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Arnaud Labourel

Publications and source records attributed to Arnaud Labourel.

At least 19 recordsLinked to original sources

Can Like Attract Like? A Study of Homonymous Gathering in Networks

A team of mobile agents, starting from distinct nodes of a network, have to meet at the same node and declare that they all met. Agents execute the same algorithm, which they start when activated by an adversary or by an agent entering their initial node. When activated, agents traverse edges of the network in synchronous rounds. Their perception and communication are strictly local. This task, known as gathering, is a central problem in distributed mobile systems. Most prior work focuses on minimizing its time complexity, i.e., the worst-case number of rounds between the start of the earliest agent and the task completion. To break possible symmetries, deterministic solutions typically assume that agents have pairwise distinct IDs, called labels, known only to themselves. But must all labels be pairwise distinct to guarantee deterministic gathering? We address this question by considering agents that may share the same label. A team L is said to be gatherable if, for every initial setting of L, there is an algorithm that solves gathering. Our contribution is threefold. (1) We give a full characterization of the gatherable teams. (2) We design an algorithm that gathers all of them in poly$(n,\log\lambda)$ time, where $n$ (resp. $\lambda$) is the graph order (resp. the smallest label in L). This algorithm requires the agents to initially share only $O(\log \log \log \mu)$ bits of common knowledge, where $\mu$ is the largest label multiplicity in L. (3) We show this dependency is almost optimal to get a poly$(n,\log\lambda)$-time complexity. As a by-product, we get the first deterministic poly$(n,\log\lambda)$-time algorithm requiring no common knowledge to gather any team when all labels are distinct. Known to be achievable for two-agent teams, extending this to any team size faced a major challenge: termination detection. Our techniques to address it may be of independent interest.

cs.DC

Impact of Knowledge on the Cost of Treasure Hunt in Trees

A mobile agent has to find an inert target in some environment that can be a graph or a terrain in the plane. This task is known as treasure hunt. We consider deterministic algorithms for treasure hunt in trees. Our goal is to establish the impact of different kinds of initial knowledge given to the agent on the cost of treasure hunt, defined as the total number of edge traversals until the agent reaches the treasure hidden in some node of the tree. The agent can be initially given either a complete map of the tree rooted at its starting node, with all port numbers marked, or a blind map of the tree rooted at its starting node but without port numbers. It may also be given, or not, the distance from the root to the treasure. This yields four different knowledge types that are partially ordered by their precision. (For example knowing the blind map and the distance is less precise than knowing the complete map and the distance). The penalty of a less precise knowledge type ${\cal T}_2$ over a more precise knowledge type ${\cal T}_1$ measures intuitively the worst-case ratio of the cost of an algorithm supplied with knowledge of type ${\cal T}_2$ over the cost of an algorithm supplied with knowledge of type ${\cal T}_1$. Our main results establish penalties for comparable knowledge types in this partial order. For knowledge types with known distance, the penalty for having a blind map over a complete map turns out to be very large. By contrast, for unknown distance, the penalty of having a blind map over having a complete map is small. When a map is provided (either complete or blind), the penalty of not knowing the distance over knowing it is medium.

cs.DS

Graph Exploration: The Impact of a Distance Constraint

A mobile agent, starting from a node $s$ of a simple undirected connected graph $G=(V,E)$, has to explore all nodes and edges of $G$ using the minimum number of edge traversals. To do so, the agent uses a deterministic algorithm that allows it to gain information on $G$ as it traverses its edges. During its exploration, the agent must always respect the constraint of knowing a path of length at most $D$ to go back to node $s$. The upper bound $D$ is fixed as being equal to $(1+\alpha)r$, where $r$ is the eccentricity of node $s$ (i.e., the maximum distance from $s$ to any other node) and $\alpha$ is any positive real constant. This task has been introduced by Duncan et al. [ACM Trans. Algorithms 2006] and is known as \emph{distance-constrained exploration}. The \emph{penalty} of an exploration algorithm running in $G$ is the number of edge traversals made by the agent in excess of $|E|$. Panaite and Pelc [J. Algorithms 1999] gave an algorithm for solving exploration without any constraint on the moves that is guaranteed to work in every graph $G$ with a (small) penalty in $\mathcal{O}(|V|)$. Hence, a natural question is whether we could obtain a distance-constrained exploration algorithm with the same guarantee as well. In this paper, we provide a negative answer to this question. We also observe that an algorithm working in every graph $G$ with a linear penalty in $|V|$ cannot be obtained for the task of \emph{fuel-constrained exploration}, another variant studied in the literature. This solves an open problem posed by Duncan et al. [ACM Trans. Algorithms 2006] and shows a fundamental separation with the task of exploration without constraint on the moves.

