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Barun Gorain

Publications and source records attributed to Barun Gorain.

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Robust Treasure Hunt in Anonymous Graphs with Quantum Pebbles by Oblivious Agents

We study how to find a hidden treasure in anonymous graphs using an agent that has no persistent memory. The nodes are indistinguishable, and only edges have local port numbers. Classical pebbles placed by an oracle cannot guide an oblivious agent to the treasure. We introduce \emph{quantum pebbles}, which are sources that emit qubits in a fixed (unknown) state, encoding at every node the outgoing port on the shortest path to the treasure. By measuring in several non-orthogonal bases, an oblivious agent recovers the port and can reach the treasure in $D$ steps using $D$ quantum pebbles. This requires $O(\Delta^{3}(\log D + \log \Delta))$ measurements per node, where $\Delta$ is the maximum degree. We further establish \emph{error robustness}, distinguishing two models of state preparation error. Under \emph{per-node persistent} error, where a device returns the same faulty encoding on every read, a single mislabelled coloured pebble can trap an oblivious agent in an infinite loop and every randomized strategy decays exponentially in $D$. Quantum pebbles inherit the same exponential decay. Under \emph{per-emission} error, the intended encoding is correct, but each emitted qubit independently changes state as $\rho = (1-e)\,\lvert\psi\rangle\langle\psi\rvert + e\,\sigma $ for an arbitrary noise matrix $\sigma$. Here the quantum protocol is provably robust. A threshold decoding rule with $O((\log D + \log \Delta)/\gamma^{2})$ measurements per basis, where $\gamma = (1-e) - \delta_e$ and $\delta_e = (1-e)\delta + e$, has success probability close to $1$ as $D \to \infty$, provided $e < e^{*} = \sin^2(\pi/2\Delta)/(1+\sin^2(\pi/2\Delta))$. The separation that we establish is thus among quantum pebbles with per-emission error and a persistent marker.

quant-ph

Forest Covers and Bounded Forest Covers

We study approximation algorithms for the forest cover and bounded forest cover problems. A probabilistic $2+\epsilon$ approximation algorithm for the forest cover problem is given using the method of dual fitting. A deterministic algorithm with a 2-approximation ratio that rounds the optimal solution to a linear program is given next. The 2-approximation for the forest cover is then used to give a 6-approximation for the bounded forest cover problem. The use of the probabilistic method to develop the $2+\epsilon$ approximation algorithm may be of independent interest.

cs.DS

Efficient D-2-D via Leader Election: Arbitrary Initial Configuration and No Global Knowledge

Distance-2-Dispersion (D-2-D) problem aims to disperse $k$ mobile agents starting from an arbitrary initial configuration on an anonymous port-labeled graph $G$ with $n$ nodes such that no two agents occupy adjacent nodes in the final configuration, though multiple agents may occupy a single node if there is no other empty node whose all adjacent nodes are also empty. In the existing literature, this problem is solved starting from a rooted configuration for $k$ $(\geq 1)$ agents in $O(m\Delta)$ synchronous rounds with a total of $O(\log n)$ memory per agent, where $m$ is the number of edges and $\Delta$ is the maximum degree of the graph. In this work we study the D-2-D problem using $n$ mobile agents starting from an arbitrary initial configuration. Solving D-2-D with $n$ agents is equivalent to finding a maximal independent set of the graph as size of any maximal independent set must be less than $n$. We solve this problem and terminate in $O(max\{n\log^2 n, m\})$ rounds using $O(\log n)$ memory per agent. The agents do not have any prior knowledge of any graph parameters. During the run of our algorithm, we also solve the leader election problem that elects an agent as a leader in $O(max\{n\log^2 n, m\})$ rounds with $O(\log n)$ bits of memory at each agent without requiring any prior global knowledge.

cs.DC

Collision-free Exploration by Mobile Agents Using Pebbles

In this paper, we study collision-free graph exploration in an anonymous pot labeled network. Two identical mobile agents, starting from different nodes in $G$ have to explore the nodes of $G$ in such a way that for every node $v$ in $G$, at least one mobile agent visits $v$ and no two agents are in the same node in any round and stop. The agents know the size of the graph but do not know its topology. If an agent arrives in the one-hop neighborhood of the other agent, both agents can detect the presence of the other agent but have no idea at which neighboring node the other agent resides. The agents may wake up in different rounds An agent, after waking up, has no knowledge about the wake-up time of the other agent. We study the problem of collision-free exploration where some pebbles are placed by an Oracle at the nodes of the graph to assist the agents in achieving collision-free exploration. The Oracle knows the graph, the starting positions of the agents, and their wake-up schedule, and it places some pebbles that may be of different colors, at most one at each node. The number of different colors of the pebbles placed by the Oracle is called the {\it color index} of the corresponding pebble placement algorithm. The central question we study is as follows: "What is the minimum number $z$ such that there exists a collision-free exploration of a given graph with pebble placement of color index $z$?" For general graphs, we show that it is impossible to design an algorithm that achieves collision-free exploration with color index 1. We propose an exploration algorithm with color index 3. We also proposed a polynomial exploration algorithm for bipartite graphs with color index 2.

