62 research outputs found

    Lower Bounds for Shoreline Searching With 2 or More Robots

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    Searching for a line on the plane with nn unit speed robots is a classic online problem that dates back to the 50's, and for which competitive ratio upper bounds are known for every n1n\geq 1. In this work we improve the best lower bound known for n=2n=2 robots from 1.5993 to 3. Moreover we prove that the competitive ratio is at least 3\sqrt{3} for n=3n=3 robots, and at least 1/cos(π/n)1/\cos(\pi/n) for n4n\geq 4 robots. Our lower bounds match the best upper bounds known for n4n\geq 4, hence resolving these cases. To the best of our knowledge, these are the first lower bounds proven for the cases n3n\geq 3 of this several decades old problem.Comment: This is an updated version of the paper with the same title which will appear in the proceedings of the 23rd International Conference on Principles of Distributed Systems (OPODIS 2019) Neuchatel, Switzerland, July 17-19, 201

    Almost-Optimal Deterministic Treasure Hunt in Arbitrary Graphs

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    A mobile agent navigating along edges of a simple connected graph, either finite or countably infinite, has to find an inert target (treasure) hidden in one of the nodes. This task is known as treasure hunt. The agent has no a priori knowledge of the graph, of the location of the treasure or of the initial distance to it. The cost of a treasure hunt algorithm is the worst-case number of edge traversals performed by the agent until finding the treasure. Awerbuch, Betke, Rivest and Singh [Baruch Awerbuch et al., 1999] considered graph exploration and treasure hunt for finite graphs in a restricted model where the agent has a fuel tank that can be replenished only at the starting node s. The size of the tank is B = 2(1+?)r, for some positive real constant ?, where r, called the radius of the graph, is the maximum distance from s to any other node. The tank of size B allows the agent to make at most {? B?} edge traversals between two consecutive visits at node s. Let e(d) be the number of edges whose at least one extremity is at distance less than d from s. Awerbuch, Betke, Rivest and Singh [Baruch Awerbuch et al., 1999] conjectured that it is impossible to find a treasure hidden in a node at distance at most d at cost nearly linear in e(d). We first design a deterministic treasure hunt algorithm working in the model without any restrictions on the moves of the agent at cost ?(e(d) log d), and then show how to modify this algorithm to work in the model from [Baruch Awerbuch et al., 1999] with the same complexity. Thus we refute the above twenty-year-old conjecture. We observe that no treasure hunt algorithm can beat cost ?(e(d)) for all graphs and thus our algorithms are also almost optimal

    Treasure Hunt with Barely Communicating Agents

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    Almost-Optimal Deterministic Treasure Hunt in Arbitrary Graphs

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    A mobile agent navigating along edges of a simple connected graph, either finite or countably infinite, has to find an inert target (treasure) hidden in one of the nodes. This task is known as treasure hunt. The agent has no a priori knowledge of the graph, of the location of the treasure or of the initial distance to it. The cost of a treasure hunt algorithm is the worst-case number of edge traversals performed by the agent until finding the treasure. Awerbuch, Betke, Rivest and Singh [3] considered graph exploration and treasure hunt for finite graphs in a restricted model where the agent has a fuel tank that can be replenished only at the starting node ss. The size of the tank is B=2(1+α)rB=2(1+\alpha)r, for some positive real constant α\alpha, where rr, called the radius of the graph, is the maximum distance from ss to any other node. The tank of size BB allows the agent to make at most B\lfloor B\rfloor edge traversals between two consecutive visits at node ss. Let e(d)e(d) be the number of edges whose at least one extremity is at distance less than dd from ss. Awerbuch, Betke, Rivest and Singh [3] conjectured that it is impossible to find a treasure hidden in a node at distance at most dd at cost nearly linear in e(d)e(d). We first design a deterministic treasure hunt algorithm working in the model without any restrictions on the moves of the agent at cost O(e(d)logd)\mathcal{O}(e(d) \log d), and then show how to modify this algorithm to work in the model from [3] with the same complexity. Thus we refute the above twenty-year-old conjecture. We observe that no treasure hunt algorithm can beat cost Θ(e(d))\Theta(e(d)) for all graphs and thus our algorithms are also almost optimal
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