cs.DS

Almost-Optimal Deterministic Treasure Hunt in Arbitrary Graphs

A mobile agent navigating along edges of a simple connected graph, either finite or countably infinite, has to find an inert target (treasure) hidden in one of the nodes. This task is known as treasure hunt. The agent has no a priori knowledge of the graph, of the location of the treasure or of the initial distance to it. The cost of a treasure hunt algorithm is the worst-case number of edge traversals performed by the agent until finding the treasure. Awerbuch, Betke, Rivest and Singh [3] considered graph exploration and treasure hunt for finite graphs in a restricted model where the agent has a fuel tank that can be replenished only at the starting node $s$. The size of the tank is $B=2(1+\alpha)r$, for some positive real constant $\alpha$, where $r$, called the radius of the graph, is the maximum distance from $s$ to any other node. The tank of size $B$ allows the agent to make at most $\lfloor B\rfloor$ edge traversals between two consecutive visits at node $s$. Let $e(d)$ be the number of edges whose at least one extremity is at distance less than $d$ from $s$. Awerbuch, Betke, Rivest and Singh [3] conjectured that it is impossible to find a treasure hidden in a node at distance at most $d$ at cost nearly linear in $e(d)$. We first design a deterministic treasure hunt algorithm working in the model without any restrictions on the moves of the agent at cost $\mathcal{O}(e(d) \log d)$, and then show how to modify this algorithm to work in the model from [3] with the same complexity. Thus we refute the above twenty-year-old conjecture. We observe that no treasure hunt algorithm can beat cost $\Theta(e(d))$ for all graphs and thus our algorithms are also almost optimal.

cs.DS

Distance labeling schemes for $K_4$-free bridged graphs

$k$-Approximate distance labeling schemes are schemes that label the vertices of a graph with short labels in such a way that the $k$-approximation of the distance between any two vertices $u$ and $v$ can be determined efficiently by merely inspecting the labels of $u$ and $v$, without using any other information. One of the important problems is finding natural classes of graphs admitting exact or approximate distance labeling schemes with labels of polylogarithmic size. In this paper, we describe a $4$-approximate distance labeling scheme forthe class of $K_4$-free bridged graphs. This scheme uses labels of poly-logarithmic length $O(\log n^3)$ allowing a constant decoding time. Given the labels of two vertices $u$ and $v$, the decoding function returnsa value between the exact distance $d_G(u,v)$ and its quadruple $4d_G(u,v)$.

math.CO

Distance and routing labeling schemes for cube-free median graphs

Distance labeling schemes are schemes that label the vertices of a graph with short labels in such a way that the distance between any two vertices $u$ and $v$ can be determined efficiently by merely inspecting the labels of $u$ and $v$, without using any other information. Similarly, routing labeling schemes label the vertices of a graph in a such a way that given the labels of a source node and a destination node, it is possible to compute efficiently the port number of the edge from the source that heads in the direction of the destination. One of important problems is finding natural classes of graphs admitting distance and/or routing labeling schemes with labels of polylogarithmic size. In this paper, we show that the class of cube-free median graphs on $n$ nodes enjoys distance and routing labeling schemes with labels of $O(\log^3 n)$ bits.

cs.DM

On density of subgraphs of halved cubes

Let $\mathcal S$ be a family of subsets of a set $X$ of cardinality $m$ and $\text{VC-dim}(\mathcal S)$ be the Vapnik-Chervonenkis dimension of $\mathcal S$. Haussler, Littlestone, and Warmuth (Inf. Comput., 1994) proved that if $G_1(\mathcal S)=(V,E)$ is the subgraph of the hypercube $Q_m$ induced by $\mathcal S$ (called the 1-inclusion graph of $\mathcal S$), then $\frac{|E|}{|V|}\le \text{VC-dim}({\mathcal S})$. Haussler (J. Combin. Th. A, 1995) presented an elegant proof of this inequality using the shifting operation. In this note, we adapt the shifting technique to prove that if $\mathcal S$ is an arbitrary set family and $G_{1,2}(\mathcal S)=(V,E)$ is the 1,2-inclusion graph of $\mathcal S$ (i.e., the subgraph of the square $Q^2_m$ of the hypercube $Q_m$ induced by $\mathcal S$), then $\frac{|E|}{|V|}\le \binom{d}{2}$, where $d:=\text{cVC-dim}^*(\mathcal S)$ is the clique-VC-dimension of $\mathcal S$ (which we introduce in this paper). The 1,2-inclusion graphs are exactly the subgraphs of halved cubes and comprise subgraphs of Johnson graphs as a subclass.