cs.DS

Optimal Dispersion of Silent Robots in a Ring

Given a set of co-located mobile robots in an unknown anonymous graph, the robots must relocate themselves in distinct graph nodes to solve the dispersion problem. In this paper, we consider the dispersion problem for silent robots \cite{gorain2024collaborative}, i.e., no direct, explicit communication between any two robots placed in the nodes of an oriented $n$ node ring network. The robots operate in synchronous rounds. The dispersion problem for silent mobile robots has been studied in arbitrary graphs where the robots start from a single source. In this paper, we focus on the dispersion problem for silent mobile robots where robots can start from multiple sources. The robots have unique labels from a range $[0,\;L]$ for some positive integer $L$. Any two co-located robots do not have the information about the label of the other robot. The robots have weak multiplicity detection capability, which means they can determine if it is alone on a node. The robots are assumed to be able to identify an increase or decrease in the number of robots present on a node in a particular round. However, the robots can not get the exact number of increase or decrease in the number of robots. We have proposed a deterministic distributed algorithm that solves the dispersion of $k$ robots in an oriented ring in $O(\log L+k)$ synchronous rounds with $O(\log L)$ bits of memory for each robot. A lower bound $Ω(\log L+k)$ on time for the dispersion of $k$ robots on a ring network is presented to establish the optimality of the proposed algorithm.

cs.DC

Pebble guided Treasure Hunt in Plane

We study the problem of treasure hunt in a Euclidean plane by a mobile agent with the guidance of pebbles. The initial position of the agent and position of the treasure are modeled as special points in the Euclidean plane. The treasure is situated at a distance at most $D>0$ from the initial position of the agent. The agent has a perfect compass, but an adversary controls the speed of the agent. Hence, the agent can not measure how much distance it traveled for a given time. The agent can find the treasure only when it reaches the exact position of the treasure. The cost of the treasure hunt is defined as the total distance traveled by the agent before it finds the treasure. The agent has no prior knowledge of the position of the treasure or the value of $D$. An Oracle, which knows the treasure's position and the agent's initial location, places some pebbles to guide the agent towards the treasure. Once decided to move along some specified angular direction, the agent can decide to change its direction only when it encounters a pebble or a special point. We ask the following central question in this paper: ``For given $k \ge 0$, What is cheapest treasure hunt algorithm if at most $k$ pebbles are placed by the Oracle?" We show that for $k=1$, there does not exist any treasure hunt algorithm that finds the treasure with finite cost. We show the existence of an algorithm with cost $O(D)$ for $k=2$. For $k>8$ we have designed an algorithm that uses $k$ many pebbles to find the treasure with cost $O(k^{2}) + D(\sinθ' + \cosθ')$, where $θ'=\fracπ{2^{k-8}}$. The second result shows the existence of an algorithm with cost arbitrarily close to $D$ for sufficiently large values of $D$.

cs.DC

Treasure Hunt in Graph using Pebbles

In this paper, we study the treasure hunt problem in a graph by a mobile agent. The nodes in the graph $G=(V,E)$ are anonymous and the edges incident to a vertex $v\in V$ whose degree is $deg(v)$ are labeled arbitrarily as $0,1,\ldots, deg(v)-1$. At a node $t$ in $G$ a stationary object, called {\it treasure} is located. The mobile agent that is initially located at a node $s$ in $G$, the starting point of the agent, must find the treasure by reaching the node $t$. The distance from $s$ to $t$ is $D$. The {\it time} required to find the treasure is the total number of edges the agent visits before it finds the treasure. The agent does not have any prior knowledge about the graph or the position of the treasure. An oracle, that knows the graph, the initial position of the agent, and the position of the treasure, places some pebbles on the nodes, at most one per node, of the graph to guide the agent towards the treasure. This paper aims to study the trade-off between the number of pebbles provided and the time required to find the treasure. To be specific, we aim to answer the following question. ``What is the minimum time for treasure hunt in a graph with maximum degree $Δ$ and diameter $D$ if $k$ pebbles are placed? " We answer the above question when $k<D$ or $k=cD$ for some positive integer $c$. We design efficient algorithms for the agent for different values of $k$. We also propose an almost matching lower bound result for $k<D$.

