31 research outputs found

    The coalescing-branching random walk on expanders and the dual epidemic process

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    Information propagation on graphs is a fundamental topic in distributed computing. One of the simplest models of information propagation is the push protocol in which at each round each agent independently pushes the current knowledge to a random neighbour. In this paper we study the so-called coalescing-branching random walk (COBRA), in which each vertex pushes the information to kk randomly selected neighbours and then stops passing information until it receives the information again. The aim of COBRA is to propagate information fast but with a limited number of transmissions per vertex per step. In this paper we study the cover time of the COBRA process defined as the minimum time until each vertex has received the information at least once. Our main result says that if GG is an nn-vertex rr-regular graph whose transition matrix has second eigenvalue λ\lambda, then the COBRA cover time of GG is O(log⁥n)\mathcal O(\log n ), if 1−λ1-\lambda is greater than a positive constant, and O((log⁥n)/(1−λ)3))\mathcal O((\log n)/(1-\lambda)^3)), if 1−λ≫log⁥(n)/n1-\lambda \gg \sqrt{\log( n)/n}. These bounds are independent of rr and hold for 3≀r≀n−13 \le r \le n-1. They improve the previous bound of O(log⁥2n)O(\log^2 n) for expander graphs. Our main tool in analysing the COBRA process is a novel duality relation between this process and a discrete epidemic process, which we call a biased infection with persistent source (BIPS). A fixed vertex vv is the source of an infection and remains permanently infected. At each step each vertex uu other than vv selects kk neighbours, independently and uniformly, and uu is infected in this step if and only if at least one of the selected neighbours has been infected in the previous step. We show the duality between COBRA and BIPS which says that the time to infect the whole graph in the BIPS process is of the same order as the cover time of the COBRA proces

    A general lower bound for collaborative tree exploration

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    We consider collaborative graph exploration with a set of kk 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 (k≀nk \leq \sqrt n) and large (k≄nk \geq n) teams of agents. Remarkably, our bounds tightly connect to existing results in both domains. First, we significantly extend a lower bound of Ω(log⁥k/log⁥log⁥k)\Omega(\log k / \log\log k) by Dynia et al. on the competitive ratio of a collaborative tree exploration strategy to the range k≀nlog⁥cnk \leq n \log^c n for any c∈Nc \in \mathbb{N}. 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 k=Dn1+o(1)k = Dn^{1+o(1)} agents has a competitive ratio of ω(1)\omega(1), while Dereniowski et al. gave an algorithm with k=Dn1+Δk = Dn^{1+\varepsilon} agents and competitive ratio O(1)O(1), for any Δ>0\varepsilon > 0 and with DD denoting the diameter of the graph. Lastly, we show that, for any exploration algorithm using k=nk = n agents, there exist trees of arbitrarily large height DD that require Ω(D2)\Omega(D^2) rounds, and we provide a simple algorithm that matches this bound for all trees

    Collaborative search on the plane without communication

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    We generalize the classical cow-path problem [7, 14, 38, 39] into a question that is relevant for collective foraging in animal groups. Specifically, we consider a setting in which k identical (probabilistic) agents, initially placed at some central location, collectively search for a treasure in the two-dimensional plane. The treasure is placed at a target location by an adversary and the goal is to find it as fast as possible as a function of both k and D, where D is the distance between the central location and the target. This is biologically motivated by cooperative, central place foraging such as performed by ants around their nest. In this type of search there is a strong preference to locate nearby food sources before those that are further away. Our focus is on trying to find what can be achieved if communication is limited or altogether absent. Indeed, to avoid overlaps agents must be highly dispersed making communication difficult. Furthermore, if agents do not commence the search in synchrony then even initial communication is problematic. This holds, in particular, with respect to the question of whether the agents can communicate and conclude their total number, k. It turns out that the knowledge of k by the individual agents is crucial for performance. Indeed, it is a straightforward observation that the time required for finding the treasure is Ω\Omega(D + D 2 /k), and we show in this paper that this bound can be matched if the agents have knowledge of k up to some constant approximation. We present an almost tight bound for the competitive penalty that must be paid, in the running time, if agents have no information about k. Specifically, on the negative side, we show that in such a case, there is no algorithm whose competitiveness is O(log k). On the other hand, we show that for every constant \epsilon \textgreater{} 0, there exists a rather simple uniform search algorithm which is O(log⁥1+Ï”k)O( \log^{1+\epsilon} k)-competitive. In addition, we give a lower bound for the setting in which agents are given some estimation of k. As a special case, this lower bound implies that for any constant \epsilon \textgreater{} 0, if each agent is given a (one-sided) kÏ”k^\epsilon-approximation to k, then the competitiveness is Ω\Omega(log k). Informally, our results imply that the agents can potentially perform well without any knowledge of their total number k, however, to further improve, they must be given a relatively good approximation of k. Finally, we propose a uniform algorithm that is both efficient and extremely simple suggesting its relevance for actual biological scenarios

    Parallel Exhaustive Search without Coordination

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    We analyze parallel algorithms in the context of exhaustive search over totally ordered sets. Imagine an infinite list of "boxes", with a "treasure" hidden in one of them, where the boxes' order reflects the importance of finding the treasure in a given box. At each time step, a search protocol executed by a searcher has the ability to peek into one box, and see whether the treasure is present or not. By equally dividing the workload between them, kk searchers can find the treasure kk times faster than one searcher. However, this straightforward strategy is very sensitive to failures (e.g., crashes of processors), and overcoming this issue seems to require a large amount of communication. We therefore address the question of designing parallel search algorithms maximizing their speed-up and maintaining high levels of robustness, while minimizing the amount of resources for coordination. Based on the observation that algorithms that avoid communication are inherently robust, we analyze the best running time performance of non-coordinating algorithms. Specifically, we devise non-coordinating algorithms that achieve a speed-up of 9/89/8 for two searchers, a speed-up of 4/34/3 for three searchers, and in general, a speed-up of k4(1+1/k)2\frac{k}{4}(1+1/k)^2 for any k≄1k\geq 1 searchers. Thus, asymptotically, the speed-up is only four times worse compared to the case of full-coordination, and our algorithms are surprisingly simple and hence applicable. Moreover, these bounds are tight in a strong sense as no non-coordinating search algorithm can achieve better speed-ups. Overall, we highlight that, in faulty contexts in which coordination between the searchers is technically difficult to implement, intrusive with respect to privacy, and/or costly in term of resources, it might well be worth giving up on coordination, and simply run our non-coordinating exhaustive search algorithms

    Frog Model Wakeup Time on the Complete Graph

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    The frog model is a system of random walks where active particles set sleeping particles in motion. On the complete graph with n vertices it is equivalent to a well-understood rumor spreading model. We given an alternate and elementary proof that the wakeup time, that is, the expected time for every particle to be activated, is &Theta(log n). Additionally, we give an explicit distributional equation for the wakeup time as a mixture of geometric random variables
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