13 research outputs found

    Time-Energy Tradeoffs for Evacuation by Two Robots in the Wireless Model

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    Two robots stand at the origin of the infinite line and are tasked with searching collaboratively for an exit at an unknown location on the line. They can travel at maximum speed bb and can change speed or direction at any time. The two robots can communicate with each other at any distance and at any time. The task is completed when the last robot arrives at the exit and evacuates. We study time-energy tradeoffs for the above evacuation problem. The evacuation time is the time it takes the last robot to reach the exit. The energy it takes for a robot to travel a distance xx at speed ss is measured as xs2xs^2. The total and makespan evacuation energies are respectively the sum and maximum of the energy consumption of the two robots while executing the evacuation algorithm. Assuming that the maximum speed is bb, and the evacuation time is at most cdcd, where dd is the distance of the exit from the origin, we study the problem of minimizing the total energy consumption of the robots. We prove that the problem is solvable only for bc3bc \geq 3. For the case bc=3bc=3, we give an optimal algorithm, and give upper bounds on the energy for the case bc>3bc>3. We also consider the problem of minimizing the evacuation time when the available energy is bounded by Δ\Delta. Surprisingly, when Δ\Delta is a constant, independent of the distance dd of the exit from the origin, we prove that evacuation is possible in time O(d3/2logd)O(d^{3/2}\log d), and this is optimal up to a logarithmic factor. When Δ\Delta is linear in dd, we give upper bounds on the evacuation time.Comment: This is the full version of the paper with the same title which will appear in the proceedings of the 26th International Colloquium on Structural Information and Communication Complexity (SIROCCO'19) L'Aquila, Italy during July 1-4, 201

    Exploring Graphs with Time Constraints by Unreliable Collections of Mobile Robots

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    A graph environment must be explored by a collection of mobile robots. Some of the robots, a priori unknown, may turn out to be unreliable. The graph is weighted and each node is assigned a deadline. The exploration is successful if each node of the graph is visited before its deadline by a reliable robot. The edge weight corresponds to the time needed by a robot to traverse the edge. Given the number of robots which may crash, is it possible to design an algorithm, which will always guarantee the exploration, independently of the choice of the subset of unreliable robots by the adversary? We find the optimal time, during which the graph may be explored. Our approach permits to find the maximal number of robots, which may turn out to be unreliable, and the graph is still guaranteed to be explored. We concentrate on line graphs and rings, for which we give positive results. We start with the case of the collections involving only reliable robots. We give algorithms finding optimal times needed for exploration when the robots are assigned to fixed initial positions as well as when such starting positions may be determined by the algorithm. We extend our consideration to the case when some number of robots may be unreliable. Our most surprising result is that solving the line exploration problem with robots at given positions, which may involve crash-faulty ones, is NP-hard. The same problem has polynomial solutions for a ring and for the case when the initial robots' positions on the line are arbitrary. The exploration problem is shown to be NP-hard for star graphs, even when the team consists of only two reliable robots

    Parallel Search with no Coordination

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    We consider a parallel version of a classical Bayesian search problem. kk agents are looking for a treasure that is placed in one of the boxes indexed by N+\mathbb{N}^+ according to a known distribution pp. The aim is to minimize the expected time until the first agent finds it. Searchers run in parallel where at each time step each searcher can "peek" into a box. A basic family of algorithms which are inherently robust is \emph{non-coordinating} algorithms. Such algorithms act independently at each searcher, differing only by their probabilistic choices. We are interested in the price incurred by employing such algorithms when compared with the case of full coordination. We first show that there exists a non-coordination algorithm, that knowing only the relative likelihood of boxes according to pp, has expected running time of at most 10+4(1+1k)2T10+4(1+\frac{1}{k})^2 T, where TT is the expected running time of the best fully coordinated algorithm. This result is obtained by applying a refined version of the main algorithm suggested by Fraigniaud, Korman and Rodeh in STOC'16, which was designed for the context of linear parallel search.We then describe an optimal non-coordinating algorithm for the case where the distribution pp is known. The running time of this algorithm is difficult to analyse in general, but we calculate it for several examples. In the case where pp is uniform over a finite set of boxes, then the algorithm just checks boxes uniformly at random among all non-checked boxes and is essentially 22 times worse than the coordinating algorithm.We also show simple algorithms for Pareto distributions over MM boxes. That is, in the case where p(x)1/xbp(x) \sim 1/x^b for 0<b<10< b < 1, we suggest the following algorithm: at step tt choose uniformly from the boxes unchecked in 1,...,min(M,t/σ){1, . . . ,min(M, \lfloor t/\sigma\rfloor)}, where σ=b/(b+k1)\sigma = b/(b + k - 1). It turns out this algorithm is asymptotically optimal, and runs about 2+b2+b times worse than the case of full coordination

    Rendezvous on a Line by Location-Aware Robots Despite the Presence of Byzantine Faults

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    A set of mobile robots is placed at points of an infinite line. The robots are equipped with GPS devices and they may communicate their positions on the line to a central authority. The collection contains an unknown subset of "spies", i.e., byzantine robots, which are indistinguishable from the non-faulty ones. The set of the non-faulty robots need to rendezvous in the shortest possible time in order to perform some task, while the byzantine robots may try to delay their rendezvous for as long as possible. The problem facing a central authority is to determine trajectories for all robots so as to minimize the time until the non-faulty robots have rendezvoused. The trajectories must be determined without knowledge of which robots are faulty. Our goal is to minimize the competitive ratio between the time required to achieve the first rendezvous of the non-faulty robots and the time required for such a rendezvous to occur under the assumption that the faulty robots are known at the start. We provide a bounded competitive ratio algorithm, where the central authority is informed only of the set of initial robot positions, without knowing which ones or how many of them are faulty. When an upper bound on the number of byzantine robots is known to the central authority, we provide algorithms with better competitive ratios. In some instances we are able to show these algorithms are optimal