cs.DC

Collaborative Dispersion by Silent Robots

In the dispersion problem, a set of $k$ co-located mobile robots must relocate themselves in distinct nodes of an unknown network. The network is modeled as an anonymous graph $G=(V,E)$, where the nodes of the graph are not labeled. The edges incident to a node $v$ with degree $d$ are labeled with port numbers in the range $0,1, \cdots, d-1$ at $v$. The robots have unique ids in the range $[0,L]$, where $L \ge k$, and are initially placed at a source node $s$. Each robot knows only its own id but does not know the ids of the other robots or the values of $L,k$. The task of dispersion was traditionally achieved with the assumption of two types of communication abilities: (a) when some robots are at the same node, they can communicate by exchanging messages between them (b) any two robots in the network can exchange messages between them. In this paper, we ask whether this ability of communication among co-located robots is necessary to achieve dispersion. We show that even if the ability of communication is not available, the task of dispersion by a set of mobile robots can be achieved in a much weaker model where a robot at a node $v$ has the access of following very restricted information at the beginning of any round: (1) am I alone at $v$? (2) the number of robots at $v$ increased or decreased compare to the previous round? We propose a deterministic algorithm that achieves dispersion on any given graph $G=(V,E)$ in time $O\left( k\log L+k^2 \log Δ\right)$, where $Δ$ is the maximum degree of a node in $G$. Each robot uses $O(\log L+ \log Δ)$ additional memory. We also prove that the task of dispersion cannot be achieved by a set of mobile robots with $o(\log L + \log Δ)$ additional memory.

cs.DS

Pebble Guided Near Optimal Treasure Hunt in Anonymous Graphs

We study the problem of treasure hunt in a graph by a mobile agent. The nodes in the graph are anonymous and the edges at any node $v$ of degree $deg(v)$ are labeled arbitrarily as $0,1,\ldots, deg(v)-1$. A mobile agent, starting from a node, must find a stationary object, called {\it treasure} that is located on an unknown node at a distance $D$ from its initial position. The agent finds the treasure when it reaches the node where the treasure is present. The {\it time} of treasure hunt is defined as the number of edges the agent visits before it finds the treasure. The agent does not have any prior knowledge about the graph or the position of the treasure. An Oracle, that knows the graph, the initial position of the agent, and the position of the treasure, places some pebbles on the nodes, at most one per node, of the graph to guide the agent towards the treasure. We target to answer the question: what is the fastest possible treasure hunt algorithm regardless of the number of pebbles are placed? We show an algorithm that uses $O(D \log Δ)$ pebbles to find the treasure in a graph $G$ in time $O(D \log Δ+ \log^3 Δ)$, where $Δ$ is the maximum degree of a node in $G$ and $D$ is the distance from the initial position of the agent to the treasure. We show an almost matching lower bound of $Ω(D \log Δ)$ on time of the treasure hunt using any number of pebbles.

cs.DS

Finding the Size and the Diameter of a Radio Network Using Short Labels

The number of nodes of a network, called its size, and the largest distance between nodes of a network, called its diameter, are among the most important network parameters. Knowing the size and/or diameter is a prerequisite of many distributed network algorithms. A radio network is a collection of nodes, with wireless transmission and receiving capabilities. It is modeled as a simple undirected graph whose nodes communicate in synchronous rounds. In each round, a node can either transmit a message to all its neighbors, or stay silent and listen. At the receiving end, a node $v$ hears a message from a neighbor $w$ in a round $i$, if $v$ listens in round $i$, and if $w$ is its only neighbor that transmits in round $i$. If $v$ listens in a round, and multiple neighbors of $v$ transmit in this round, a collision occurs at $v$. If $v$ transmits in a round, it does not hear anything. If listening nodes can distinguish collision from silence, we say that the network has collision detection capability, otherwise there is no collision detection. We consider the tasks of size discovery and diameter discovery: finding the size (resp. the diameter) of an unknown radio network with collision detection. All nodes have to output the size (resp. the diameter) of the network, using a deterministic algorithm. Nodes have labels which are binary strings. The length of a labeling scheme is the largest length of a label. We concentrate on the following problems: 1. What is the shortest labeling scheme that permits size discovery in all radio networks of maximum degree $Δ$? 2. What is the shortest labeling scheme that permits diameter discovery in all radio networks? We show that the minimum length of a labeling scheme that permits size discovery is $Θ(\log\log Δ)$. By contrast, we show that diameter discovery can be done using a labeling scheme of constant length.

