Motivated by concerns about diversity in social networks, we consider the following pattern formation problems in rings. Assume n mobile agents are located at the nodes of an n-node ring network. Each agent is assigned a colour from the set ( c_1, c_2, , c_q ). The ring is divided into k contiguous blocks or neighbourhoods of length p. The agents are required to rearrange themselves in a distributed manner to satisfy given diversity requirements: in each block j and for each colour (c_i ), there must be exactly (n_i(j) >0 ) agents of colour (c_i ) in block j. Agents are assumed to be able to see agents in adjacent blocks, and move to any position in adjacent blocks in one time step.
In discrete spaces, typically graphs like grids or rings, similar problems have been studied, see for example: gathering @cite_17 @cite_25 ; exploration @cite_21 ; pattern formation @cite_29 ; and deployment @cite_15 . Unlike in our paper, in all these studies, only a subset of the nodes of the graph is occupied by agents, and typically agents are identical, and not partitioned into colour classes.
@cite_29 @cite_21 @cite_15 @cite_25 @cite_17
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Two identical (anonymous) mobile agents start from arbitrary nodes in an a priori unknown graph and move synchronously from node to node with the goal of meeting. This rendezvous problem has been thoroughly studied, both for anonymous and for labeled agents, along with another basic task, that of exploring graphs by mobile agents. The rendezvous problem is known to be not easier than graph exploration. A well-known recent result on exploration, due to Reingold, states that deterministic exploration of arbitrary graphs can be performed in log-space, i.e., using an agent equipped with O(log n) bits of memory, where n is the size of the graph. In this paper we study the size of memory of mobile agents that permits us to solve the rendezvous problem deterministically. Our main result establishes the minimum size of the memory of anonymous agents that guarantees deterministic rendezvous when it is feasible. We show that this minimum size is Θ(log n), where n is the size of the graph, regardless of the delay between the starting times of the agents. More precisely, we construct identical agents equipped with Θ(log n) memory bits that solve the rendezvous problem in all graphs with at most n nodes, if they start with any delay τ, and we prove a matching lower bound Ω(log n) on the number of memory bits needed to accomplish rendezvous, even for simultaneous start. In fact, this lower bound is achieved already on the class of rings. This shows a significant contrast between rendezvous and exploration: e.g., while exploration of rings (without stopping) can be done using constant memory, rendezvous, even with simultaneous start, requires logarithmic memory. As a by-product of our techniques introduced to obtain log-space rendezvous we get the first algorithm to find a quotient graph of a given unlabeled graph in polynomial time, by means of a mobile agent moving around the graph. We consider the problem of gathering identical, memoryless, mobile agents in one node of an anonymous graph. Agents start from different nodes of the graph. They operate in Look-Compute-Move cycles and have to end up in the same node. In one cycle, an agent takes a snapshot of its immediate neighborhood (Look), makes a decision to stay idle or to move to one of its adjacent nodes (Compute), and in the latter case makes an instantaneous move to this neighbor (Move). Cycles are performed asynchronously for each agent. The novelty of our model with respect to the existing literature on gathering asynchronous oblivious agents in graphs is that the agents have very restricted perception capabilities: they can only see their immediate neighborhood. An initial configuration of agents is called gatherable if there exists an algorithm that gathers all the agents of the configuration in one node and keeps them idle from then on, regardless of the actions of the asynchronous adversary. (The algorithm can be even tailored to gather this specific configuration.) The gathering problem is to determine which configurations are gatherable and find a (universal) algorithm which gathers all gatherable configurations. We give a complete solution of the gathering problem for regular bipartite graphs. Our main contribution is the proof that the class of gatherable initial configurations is very small: it consists only of ''stars'' (an agent A with all other agents adjacent to it) of size at least 3. On the positive side we give an algorithm accomplishing gathering for every gatherable configuration. The growing popularity of graph databases has generated interesting data management problems, such as subgraph search, shortest-path query, reachability verification, and pattern match. Among these, a pattern match query is more flexible compared to a subgraph search and more informative compared to a shortest-path or reachability query. In this paper, we address pattern match problems over a large data graph G. Specifically, given a pattern graph (i.e., query Q), we want to find all matches (in G) that have the similar connections as those in Q. In order to reduce the search space significantly, we first transform the vertices into points in a vector space via graph embedding techniques, coverting a pattern match query into a distance-based multi-way join problem over the converted vector space. We also propose several pruning strategies and a join order selection method to process join processing efficiently. Extensive experiments on both real and synthetic datasets show that our method outperforms existing ones by orders of magnitude. Many real-world domains can be represented as large node-link graphs: backbone Internet routers connect with 70,000 other hosts, mid-sized Web servers handle between 20,000 and 200,000 hyperlinked documents, and dictionaries contain millions of words defined in terms of each other. Computational manipulation of such large graphs is common, but previous tools for graph visualization have been limited to datasets of a few thousand nodes. Visual depictions of graphs and networks are external representations that exploit human visual processing to reduce the cognitive load of many tasks that require understanding of global or local structure. We assert that the two key advantages of computer-based systems for information visualization over traditional paper-based visual exposition are interactivity and scalability. We also argue that designing visualization software by taking the characteristics of a target user's task domain into account leads to systems that are more effective and scale to larger datasets than previous work. This thesis contains a detailed analysis of three specialized systems for the interactive exploration of large graphs, relating the intended tasks to the spatial layout and visual encoding choices. We present two novel algorithms for specialized layout and drawing that use quite different visual metaphors. The H3 system for visualizing the hyperlink structures of web sites scales to datasets of over 100,000 nodes by using a carefully chosen spanning tree as the layout backbone, 3D hyperbolic geometry for a Focus+Context view, and provides a fluid interactive experience through guaranteed frame rate drawing. The Constellation system features a highly specialized 2D layout intended to spatially encode domain-specific information for computational linguists checking the plausibility of a large semantic network created from dictionaries. The Planet Multicast system for displaying the tunnel topology of the Internet's multicast backbone provides a literal 3D geographic layout of arcs on a globe to help MBone maintainers find misconfigured long-distance tunnels. Each of these three systems provides a very different view of the graph structure, and we evaluate their efficacy for the intended task. We generalize these findings in our analysis of the importance of interactivity and specialization for graph visualization systems that are effective and scalable.