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.
Providing nodes or agents with information of arbitrary type that can be used to perform network tasks more efficiently has been proposed in @cite_46 @cite_40 @cite_44 @cite_3 @cite_21 @cite_4 @cite_2 @cite_17 @cite_19 @cite_28 @cite_10 @cite_25 @cite_43 @cite_14 @cite_35 @cite_9 @cite_7 @cite_11 . This approach was referred to as algorithms with advice . The advice is given either to nodes of the network or to mobile agents performing some network task. Several of the authors cited above studied the minimum size of advice required to solve the respective network problem in an efficient way.
@cite_35 @cite_14 @cite_4 @cite_11 @cite_7 @cite_28 @cite_9 @cite_21 @cite_3 @cite_44 @cite_19 @cite_40 @cite_43 @cite_2 @cite_46 @cite_10 @cite_25 @cite_17
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We study the problem of the amount of information required to draw a complete or a partial map of a graph with unlabeled nodes and arbitrarily labeled ports. A mobile agent, starting at any node of an unknown connected graph and walking in it, has to accomplish one of the following tasks: draw a complete map of the graph, i.e., find an isomorphic copy of it including port numbering, or draw a partial map, i.e., a spanning tree, again with port numbering. The agent executes a deterministic algorithm and cannot mark visited nodes in any way. None of these map drawing tasks is feasible without any additional information, unless the graph is a tree. Hence we investigate the minimum number of bits of information (minimum size of advice) that has to be given to the agent to complete these tasks. It turns out that this minimum size of advice depends on the number n of nodes or the number m of edges of the graph, and on a crucial parameter @m, called the multiplicity of the graph, which measures the number of nodes that have an identical view of the graph. We give bounds on the minimum size of advice for both above tasks. For @m=1 our bounds are asymptotically tight for both tasks and show that the minimum size of advice is very small. For @m>1 the minimum size of advice increases abruptly. In this case our bounds are asymptotically tight for topology recognition and asymptotically almost tight for spanning tree construction. Consider a team of mobile software agents deployed to capture a (possibly hostile) intruder in a network. All agents, including the intruder move along the network links; the intruder could be arbitrarily fast, and aware of the positions of all the agents. The problem is to design the agents' strategy for capturing the intruder. The main efficiency parameter is the size of the team. This is an instance of the well known graph-searching problem whose many variants have been extensively studied in the literature. In all existing solutions, and in all the variants of the problem, it is assumed that agents can be removed from their current location and placed in another network site arbitrarily and at any time. As a consequence, the existing optimal strategies cannot be employed in situations for which agents cannot access the network at any point, or cannot "jump" across the network, or cannot reach an arbitrary point of the network via an internal travel through insecure zones. This motivates the contiguous search problem in which agents cannot be removed from the network, and clear links must form a connected sub-network at any time, providing safety of movements. This new problem is NP-complete in general. We study it for tree networks, and we consider its more general version, the weighted case, which arises naturally when considering networks whose nodes and links are of different nature and thus require a different number of agents to be explored. We give a linear-time algorithm that computes, for any tree @math , the minimum number of agents to capture the intruder, and the corresponding search strategy. Beside its optimality in time, our algorithm is naturally distributed: if @math is a processor-network, then the minimal search strategy for @math can be computed by @math in a decentralized manner, using a linear number of messages. A team consisting of an unknown number of mobile agents starting from different nodes of an unknown network, possibly at different times, have to explore the network: Every node must be visited by at least one agent, and all agents must eventually stop. Agents are anonymous (identical), execute the same deterministic algorithm, and move in synchronous rounds along links of the network. They are silent: They cannot send any messages to other agents or mark visited nodes in any way. In the absence of any additional information, exploration with termination of an arbitrary network in this model, devoid of any means of communication between agents, is impossible. Our aim is to solve the exploration problem by giving to agents very restricted local traffic reports. Specifically, an agent that is at a node v in a given round is provided with three bits of information answering the following questions: Am I alone at vq Did any agent enter v in this roundq Did any agent exit v in this roundq We show that this small amount of information permits us to solve the exploration problem in arbitrary networks. More precisely, we give a deterministic terminating exploration algorithm working in arbitrary networks for all initial configurations that are not perfectly symmetric; that is, in which there are agents with different views of the network. The algorithm works in polynomial time in the (unknown) size of the network. A deterministic terminating exploration algorithm working for all initial configurations in arbitrary networks does not exist. We study the amount of knowledge about the network that is required in order to efficiently solve a task concerning this network. The impact of available information on the efficiency of solving network problems, such as communication or exploration, has been investigated before but assumptions concerned availability of particular items of information about the network, such as the size, the diameter, or a map of the network. In contrast, our approach is quantitative: we investigate the minimum number of bits of information (bits of advice) that has to be given to an algorithm in order to perform a task with given efficiency. We illustrate this quantitative approach to available knowledge by the task of tree exploration. A mobile entity (robot) has to traverse all edges of an unknown tree, using as few edge traversals as possible. The quality of an exploration algorithm A is measured by its competitive ratio, i.e., by comparing its cost (number of edge traversals) to the length of the shortest path containing all edges of the tree. Depth-First-Search has competitive ratio 2 and, in the absence of any information about the tree, no algorithm can beat this value. We determine the minimum number of bits of advice that has to be given to an exploration algorithm in order to achieve competitive ratio strictly smaller than 2. Our main result establishes an exact threshold number of bits of advice that turns out to be roughly loglogD, where D is the diameter of the tree. More precisely, for any constant c, we construct an exploration algorithm with competitive ratio smaller than 2, using at most loglogD-c bits of advice, and we show that every algorithm using loglogD-g(D) bits of advice, for any function g unbounded from above, has competitive ratio at least 2.