cs.DM

On density of subgraphs of Cartesian products

In this paper, we extend two classical results about the density of subgraphs of hypercubes to subgraphs $G$ of Cartesian products $G_1\times\cdots\times G_m$ of arbitrary connected graphs. Namely, we show that $\frac{|E(G)|}{|V(G)|}\le \lceil 2\max\{ \text{dens}(G_1),\ldots,\text{dens}(G_m)\} \rceil\log|V(G)|$, where $\text{dens}(H)$ is the maximum ratio $\frac{|E(H')|}{|V(H')|}$ over all subgraphs $H'$ of $H$. We introduce the notions of VC-dimension $\text{VC-dim}(G)$ and VC-density $\text{VC-dens}(G)$ of a subgraph $G$ of a Cartesian product $G_1\times\cdots\times G_m$, generalizing the classical Vapnik-Chervonenkis dimension of set-families (viewed as subgraphs of hypercubes). We prove that if $G_1,\ldots,G_m$ belong to the class ${\mathcal G}(H)$ of all finite connected graphs not containing a given graph $H$ as a minor, then for any subgraph $G$ of $G_1\times\cdots\times G_m$ a sharper inequality $\frac{|E(G)|}{|V(G)|}\le \text{VC-dim}(G)\alpha(H)$ holds, where $\alpha(H)$ is the density of the graphs from ${\mathcal G}(H)$. We refine and sharpen those two results to several specific graph classes. We also derive upper bounds (some of them polylogarithmic) for the size of adjacency labeling schemes of subgraphs of Cartesian products.

cs.DM

Exploring Graphs with Time Constraints by Unreliable Collections of Mobile Robots

A graph environment must be explored by a collection of mobile robots. Some of the robots, a priori unknown, may turn out to be unreliable. The graph is weighted and each node is assigned a deadline. The exploration is successful if each node of the graph is visited before its deadline by a reliable robot. The edge weight corresponds to the time needed by a robot to traverse the edge. Given the number of robots which may crash, is it possible to design an algorithm, which will always guarantee the exploration, independently of the choice of the subset of unreliable robots by the adversary? We find the optimal time, during which the graph may be explored. Our approach permits to find the maximal number of robots, which may turn out to be unreliable, and the graph is still guaranteed to be explored. We concentrate on line graphs and rings, for which we give positive results. We start with the case of the collections involving only reliable robots. We give algorithms finding optimal times needed for exploration when the robots are assigned to fixed initial positions as well as when such starting positions may be determined by the algorithm. We extend our consideration to the case when some number of robots may be unreliable. Our most surprising result is that solving the line exploration problem with robots at given positions, which may involve crash-faulty ones, is NP-hard. The same problem has polynomial solutions for a ring and for the case when the initial robots' positions on the line are arbitrary. The exploration problem is shown to be NP-hard for star graphs, even when the team consists of only two reliable robots.

cs.DS

Collaborative Delivery with Energy-Constrained Mobile Robots

We consider the problem of collectively delivering some message from a specified source to a designated target location in a graph, using multiple mobile agents. Each agent has a limited energy which constrains the distance it can move. Hence multiple agents need to collaborate to move the message, each agent handing over the message to the next agent to carry it forward. Given the positions of the agents in the graph and their respective budgets, the problem of finding a feasible movement schedule for the agents can be challenging. We consider two variants of the problem: in non-returning delivery, the agents can stop anywhere; whereas in returning delivery, each agent needs to return to its starting location, a variant which has not been studied before. We first provide a polynomial-time algorithm for returning delivery on trees, which is in contrast to the known (weak) NP-hardness of the non-returning version. In addition, we give resource-augmented algorithms for returning delivery in general graphs. Finally, we give tight lower bounds on the required resource augmentation for both variants of the problem. In this sense, our results close the gap left by previous research.

