In rendezvous, two agents traverse network edges in synchronous rounds and have to meet at some node. In treasure hunt, a single agent has to find a stationary target situated at an unknown node of the network. We study tradeoffs between the amount of information ( @math ) available @math to the agents and the cost (number of edge traversals) of rendezvous and treasure hunt. Our goal is to find the smallest size of advice which enables the agents to solve these tasks at some cost @math in a network with @math edges. This size turns out to depend on the initial distance @math and on the ratio @math , which is the @math due to advice. For arbitrary graphs, we give upper and lower bounds of @math and @math , respectively, on the optimal size of advice. For the class of trees, we give nearly tight upper and lower bounds of @math and @math , respectively.
The problem of rendezvous has been studied both under randomized and deterministic scenarios. In the framework of networks, it is usually assumed that the nodes do not have distinct identities. An extensive survey of randomized rendezvous in various models can be found in @cite_22 , cf. also @cite_26 @cite_6 @cite_47 @cite_33 . Deterministic rendezvous in networks has been surveyed in @cite_41 . Several authors considered geometric scenarios (rendezvous in an interval of the real line, e.g., @cite_33 @cite_23 , or in the plane, e.g., @cite_16 @cite_38 ). Gathering more than two agents was studied, e.g., in @cite_15 .
@cite_38 @cite_26 @cite_33 @cite_22 @cite_15 @cite_41 @cite_6 @cite_23 @cite_47 @cite_16
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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. Two identical (anonymous) mobile agents have to meet in an arbitrary, possibly infinite, unknown connected graph. Agents are modeled as points, they start at nodes of the graph chosen by the adversary and the route of each of them only depends on the already traversed portion of the graph and, in the case of randomized rendezvous, on the result of coin tossing. The actual walk of each agent also depends on an asynchronous adversary that may arbitrarily vary the speed of the agent, stop it, or even move it back and forth, as long as the walk of the agent in each segment of its route is continuous, does not leave it and covers all of it. Meeting means that both agents must be at the same time in some node or in some point inside an edge of the graph. In the deterministic scenario we characterize the initial positions of the agents for which rendezvous is feasible and we provide an algorithm guaranteeing asynchronous rendezvous from all such positions in an arbitrary connected graph. In the randomized scenario we show an algorithm that achieves asynchronous rendezvous with probability 1, for arbitrary initial positions in an arbitrary connected graph. In both cases the graph may be finite or (countably) infinite. We study rendezvous of two anonymous agents, where each agent knows its own initial position in the environment. Their task is to meet each other as quickly as possible. The time of the rendezvous is measured by the number of synchronous rounds that agents need to use in the worst case in order to meet. In each round, an agent may make a simple move or it may stay motionless. We consider two types of environments, finite or infinite graphs and Euclidean spaces. A simple move traverses a single edge (in a graph) or at most a unit distance (in Euclidean space). The rendezvous consists in visiting by both agents the same point of the environment simultaneously (in the same round). In this paper, we propose several asymptotically optimal rendezvous algorithms. In particular, we show that in the line and trees as well as in multidimensional Euclidean spaces and grids the agents can rendezvous in time O(d), where d is the distance between the initial positions of the agents. The problem of location-aware rendezvous was studied before in the asynchronous model for Euclidean spaces and multi-dimensional grids, where the emphasis was on the length of the adopted rendezvous trajectory. We point out that, contrary to the asynchronous case, where the cost of rendezvous is dominated by the size of potentially large neighborhoods, the agents are able to meet in all graphs of at most n nodes in time almost linear in d, namely, O(d log2 n). We also determine an infinite family of graphs in which synchronized rendezvous takes time Ω(d). We study the problem of gathering at the same location two mobile agents that are dispersed in an unknown and unlabeled environment. This problem called Rendezvous, is a fundamental task in distributed coordination among autonomous entities. Most previous studies on the subject model the environment as an undirected graph and the solution techniques rely heavily on the fact that an agent can backtrack on any edge it traverses. However, such an assumption may not hold for certain scenarios, for instance a road network containing one-way streets. Thus, we consider the case of strongly connected directed graphs and present the first deterministic solution for rendezvous of two anonymous (identical) agents moving in such a digraph. Our algorithm achieves rendezvous with detection for any solvable instance of the problem, without any prior knowledge about the digraph, not even its size.