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Franck Petit

Publications and source records attributed to Franck Petit.

At least 19 recordsLinked to original sources

Deterministic Self-Stabilizing BFS Construction in Constant Space

In this paper, we resolve a long-standing question in self-stabilization by demonstrating that it is indeed possible to construct a spanning tree in a semi-uniform network using constant memory per node. We introduce a self-stabilizing synchronous algorithm that builds a breadth-first search (BFS) spanning tree with only $O(1)$ bits of memory per node, converging in $2^\epsilon$ time units, where $\epsilon$ denotes the eccentricity of the distinguish node. Crucially, our approach operates without any prior knowledge of global network parameters such as maximum degree, diameter, or total node count. In contrast to traditional self-stabilizing methods, such as pointer-to-neighbor communication or distance-to-root computation, that are unsuitable under strict memory constraints, our solution employs an innovative constant-space token dissemination mechanism. This mechanism effectively eliminates cycles and rectifies deviations in the BFS structure, ensuring both correctness and memory efficiency. The proposed algorithm not only meets the stringent requirements of memory-constrained distributed systems but also opens new avenues for research in self-stabilizing protocols under severe resource limitations.

cs.DC

When Should You Wait Before Updating? Toward a Robustness Refinement

Consider a dynamic network and a given distributed problem. At any point in time, there might exist several solutions that are equally good with respect to the problem specification, but that are different from an algorithmic perspective, because some could be easier to update than others when the network changes. In other words, one would prefer to have a solution that is more robust to topological changes in the network; and in this direction the best scenario would be that the solution remains correct despite the dynamic of the network. In~\cite{CasteigtsDPR20}, the authors introduced a very strong robustness criterion: they required that for any removal of edges that maintain the network connected, the solution remains valid. They focus on the maximal independent set problem, and their approach consists in characterizing the graphs in which there exists a robust solution (the existential problem), or even stronger, where any solution is robust (the universal problem). As the robustness criteria is very demanding, few graphs have a robust solution, and even fewer are such that all of their solutions are robust. In this paper, we ask the following question: \textit{Can we have robustness for a larger class of networks, if we bound the number $k$ of edge removals allowed}? (See the full paper for the full abstract.)

cs.DS

Deterministic Treasure Hunt in the Plane with Angular Hints

A mobile agent equipped with a compass and a measure of length has to find an inert treasure in the Euclidean plane. Both the agent and the treasure are modeled as points. In the beginning, the agent is at a distance at most $D>0$ from the treasure, but knows neither the distance nor any bound on it. Finding the treasure means getting at distance at most 1 from it. The agent makes a series of moves. Each of them consists in moving straight in a chosen direction at a chosen distance. In the beginning and after each move the agent gets a hint consisting of a positive angle smaller than $2π$ whose vertex is at the current position of the agent and within which the treasure is contained. We investigate the problem of how these hints permit the agent to lower the cost of finding the treasure, using a deterministic algorithm, where the cost is the worst-case total length of the agent's trajectory. It is well known that without any hint the optimal (worst case) cost is $Θ(D^2)$. We show that if all angles given as hints are at most $π$, then the cost can be lowered to $O(D)$, which is optimal. If all angles are at most $β$, where $β<2π$ is a constant unknown to the agent, then the cost is at most $O(D^{2-ε})$, for some $ε>0$. For both these positive results we present deterministic algorithms achieving the above costs. Finally, if angles given as hints can be arbitrary, smaller than $2π$, then we show that cost $Θ(D^2)$ cannot be beaten.