cs.DS

Convergecast and Broadcast by Power-Aware Mobile Agents

A set of identical, mobile agents is deployed in a weighted network. Each agent has a battery -- a power source allowing it to move along network edges. An agent uses its battery proportionally to the distance traveled. We consider two tasks : convergecast, in which at the beginning, each agent has some initial piece of information, and information of all agents has to be collected by some agent; and broadcast in which information of one specified agent has to be made available to all other agents. In both tasks, the agents exchange the currently possessed information when they meet. The objective of this paper is to investigate what is the minimal value of power, initially available to all agents, so that convergecast or broadcast can be achieved. We study this question in the centralized and the distributed settings. In the centralized setting, there is a central monitor that schedules the moves of all agents. In the distributed setting every agent has to perform an algorithm being unaware of the network. In the centralized setting, we give a linear-time algorithm to compute the optimal battery power and the strategy using it, both for convergecast and for broadcast, when agents are on the line. We also show that finding the optimal battery power for convergecast or for broadcast is NP-hard for the class of trees. On the other hand, we give a polynomial algorithm that finds a 2-approximation for convergecast and a 4-approximation for broadcast, for arbitrary graphs. In the distributed setting, we give a 2-competitive algorithm for convergecast in trees and a 4-competitive algorithm for broadcast in trees. The competitive ratio of 2 is proved to be the best for the problem of convergecast, even if we only consider line networks. Indeed, we show that there is no (2 -- $ε$)-competitive algorithm for convergecast or for broadcast in the class of lines, for any $ε$ \textgreater{} 0.

cs.DC

Coloring non-crossing strings

For a family of geometric objects in the plane $\mathcal{F}=\{S_1,\ldots,S_n\}$, define $\chi(\mathcal{F})$ as the least integer $\ell$ such that the elements of $\mathcal{F}$ can be colored with $\ell$ colors, in such a way that any two intersecting objects have distinct colors. When $\mathcal{F}$ is a set of pseudo-disks that may only intersect on their boundaries, and such that any point of the plane is contained in at most $k$ pseudo-disks, it can be proven that $\chi(\mathcal{F})\le 3k/2 + o(k)$ since the problem is equivalent to cyclic coloring of plane graphs. In this paper, we study the same problem when pseudo-disks are replaced by a family $\mathcal{F}$ of pseudo-segments (a.k.a. strings) that do not cross. In other words, any two strings of $\mathcal{F}$ are only allowed to "touch" each other. Such a family is said to be $k$-touching if no point of the plane is contained in more than $k$ elements of $\mathcal{F}$. We give bounds on $\chi(\mathcal{F})$ as a function of $k$, and in particular we show that $k$-touching segments can be colored with $k+5$ colors. This partially answers a question of Hlin\v{e}n\'y (1998) on the chromatic number of contact systems of strings.

math.CO

Lock-in Problem for Parallel Rotor-router Walks

The rotor-router model, also called the Propp machine, was introduced as a deterministic alternative to the random walk. In this model, a group of identical tokens are initially placed at nodes of the graph. Each node maintains a cyclic ordering of the outgoing arcs, and during consecutive turns the tokens are propagated along arcs chosen according to this ordering in round-robin fashion. The behavior of the model is fully deterministic. Yanovski et al.(2003) proved that a single rotor-router walk on any graph with m edges and diameter $D$ stabilizes to a traversal of an Eulerian circuit on the set of all 2m directed arcs on the edge set of the graph, and that such periodic behaviour of the system is achieved after an initial transient phase of at most 2mD steps. The case of multiple parallel rotor-routers was studied experimentally, leading Yanovski et al. to the conjecture that a system of $k \textgreater{} 1$ parallel walks also stabilizes with a period of length at most $2m$ steps. In this work we disprove this conjecture, showing that the period of parallel rotor-router walks can in fact, be superpolynomial in the size of graph. On the positive side, we provide a characterization of the periodic behavior of parallel router walks, in terms of a structural property of stable states called a subcycle decomposition. This property provides us the tools to efficiently detect whether a given system configuration corresponds to the transient or to the limit behavior of the system. Moreover, we provide polynomial upper bounds of $O(m^4 D^2 + mD \log k)$ and $O(m^5 k^2)$ on the number of steps it takes for the system to stabilize. Thus, we are able to predict any future behavior of the system using an algorithm that takes polynomial time and space. In addition, we show that there exists a separation between the stabilization time of the single-walk and multiple-walk rotor-router systems, and that for some graphs the latter can be asymptotically larger even for the case of $k = 2$ walks.

cs.DM

Rendezvous in Networks in Spite of Delay Faults

Two mobile agents, starting from different nodes of an unknown network, have to meet at the same node. Agents move in synchronous rounds using a deterministic algorithm. Each agent has a different label, which it can use in the execution of the algorithm, but it does not know the label of the other agent. Agents do not know any bound on the size of the network. In each round an agent decides if it remains idle or if it wants to move to one of the adjacent nodes. Agents are subject to delay faults: if an agent incurs a fault in a given round, it remains in the current node, regardless of its decision. If it planned to move and the fault happened, the agent is aware of it. We consider three scenarios of fault distribution: random (independently in each round and for each agent with constant probability 0 < p < 1), unbounded adver- sarial (the adversary can delay an agent for an arbitrary finite number of consecutive rounds) and bounded adversarial (the adversary can delay an agent for at most c consecutive rounds, where c is unknown to the agents). The quality measure of a rendezvous algorithm is its cost, which is the total number of edge traversals. For random faults, we show an algorithm with cost polynomial in the size n of the network and polylogarithmic in the larger label L, which achieves rendezvous with very high probability in arbitrary networks. By contrast, for unbounded adversarial faults we show that rendezvous is not feasible, even in the class of rings. Under this scenario we give a rendezvous algorithm with cost O(nl), where l is the smaller label, working in arbitrary trees, and we show that \Omega(l) is the lower bound on rendezvous cost, even for the two-node tree. For bounded adversarial faults, we give a rendezvous algorithm working for arbitrary networks, with cost polynomial in n, and logarithmic in the bound c and in the larger label L.

