1,941 research outputs found

    Rendezvous of Two Robots with Constant Memory

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    We study the impact that persistent memory has on the classical rendezvous problem of two mobile computational entities, called robots, in the plane. It is well known that, without additional assumptions, rendezvous is impossible if the entities are oblivious (i.e., have no persistent memory) even if the system is semi-synchronous (SSynch). It has been recently shown that rendezvous is possible even if the system is asynchronous (ASynch) if each robot is endowed with O(1) bits of persistent memory, can transmit O(1) bits in each cycle, and can remember (i.e., can persistently store) the last received transmission. This setting is overly powerful. In this paper we weaken that setting in two different ways: (1) by maintaining the O(1) bits of persistent memory but removing the communication capabilities; and (2) by maintaining the O(1) transmission capability and the ability to remember the last received transmission, but removing the ability of an agent to remember its previous activities. We call the former setting finite-state (FState) and the latter finite-communication (FComm). Note that, even though its use is very different, in both settings, the amount of persistent memory of a robot is constant. We investigate the rendezvous problem in these two weaker settings. We model both settings as a system of robots endowed with visible lights: in FState, a robot can only see its own light, while in FComm a robot can only see the other robot's light. We prove, among other things, that finite-state robots can rendezvous in SSynch, and that finite-communication robots are able to rendezvous even in ASynch. All proofs are constructive: in each setting, we present a protocol that allows the two robots to rendezvous in finite time.Comment: 18 pages, 3 figure

    Optimal Rendezvous L-Algorithms for Asynchronous Mobile Robots with External-Lights

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    We study the Rendezvous problem for two autonomous mobile robots in asynchronous settings with persistent memory called light. It is well known that Rendezvous is impossible in a basic model when robots have no lights, even if the system is semi-synchronous. On the other hand, Rendezvous is possible if robots have lights of various types with a constant number of colors. If robots can observe not only their own lights but also other robots\u27 lights, their lights are called full-light. If robots can only observe the state of other robots\u27 lights, the lights are called external-light. This paper focuses on robots with external-lights in asynchronous settings and a particular class of algorithms called L-algorithms, where an L-algorithm computes a destination based only on the current colors of observable lights. When considering L-algorithms, Rendezvous can be solved by robots with full-lights and three colors in general asynchronous settings (called ASYNC) and the number of colors is optimal under these assumptions. In contrast, there exist no L-algorithms in ASYNC with external-lights regardless of the number of colors. In this paper, extending the impossibility result, we show that there exist no L-algorithms in so-called LC-1-Bounded ASYNC with external-lights regardless of the number of colors, where LC-1-Bounded ASYNC is a proper subset of ASYNC and other robots can execute at most one Look operation between the Look operation of a robot and its subsequent Compute operation. We also show that LC-1-Bounded ASYNC is the minimal subclass in which no L-algorithms with external-lights exist. That is, Rendezvous can be solved by L-algorithms using external-lights with a finite number of colors in LC-0-Bounded ASYNC (equivalently LC-atomic ASYNC). Furthermore, we show that the algorithms are optimal in the number of colors they use

    A variant of the multi-agent rendezvous problem

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    The classical multi-agent rendezvous problem asks for a deterministic algorithm by which nn points scattered in a plane can move about at constant speed and merge at a single point, assuming each point can use only the locations of the others it sees when making decisions and that the visibility graph as a whole is connected. In time complexity analyses of such algorithms, only the number of rounds of computation required are usually considered, not the amount of computation done per round. In this paper, we consider Ω(n2logn)\Omega(n^2 \log n) points distributed independently and uniformly at random in a disc of radius nn and, assuming each point can not only see but also, in principle, communicate with others within unit distance, seek a randomised merging algorithm which asymptotically almost surely (a.a.s.) runs in time O(n), in other words in time linear in the radius of the disc rather than in the number of points. Under a precise set of assumptions concerning the communication capabilities of neighboring points, we describe an algorithm which a.a.s. runs in time O(n) provided the number of points is o(n3)o(n^3). Several questions are posed for future work.Comment: 18 pages, 3 figures. None of the authors has any previous experience in this area of research (multi-agent systems), hence we welcome any feedback from specialist

    Meeting in a Polygon by Anonymous Oblivious Robots

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    The Meeting problem for k2k\geq 2 searchers in a polygon PP (possibly with holes) consists in making the searchers move within PP, according to a distributed algorithm, in such a way that at least two of them eventually come to see each other, regardless of their initial positions. The polygon is initially unknown to the searchers, and its edges obstruct both movement and vision. Depending on the shape of PP, we minimize the number of searchers kk for which the Meeting problem is solvable. Specifically, if PP has a rotational symmetry of order σ\sigma (where σ=1\sigma=1 corresponds to no rotational symmetry), we prove that k=σ+1k=\sigma+1 searchers are sufficient, and the bound is tight. Furthermore, we give an improved algorithm that optimally solves the Meeting problem with k=2k=2 searchers in all polygons whose barycenter is not in a hole (which includes the polygons with no holes). Our algorithms can be implemented in a variety of standard models of mobile robots operating in Look-Compute-Move cycles. For instance, if the searchers have memory but are anonymous, asynchronous, and have no agreement on a coordinate system or a notion of clockwise direction, then our algorithms work even if the initial memory contents of the searchers are arbitrary and possibly misleading. Moreover, oblivious searchers can execute our algorithms as well, encoding information by carefully positioning themselves within the polygon. This code is computable with basic arithmetic operations, and each searcher can geometrically construct its own destination point at each cycle using only a compass. We stress that such memoryless searchers may be located anywhere in the polygon when the execution begins, and hence the information they initially encode is arbitrary. Our algorithms use a self-stabilizing map construction subroutine which is of independent interest.Comment: 37 pages, 9 figure

    Time Versus Cost Tradeoffs for Deterministic Rendezvous in Networks

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    Two mobile agents, starting from different nodes of a network at possibly different times, have to meet at the same node. This problem is known as rendezvous\mathit{rendezvous}. Agents move in synchronous rounds. Each agent has a distinct integer label from the set {1,,L}\{1,\dots,L\}. Two main efficiency measures of rendezvous are its time\mathit{time} (the number of rounds until the meeting) and its cost\mathit{cost} (the total number of edge traversals). We investigate tradeoffs between these two measures. A natural benchmark for both time and cost of rendezvous in a network is the number of edge traversals needed for visiting all nodes of the network, called the exploration time. Hence we express the time and cost of rendezvous as functions of an upper bound EE on the time of exploration (where EE and a corresponding exploration procedure are known to both agents) and of the size LL of the label space. We present two natural rendezvous algorithms. Algorithm Cheap\mathtt{Cheap} has cost O(E)O(E) (and, in fact, a version of this algorithm for the model where the agents start simultaneously has cost exactly EE) and time O(EL)O(EL). Algorithm Fast\mathtt{Fast} has both time and cost O(ElogL)O(E\log L). Our main contributions are lower bounds showing that, perhaps surprisingly, these two algorithms capture the tradeoffs between time and cost of rendezvous almost tightly. We show that any deterministic rendezvous algorithm of cost asymptotically EE (i.e., of cost E+o(E)E+o(E)) must have time Ω(EL)\Omega(EL). On the other hand, we show that any deterministic rendezvous algorithm with time complexity O(ElogL)O(E\log L) must have cost Ω(ElogL)\Omega (E\log L)
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