΎΠ΄Π½ΠΎΠ³ΠΎ Π°Π²ΡΠΎΠΌΠ°ΡΠ°, Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΡΡΡΠΈΡ
ΠΌΠ΅ΠΆΠ΄Ρ ΡΠΎΠ±ΠΎΠΉ. Π§Π°ΡΡΠ½ΡΠΌ ΠΈ ΡΠΈΡΠΎΠΊΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌΡΠΌ ΡΠ»ΡΡΠ°Π΅ΠΌ ΡΠ²Π»ΡΠ΅ΡΡΡ ΡΠ°ΡΡΠΌΠΎΡΡΠ΅Π½ΠΈΠ΅ ΡΠΈΡΡΠ΅ΠΌΡ ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΠΏΠΎΠ»Π½ΠΎΡΠ΅Π½Π½ΠΎΠ³ΠΎ Π°Π²ΡΠΎΠΌΠ°ΡΠ° ΠΈ Π½Π΅ΠΊΠΎΡΠΎΡΠΎΠ³ΠΎ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²Π° Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ² ΠΊΠ°ΠΌΠ½Π΅ΠΉ, ΠΊΠΎΡΠΎΡΡΠ΅ Π½Π΅ ΠΈΠΌΠ΅ΡΡ Π²Π½ΡΡΡΠ΅Π½Π½Π΅Π³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ ΠΈ ΠΌΠΎΠ³ΡΡ ΠΏΠ΅ΡΠ΅Π΄Π²ΠΈΠ³Π°ΡΡΡΡ ΡΠΎΠ»ΡΠΊΠΎ ΡΠΎΠ²ΠΌΠ΅ΡΡΠ½ΠΎ Ρ Π³Π»Π°Π²Π½ΡΠΌ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠΌ. ΠΠ·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ Π°Π²ΡΠΎΠΌΠ°ΡΠ°ΠΌΠΈ ΡΠ²Π»ΡΠ΅ΡΡΡ ΠΊΠ»ΡΡΠ΅Π²ΠΎΠΉ ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΡΡ Π΄Π°Π½Π½ΠΎΠ³ΠΎ ΡΡΠΈΠ»Π΅Π½ΠΈΡ, ΠΎΠ½ΠΎ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΠ΅ΡΡΡ ΠΈΠΌΠ΅ΡΡ ΠΊΠΎΠ»Π»Π΅ΠΊΡΠΈΠ²Ρ (ΠΈΠ»ΠΈ ΠΎΠ΄Π½ΠΎΠΌΡ Π°Π²ΡΠΎΠΌΠ°ΡΡ Ρ ΠΊΠ°ΠΌΠ½ΡΠΌΠΈ) Π²Π½Π΅ΡΠ½ΡΡ ΠΏΠ°ΠΌΡΡΡ, ΡΠ΅ΠΌ ΡΠ°ΠΌΡΠΌ ΡΡΡΠ΅ΡΡΠ²Π΅Π½Π½ΠΎ ΡΠ°Π·Π½ΠΎΠΎΠ±ΡΠ°Π·ΠΈΡ Π΅Π³ΠΎ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅. ΠΡΠ»ΠΈ ΠΎΡ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΡ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ² ΠΈΠ·Π±Π°Π²ΠΈΡΡΡΡ, ΡΠΎ ΠΏΠΎΠ»ΡΡΠ΅Π½Π½Π°Ρ Π½Π΅Π·Π°Π²ΠΈΡΠΈΠΌΠ°Ρ ΡΠΈΡΡΠ΅ΠΌΠ° Π±ΡΠ΄Π΅Ρ Π½Π΅ΠΌΠ½ΠΎΠ³ΠΈΠΌ Π»ΡΡΡΠ΅ ΠΎΠ΄Π½ΠΎΠ³ΠΎ Π°Π²ΡΠΎΠΌΠ°ΡΠ°. ΠΠ°Π»Π΅Π΅ ΠΎΠ±ΡΡΠ΄ΠΈΠΌ ΠΈΠ·Π²Π΅ΡΡΠ½ΡΠ΅ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΡ ΡΠ²ΡΠ·Π°Π½Π½ΡΠ΅ Ρ ΠΊΠΎΠ»Π»Π΅ΠΊΡΠΈΠ²ΠΎΠΌ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠ²
Tight bounds for undirected graph exploration with pebbles and multiple agents
We study the problem of deterministically exploring an undirected and
initially unknown graph with vertices either by a single agent equipped
with a set of pebbles, or by a set of collaborating agents. The vertices of the
graph are unlabeled and cannot be distinguished by the agents, but the edges
incident to a vertex have locally distinct labels. The graph is explored when
all vertices have been visited by at least one agent. In this setting, it is
known that for a single agent without pebbles bits of memory
are necessary and sufficient to explore any graph with at most vertices. We
are interested in how the memory requirement decreases as the agent may mark
vertices by dropping and retrieving distinguishable pebbles, or when multiple
agents jointly explore the graph. We give tight results for both questions
showing that for a single agent with constant memory
pebbles are necessary and sufficient for exploration. We further prove that the
same bound holds for the number of collaborating agents needed for exploration.
For the upper bound, we devise an algorithm for a single agent with constant
memory that explores any -vertex graph using
pebbles, even when is unknown. The algorithm terminates after polynomial
time and returns to the starting vertex. Since an additional agent is at least
as powerful as a pebble, this implies that agents
with constant memory can explore any -vertex graph. For the lower bound, we
show that the number of agents needed for exploring any graph of size is
already when we allow each agent to have at most
bits of memory for any .
This also implies that a single agent with sublogarithmic memory needs
pebbles to explore any -vertex graph