SearcharxivSearch

arXiv · 1608.06002

Convergence of Even Simpler Robots without Location Information

Abstract

The design of distributed gathering and convergence algorithms for tiny robots has recently received much attention. In particular, it has been shown that convergence problems can even be solved for very weak, \emph{oblivious} robots: robots which cannot maintain state from one round to the next. The oblivious robot model is hence attractive from a self-stabilization perspective, where state is subject to adversarial manipulation. However, to the best of our knowledge, all existing robot convergence protocols rely on the assumption that robots, despite being "weak", can measure distances. We in this paper initiate the study of convergence protocols for even simpler robots, called \emph{monoculus robots}: robots which cannot measure distances. In particular, we introduce two natural models which relax the assumptions on the robots' cognitive capabilities: (1) a Locality Detection ($\mathcal{LD}$) model in which a robot can only detect whether another robot is closer than a given constant distance or not, (2) an Orthogonal Line Agreement ($\mathcal{OLA}$) model in which robots only agree on a pair of orthogonal lines (say North-South and West-East, but without knowing which is which). The problem turns out to be non-trivial, and simple median and angle bisection strategies can easily increase the distances among robots (e.g., the area of the enclosing convex hull) over time. Our main contribution are deterministic self-stabilizing convergence algorithms for these two models, together with a complexity analysis. We also show that in some sense, the assumptions made in our models are minimal: by relaxing the assumptions on the \textit{monoculus robots} further, we run into impossibility results.

Explore related subjects

Keep this discovery

BibTeXRIS

Debasish Pattanayak, Kaushik Mondal, Partha Sarathi Mandal, Stefan Schmid. 2016-08-21. Convergence of Even Simpler Robots without Location Information. https://arxiv.org/abs/1608.06002

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.

cs.DC

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.

cs.DC

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.

cs.DC