3 research outputs found

    Fault Tolerant Network Constructors

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    In this work, we consider adversarial crash faults of nodes in the network constructors model [[Michail and Spirakis, 2016]]. We first show that, without further assumptions, the class of graph languages that can be (stably) constructed under crash faults is non-empty but small. In particular, if an unbounded number of crash faults may occur, we prove that (i) the only constructible graph language is that of spanning cliques and (ii) a strong impossibility result holds even if the size of the graphs that the protocol outputs in populations of size nn need only grow with nn (the remaining nodes being waste). When there is a finite upper bound ff on the number of faults, we show that it is impossible to construct any non-hereditary graph language. On the positive side, by relaxing our requirements we prove that: (i) permitting linear waste enables to construct on n/(2f)fn/(2f)-f nodes, any graph language that is constructible in the fault-free case, (ii) partial constructibility (i.e. not having to generate all graphs in the language) allows the construction of a large class of graph languages. We then extend the original model with a minimal form of fault notifications. Our main result here is a fault-tolerant universal constructor: We develop a fault-tolerant protocol for spanning line and use it to simulate a linear-space Turing Machine MM. This allows a fault-tolerant construction of any graph accepted by MM in linear space, with waste min{n/2+f(n),  n}min\{n/2+f(n),\; n\}, where f(n)f(n) is the number of faults in the execution. We then prove that increasing the permissible waste to min{2n/3+f(n),  n}min\{2n/3+f(n),\; n\} allows the construction of graphs accepted by an O(n2)O(n^2)-space Turing Machine, which is asymptotically the maximum simulation space that we can hope for in this model. Finally, we show that logarithmic local memories can be exploited for a no-waste fault-tolerant simulation of any such protocol

    Pushing Lines Helps: Efficient Universal Centralised Transformations for Programmable Matter

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    In this paper, we study a discrete system of entities residing on a two-dimensional square grid. Each entity is modelled as a node occupying a distinct cell of the grid. The set of all nn nodes forms initially a connected shape AA. Entities are equipped with a linear-strength pushing mechanism that can push a whole line of entities, from 1 to nn, in parallel in a single time-step. A target connected shape BB is also provided and the goal is to \emph{transform} AA into BB via a sequence of line movements. Existing models based on local movement of individual nodes, such as rotating or sliding a single node, can be shown to be special cases of the present model, therefore their (inefficient, Θ(n2)\Theta(n^2)) \emph{universal transformations} carry over. Our main goal is to investigate whether the parallelism inherent in this new type of movement can be exploited for efficient, i.e., sub-quadratic worst-case, transformations. As a first step towards this, we restrict attention solely to centralised transformations and leave the distributed case as a direction for future research. Our results are positive. By focusing on the apparently hard instance of transforming a diagonal AA into a straight line BB, we first obtain transformations of time O(nn)O(n\sqrt{n}) without and with preserving the connectivity of the shape throughout the transformation. Then, we further improve by providing two O(nlogn)O(n\log n)-time transformations for this problem. By building upon these ideas, we first manage to develop an O(nn)O(n\sqrt{n})-time universal transformation. Our main result is then an O(nlogn) O(n \log n) -time universal transformation. We leave as an interesting open problem a suspected Ω(nlogn)\Omega(n\log n)-time lower bound.Comment: 40 pages, 27 figure

    Distributed leader election and computation of local identifiers for programmable matter

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    International audienceThe context of this paper is programmable matter, which consists of a set of computational elements, called particles, in an infinite graph. The considered infinite graphs are the square, triangular and king grids. Each particle occupies one vertex, can communicate with the adjacent particles, has the same clockwise direction and knows the local positions of neighborhood particles. Under these assumptions, we describe a new leader election algorithm affecting a variable to the particles, called the k-local identifier, in such a way that particles at close distance have each a different k-local identifier. For all the presented algorithms, the particles only need a O(1)-memory space
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