    Overcoming Probabilistic Faults in Disoriented Linear Search

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    We consider search by mobile agents for a hidden, idle target, placed on the infinite line. Feasible solutions are agent trajectories in which all agents reach the target sooner or later. A special feature of our problem is that the agents are pp-faulty, meaning that every attempt to change direction is an independent Bernoulli trial with known probability pp, where pp is the probability that a turn fails. We are looking for agent trajectories that minimize the worst-case expected termination time, relative to competitive analysis. First, we study linear search with one deterministic pp-faulty agent, i.e., with no access to random oracles, p(0,1/2)p\in (0,1/2). For this problem, we provide trajectories that leverage the probabilistic faults into an algorithmic advantage. Our strongest result pertains to a search algorithm (deterministic, aside from the adversarial probabilistic faults) which, as p0p\to 0, has optimal performance 4.59112+ϵ4.59112+\epsilon, up to the additive term ϵ\epsilon that can be arbitrarily small. Additionally, it has performance less than 99 for p0.390388p\leq 0.390388. When p1/2p\to 1/2, our algorithm has performance Θ(1/(12p))\Theta(1/(1-2p)), which we also show is optimal up to a constant factor. Second, we consider linear search with two pp-faulty agents, p(0,1/2)p\in (0,1/2), for which we provide three algorithms of different advantages, all with a bounded competitive ratio even as p1/2p\rightarrow 1/2. Indeed, for this problem, we show how the agents can simulate the trajectory of any 00-faulty agent (deterministic or randomized), independently of the underlying communication model. As a result, searching with two agents allows for a solution with a competitive ratio of 9+ϵ9+\epsilon, or a competitive ratio of 4.59112+ϵ4.59112+\epsilon. Our final contribution is a novel algorithm for searching with two pp-faulty agents that achieves a competitive ratio 3+4p(1p)3+4\sqrt{p(1-p)}

    Linear search with terrain-dependent speeds

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    We revisit the linear search problem where a robot, initially placed at the origin on an infinite line, tries to locate a stationary tar-get placed at an unknown position on the line. Unlike previous studies, in which the robot travels along the line at a constant speed, we con-sider settings where the robot’s speed can depend on the direction of travel along the line, or on the profile of the terrain, e.g. when the line is inclined, and the robot can accelerate. Our objective is to design search algorithms that achieve good competitive ratios for the time spent by the robot to complete its search versus the time spent by an omniscient robot that knows the location of the target. We consider several new robot mobility models in which the speed of the robot depends on the terrain. These include (1) different con-stant speeds for different directions, (2) speed with constant acceleration and/or variability depending on whether a certain segment has already been searched, (3) speed dependent on the incline of the terrain. We pro-vide both upper and lower bounds on the competitive ratios of search algorithms for these models, and in many cases, we derive optimal algo-rithms for the search time

    Evacuation of Equilateral Triangles by Mobile Agents of Limited Communication Range

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    We consider the problem of evacuating k2k \geq 2 mobile agents from a unit-sided equilateral triangle through an exit located at an unknown location on the perimeter of the triangle. The agents are initially located at the centroid of the triangle. An agent can move at speed at most one, and finds the exit only when it reaches the point where the exit is located. The agents can collaborate in the search for the exit. The goal of the {\em evacuation problem} is to minimize the evacuation time, defined as the worst-case time for {\em all} the agents to reach the exit. Two models of communication between agents have been studied before; {\em non-wireless} or {\em face-to-face communication} model and {\em wireless communication} model. In the former model, agents can exchange information about the location of the exit only if they are at the same point at the same time, whereas in the latter model, the agents can send and receive information about the exit at any time regardless of their positions in the domain. In this thesis, we propose a new and more realistic communication model: agents can communicate with other agents at distance at most rr with 0r10\leq r \leq 1. We propose and analyze several algorithms for the problem of evacuation by k2k \geq 2 agents in this model; our results indicate that the best strategy to be used varies depending on the values of rr and kk. For two agents, we give five strategies, the last of which achieves the best performance among all the five strategies for all sub-ranges of rr in the range 0<r10 < r \leq 1. We also show a lower bound on the evacuation time of two agents for any r2r 2 agents, we study three strategies for evacuation: in the first strategy, called {\sf X3C}, agents explore all three sides of the triangle before connecting to exchange information; in the second strategy, called {\sf X1C}, agents explore a single side of the triangle before connecting; in the third strategy, called {\sf CXP}, the agents travel to the perimeter to locations in which they are connected, and explore it while always staying connected. For 3 or 4 agents, we show that X3C works better than X1C for small values of rr, while X1C works better for larger values of rr. Finally, we show that for any rr, evacuation of k=6+2(1r1)k=6 +2\lceil(\frac{1}{r}-1)\rceil agents can be done using the CXP strategy in time 1+3/31+\sqrt{3}/3, which is optimal in terms of time, and asymptotically optimal in terms of the number of agents
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