The problem of coordination without a priori information about the environment is important in robotics. Applications vary from formation control to search and rescue. This paper considers the problem of search by a group of solitary robots: self-interested robots without a priori knowledge about each other, and with restricted communication capacity. When the capacity of robots to communicate is limited, they may obliviously search in overlapping regions (i.e. be subject to interference). Interference hinders robot progress, and strategies have been proposed in the literature to mitigate interference [1], [2]. Interaction of solitary robots has attracted much interest in robotics, but the problem of mitigating interference when time for search is limited remains an important area of research. We propose a coordination strategy based on the method of cellular decomposition [3] where we employ the concept of soft obstacles: a robot considers cells assigned to other robots as obstacles. The performance of the proposed strategy is demonstrated by means of simulation experiments. Simulations indicate the utility of the strategy in situations where a known upper bound on the search time precludes search of the entire environment.
Another solution in the literature which mitigates interruptibility has robots plan to meet other robots before the rendezvous time arrives @cite_2 . Two challenging aspects need to be handled in this case: forecasting of the current positions of the robots involved; and forecasting of the paths taken by the robots from their current positions. To address these challenges, the method proposed by Hourani is based on serendipity @cite_2 . Usually, when robots interrupt exploration to attend a rendezvous, new information might not be gained. To address this negative impact, some robots, which are referred to as serendip robots, plan to interact with other members before the rendezvous time arrives by forecasting their paths. Thus interruptibility is mitigated.
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Dependence on a team of robots to carry out the exploration missions has many benefits such as speeding up the missions; provided that the coordination among robots is maintained. Many circumstances can limit the communication, which is crucial for the coordination among robots (e.g. impenetrable barriers, high temperature etc.). A periodic rendezvous strategy is considered in this paper as a work around in order to overlap communication ranges of the robots. Attending these periodic rendezvous sessions requires that the robots interrupt their current exploration progress periodically and traverse back to the rendezvous points (i.e. Interruptibility). During their trips to these points, they do not gain new knowledge since they cross already explored parts of the area. Therefore, using rendezvous strategies improves the team behavior but has a negative impact on the time efficiency. The contribution of this paper is to mitigate this negative impact of Interruptibility on explorations while maintaining the coordination among robots. The mitigation algorithm is evaluated on several graphs and its performance is compared with other rendezvous approaches where the results are promising. Two mobile agents (robots) have to meet in an a priori unknown bounded terrain modeled as a polygon, possibly with polygonal obstacles. Robots are modeled as points, and each of them is equipped with a compass. Compasses of robots may be incoherent. Robots construct their routes, but the actual walk of each robot is decided by the adversary that may, e.g., speed up or slow down the robot. We consider several scenarios, depending on three factors: (1) obstacles in the terrain are present, or not, (2) compasses of both robots agree, or not, (3) robots have or do not have a map of the terrain with their positions marked. The cost of a rendezvous algorithm is the worst-case sum of lengths of the robots' trajectories until they meet. For each scenario, we design a deterministic rendezvous algorithm and analyze its cost. We also prove lower bounds on the cost of any deterministic rendezvous algorithm in each case. For all scenarios these bounds are tight. We study the impact that persistent memory has on the classical rendezvous problem of two mobile computational entities, called robots, in the plane. It is well known that, without additional assumptions, rendezvous is impossible if the entities are oblivious (i.e., have no persistent memory) even if the system is semi-synchronous (SSynch). It has been recently shown that rendezvous is possible even if the system is asynchronous (ASynch) if each robot is endowed with O ( 1 ) bits of persistent memory, can transmit O ( 1 ) bits in each cycle, and can remember (i.e., can persistently store) the last received transmission. This setting is overly powerful.In this paper we weaken that setting in two different ways: (1) by maintaining the O ( 1 ) bits of persistent memory but removing the communication capabilities, a setting we call finite-state (FState); and (2) by maintaining the ability of transmitting O ( 1 ) bits and remembering the last received message, but removing the ability of an agent to remember its previous activities, a setting we call finite-communication (FComm). Note that, even though its use is very different, in both settings, the amount of persistent memory of a robot is a constant number of bits.We investigate the rendezvous problem in these two weaker settings. We model both settings as a system of robots endowed with visible lights, each with a constant number of colors: in FState, a robot can only see its own light, while in FComm a robot can only see the other robot's light. Among other things, we prove that, with rigid movements, finite-state robots can rendezvous in SSynch, and that finite-communication robots are able to rendezvous even in ASynch. All proofs are constructive: in each setting, we present a protocol that allows the two robots to rendezvous in finite time. Consider a setting where robots must visit sites represented as nodes in a graph, but each robot may fail when traversing an edge. The goal is to find a set of paths for a team of robots which maximizes the expected number of nodes collectively visited, while guaranteeing that the paths satisfy a notion of “independence” formalized by a matroid (e.g. limits on team size, number of visits to regions), and that the probabilities that each robot survives to its destination are above a given threshold. We call this problem the Matroid Team Surviving Orienteers (MTSO) problem, which has broad applications such as environmental monitoring in risky regions and search and rescue in dangerous conditions. We present the MTSO formally and detail numerous examples of matroids in a path planning context. We then propose an approximate greedy algorithm for selecting a feasible set of paths and prove that the value of the output is within a factor p s p s + λ of the optimum, where p s is the per-robot survival probability threshold and 1 λ ≤ 1 is the approximation factor of an oracle routine for the well known orienteering problem. We demonstrate the efficiency of our approach by applying it to a scenario where a team of robots must gather information while avoiding pirates in the Coral Triangle.