cs.DS

Black Hole Search with Finite Automata Scattered in a Synchronous Torus

We consider the problem of locating a black hole in synchronous anonymous networks using finite state agents. A black hole is a harmful node in the network that destroys any agent visiting that node without leaving any trace. The objective is to locate the black hole without destroying too many agents. This is difficult to achieve when the agents are initially scattered in the network and are unaware of the location of each other. Previous studies for black hole search used more powerful models where the agents had non-constant memory, were labelled with distinct identifiers and could either write messages on the nodes of the network or mark the edges of the network. In contrast, we solve the problem using a small team of finite-state agents each carrying a constant number of identical tokens that could be placed on the nodes of the network. Thus, all resources used in our algorithms are independent of the network size. We restrict our attention to oriented torus networks and first show that no finite team of finite state agents can solve the problem in such networks, when the tokens are not movable. In case the agents are equipped with movable tokens, we determine lower bounds on the number of agents and tokens required for solving the problem in torus networks of arbitrary size. Further, we present a deterministic solution to the black hole search problem for oriented torus networks, using the minimum number of agents and tokens.

cs.DS

Tight Bounds for Black Hole Search with Scattered Agents in Synchronous Rings

We study the problem of locating a particularly dangerous node, the so-called black hole in a synchronous anonymous ring network with mobile agents. A black hole is a harmful stationary process residing in a node of the network and destroying destroys all mobile agents visiting that node without leaving any trace. We consider the more challenging scenario when the agents are identical and initially scattered within the network. Moreover, we solve the problem with agents that have constant-sized memory and carry a constant number of identical tokens, which can be placed at nodes of the network. In contrast, the only known solutions for the case of scattered agents searching for a black hole, use stronger models where the agents have non-constant memory, can write messages in whiteboards located at nodes or are allowed to mark both the edges and nodes of the network with tokens. This paper solves the problem for ring networks containing a single black hole. We are interested in the minimum resources (number of agents and tokens) necessary for locating all links incident to the black hole. We present deterministic algorithms for ring topologies and provide matching lower and upper bounds for the number of agents and the number of tokens required for deterministic solutions to the black hole search problem, in oriented or unoriented rings, using movable or unmovable tokens.

cs.MA

How to meet asynchronously (almost) everywhere

Two mobile agents (robots) with distinct labels have to meet in an arbitrary, possibly infinite, unknown connected graph or in an unknown connected terrain in the plane. Agents are modeled as points, and the route of each of them only depends on its label and on the unknown environment. 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 in a graph means that both agents must be at the same time in some node or in some point inside an edge of the graph, while meeting in a terrain means that both agents must be at the same time in some point of the terrain. Does there exist a deterministic algorithm that allows any two agents to meet in any unknown environment in spite of this very powerfull adversary? We give deterministic rendezvous algorithms for agents starting at arbitrary nodes of any anonymous connected graph (finite or infinite) and for agents starting at any interior points with rational coordinates in any closed region of the plane with path-connected interior. While our algorithms work in a very general setting ? agents can, indeed, meet almost everywhere ? we show that none of the above few limitations imposed on the environment can be removed. On the other hand, our algorithm also guarantees the following approximate rendezvous for agents starting at arbitrary interior points of a terrain as above: agents will eventually get at an arbitrarily small positive distance from each other.

cs.DS

Asynchronous deterministic rendezvous in bounded terrains

Two mobile agents (robots) have to meet in an a priori unknown bounded terrain modeled as a polygon, possibly with polygonal obstacles. Agents are modeled as points, and each of them is equipped with a compass. Compasses of agents may be incoherent. Agents construct their routes, but the actual walk of each agent is decided by the adversary: the movement of the agent can be at arbitrary speed, the agent may sometimes stop or go 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. We consider several scenarios, depending on three factors: (1) obstacles in the terrain are present, or not, (2) compasses of both agents agree, or not, (3) agents 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 agents' trajectories until their meeting. 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.

cs.CG