cs.DC

Four Shades of Deterministic Leader Election in Anonymous Networks

Leader election is one of the fundamental problems in distributed computing: a single node, called the leader, must be specified. This task can be formulated either in a weak way, where one node outputs 'leader' and all other nodes output 'non-leader', or in a strong way, where all nodes must also learn which node is the leader. If the nodes of the network have distinct identifiers, then such an agreement means that all nodes have to output the identifier of the elected leader. For anonymous networks, the strong version of leader election requires that all nodes must be able to find a path to the leader, as this is the only way to identify it. For any network in which leader election (weak or strong) is possible knowing the map of the network, there is a minimum time in which this can be done. We consider four formulations of leader election discussed in the literature in the context of anonymous networks : one is the weak formulation, and the three others specify three different ways of finding the path to the leader in the strong formulation. Our aim is to compare the amount of initial information needed to accomplish each of these "four shades" of leader election in minimum time. We show that the amount of information required to accomplish leader election in the weak formulation in minimum time is exponentially smaller than that needed for any of the strong formulations. Thus, if the required amount of advice is used as a measure of the difficulty of the task, the weakest version of leader election in minimum time is drastically easier than any version of the strong formulation in minimum time.

cs.DC

Constant-Length Labeling Schemes for Deterministic Radio Broadcast

Broadcast is one of the fundamental network communication primitives. One node of a network, called the $\mathit{source}$, has a message that has to be learned by all other nodes. We consider the feasibility of deterministic broadcast in radio networks. If nodes of the network do not have any labels, deterministic broadcast is impossible even in the four-cycle. On the other hand, if all nodes have distinct labels, then broadcast can be carried out, e.g., in a round-robin fashion, and hence $O(\log n)$-bit labels are sufficient for this task in $n$-node networks. In fact, $O(\log Δ)$-bit labels, where $Δ$ is the maximum degree, are enough to broadcast successfully. Hence, it is natural to ask if very short labels are sufficient for broadcast. Our main result is a positive answer to this question. We show that every radio network can be labeled using 2 bits in such a way that broadcast can be accomplished by some universal deterministic algorithm that does not know the network topology nor any bound on its size. Moreover, at the expense of an extra bit in the labels, we get the additional strong property that there exists a common round in which all nodes know that broadcast has been completed. Finally, we show that 3-bit labels are also sufficient to solve both versions of broadcast in the case where the labeling scheme does not know which node is the source.

cs.DC

Approximation Algorithms for Barrier Sweep Coverage

Time-varying coverage, namely sweep coverage is a recent development in the area of wireless sensor networks, where a small number of mobile sensors sweep or monitor comparatively large number of locations periodically. In this article we study barrier sweep coverage with mobile sensors where the barrier is considered as a finite length continuous curve on a plane. The coverage at every point on the curve is time-variant. We propose an optimal solution for sweep coverage of a finite length continuous curve. Usually energy source of a mobile sensor is battery with limited power, so energy restricted sweep coverage is a challenging problem for long running applications. We propose an energy restricted sweep coverage problem where every mobile sensors must visit an energy source frequently to recharge or replace its battery. We propose a $\frac{13}{3}$-approximation algorithm for this problem. The proposed algorithm for multiple curves achieves the best possible approximation factor 2 for a special case. We propose a 5-approximation algorithm for the general problem. As an application of the barrier sweep coverage problem for a set of line segments, we formulate a data gathering problem. In this problem a set of mobile sensors is arbitrarily monitoring the line segments one for each. A set of data mules periodically collects the monitoring data from the set of mobile sensors. We prove that finding the minimum number of data mules to collect data periodically from every mobile sensor is NP-hard and propose a 3-approximation algorithm to solve it.

cs.DC

Short Labeling Schemes for Topology Recognition in Wireless Tree Networks

We consider the problem of topology recognition in wireless (radio) networks modeled as undirected graphs. Topology recognition is a fundamental task in which every node of the network has to output a map of the underlying graph i.e., an isomorphic copy of it, and situate itself in this map. In wireless networks, nodes communicate in synchronous rounds. In each round a node can either transmit a message to all its neighbors, or stay silent and listen. At the receiving end, a node $v$ hears a message from a neighbor $w$ in a given round, if $v$ listens in this round, and if $w$ is its only neighbor that transmits in this round. Nodes have labels which are (not necessarily different) binary strings. The length of a labeling scheme is the largest length of a label. We concentrate on wireless networks modeled by trees, and we investigate two problems. \begin{itemize} \item What is the shortest labeling scheme that permits topology recognition in all wireless tree networks of diameter $D$ and maximum degree $Δ$? \item What is the fastest topology recognition algorithm working for all wireless tree networks of diameter $D$ and maximum degree $Δ$, using such a short labeling scheme? \end{itemize} We are interested in deterministic topology recognition algorithms. For the first problem, we show that the minimum length of a labeling scheme allowing topology recognition in all trees of maximum degree $Δ\geq 3$ is $Θ(\log\log Δ)$. For such short schemes, used by an algorithm working for the class of trees of diameter $D\geq 4$ and maximum degree $Δ\geq 3$, we show almost matching bounds on the time of topology recognition: an upper bound $O(DΔ)$, and a lower bound $Ω(DΔ^ε)$, for any constant $ε<1$.

cs.DC

Leader Election in Trees with Customized Advice

Leader election is a basic symmetry breaking problem in distributed computing. All nodes of a network have to agree on a single node, called the leader. If the nodes of the network have distinct labels, then agreeing on a single node means that all nodes have to output the label of the elected leader. If the nodes are anonymous, the task of leader election is formulated as follows: every node of the network must output a simple path starting at it, which is coded as a sequence of port numbers, such that all these paths end at a common node, the leader. In this paper, we study deterministic leader election in anonymous trees. Our goal is to establish tradeoffs between the allocated time $τ$ and the amount of information that has to be given {\em a priori} to the nodes of a network to enable leader election in time $τ$. Following the framework of {\em algorithms with advice}, this information is provided to all nodes at the start by an oracle knowing the entire tree, in form of binary strings assigned to all nodes. There are two possible variants of formulating this advice assignment. Either the strings provided to all nodes are identical, or strings assigned to different nodes may be potentially different, i.e., advice can be {\em customized}. As opposed to previous papers on leader election with advice, in this paper we consider the latter option. The maximum length of all assigned binary strings is called the {\em size of advice}. For a given time $τ$ allocated to leader election, we give upper and lower bounds on the minimum size of advice sufficient to perform leader election in time $τ$. All our bounds except one pair are tight up to multiplicative constants, and in this one exceptional case, the gap between the upper and the lower bound is very small.

cs.DC

Deterministic Graph Exploration with Advice

We consider the task of graph exploration. An $n$-node graph has unlabeled nodes, and all ports at any node of degree $d$ are arbitrarily numbered $0,\dots, d-1$. A mobile agent has to visit all nodes and stop. The exploration time is the number of edge traversals. We consider the problem of how much knowledge the agent has to have a priori, in order to explore the graph in a given time, using a deterministic algorithm. This a priori information (advice) is provided to the agent by an oracle, in the form of a binary string, whose length is called the size of advice. We consider two types of oracles. The instance oracle knows the entire instance of the exploration problem, i.e., the port-numbered map of the graph and the starting node of the agent in this map. The map oracle knows the port-numbered map of the graph but does not know the starting node of the agent. We first consider exploration in polynomial time, and determine the exact minimum size of advice to achieve it. This size is $\log\log\log n -Θ(1)$, for both types of oracles. When advice is large, there are two natural time thresholds: $Θ(n^2)$ for a map oracle, and $Θ(n)$ for an instance oracle, that can be achieved with sufficiently large advice. We show that, with a map oracle, time $Θ(n^2)$ cannot be improved in general, regardless of the size of advice. We also show that the smallest size of advice to achieve this time is larger than $n^δ$, for any $δ<1/3$. For an instance oracle, advice of size $O(n\log n)$ is enough to achieve time $O(n)$. We show that, with any advice of size $o(n\log n)$, the time of exploration must be at least $n^ε$, for any $ε<2$, and with any advice of size $O(n)$, the time must be $Ω(n^2)$. We also investigate minimum advice sufficient for fast exploration of hamiltonian graphs.

cs.DS

Optimal Covering with Mobile Sensors in an Unbounded Region

Covering a bounded region with minimum number of homogeneous sensor nodes is a NP-complete problem \cite{Li09}. In this paper we have proposed an {\it id} based distributed algorithm for optimal coverage in an unbounded region. The proposed algorithm guarantees maximum spreading in $O(\sqrt{n})$ rounds without creating any coverage hole. The algorithm executes in synchronous rounds without exchanging any message. We have also explained how our proposed algorithm can achieve optimal energy consumption and handle random sensor node deployment for optimal spreading.

cs.DC