cs.DS

Almost Universal Anonymous Rendezvous in the Plane

Two mobile agents represented by points freely moving in the plane and starting at two distinct positions, have to meet. The meeting, called rendezvous, occurs when agents are at distance at most $r$ of each other and never move after this time, where $r$ is a positive real unknown to them, called the visibility radius. Agents are anonymous and execute the same deterministic algorithm. Each agent has a set of private attributes, some or all of which can differ between agents. These attributes are: the initial position of the agent, its system of coordinates (orientation and chirality), the rate of its clock, its speed when it moves, and the time of its wake-up. If all attributes (except the initial positions) are identical and agents start at distance larger than $r$ then they can never meet. However, differences between attributes make it sometimes possible to break the symmetry and accomplish rendezvous. Such instances of the rendezvous problem (formalized as lists of attributes), are called feasible. Our contribution is three-fold. We first give an exact characterization of feasible instances. Thus it is natural to ask whether there exists a single algorithm that guarantees rendezvous for all these instances. We give a strong negative answer to this question: we show two sets $S_1$ and $S_2$ of feasible instances such that none of them admits a single rendezvous algorithm valid for all instances of the set. On the other hand, we construct a single algorithm that guarantees rendezvous for all feasible instances outside of sets $S_1$ and $S_2$. We observe that these exception sets $S_1$ and $S_2$ are geometrically very small, compared to the set of all feasible instances: they are included in low-dimension subspaces of the latter. Thus, our rendezvous algorithm handling all feasible instances other than these small sets of exceptions can be justly called almost universal.

cs.DS

Deterministic Rendezvous at a Node of Agents with Arbitrary Velocities

We consider the task of rendezvous in networks modeled as undirected graphs. Two mobile agents with different labels, starting at different nodes of an anonymous graph, have to meet. This task has been considered in the literature under two alternative scenarios: weak and strong. Under the weak scenario, agents may meet either at a node or inside an edge. Under the strong scenario, they have to meet at a node, and they do not even notice meetings inside an edge. Rendezvous algorithms under the strong scenario are known for synchronous agents. For asynchronous agents, rendezvous under the strong scenario is impossible even in the two-node graph, and hence only algorithms under the weak scenario were constructed. In this paper we show that rendezvous under the strong scenario is possible for agents with restricted asynchrony: agents have the same measure of time but the adversary can arbitrarily impose the speed of traversing each edge by each of the agents. We construct a deterministic rendezvous algorithm for such agents, working in time polynomial in the size of the graph, in the length of the smaller label, and in the largest edge traversal time.

cs.DS

Robustness: a New Form of Heredity Motivated by Dynamic Networks

We investigate a special case of hereditary property in graphs, referred to as {\em robustness}. A property (or structure) is called robust in a graph $G$ if it is inherited by all the connected spanning subgraphs of $G$. We motivate this definition using two different settings of dynamic networks. The first corresponds to networks of low dynamicity, where some links may be permanently removed so long as the network remains connected. The second corresponds to highly-dynamic networks, where communication links appear and disappear arbitrarily often, subject only to the requirement that the entities are temporally connected in a recurrent fashion ({\it i.e.} they can always reach each other through temporal paths). Each context induces a different interpretation of the notion of robustness. We start by motivating the definition and discussing the two interpretations, after what we consider the notion independently from its interpretation, taking as our focus the robustness of {\em maximal independent sets} (MIS). A graph may or may not admit a robust MIS. We characterize the set of graphs \forallMIS in which {\em all} MISs are robust. Then, we turn our attention to the graphs that {\em admit} a robust MIS (\existsMIS). This class has a more complex structure; we give a partial characterization in terms of elementary graph properties, then a complete characterization by means of a (polynomial time) decision algorithm that accepts if and only if a robust MIS exists. This algorithm can be adapted to construct such a solution if one exists.

cs.DM

Gracefully Degrading Gathering in Dynamic Rings

Gracefully degrading algorithms [Biely \etal, TCS 2018] are designed to circumvent impossibility results in dynamic systems by adapting themselves to the dynamics. Indeed, such an algorithm solves a given problem under some dynamics and, moreover, guarantees that a weaker (but related) problem is solved under a higher dynamics under which the original problem is impossible to solve. The underlying intuition is to solve the problem whenever possible but to provide some kind of quality of service if the dynamics become (unpredictably) higher.In this paper, we apply for the first time this approach to robot networks. We focus on the fundamental problem of gathering a squad of autonomous robots on an unknown location of a dynamic ring. In this goal, we introduce a set of weaker variants of this problem. Motivated by a set of impossibility results related to the dynamics of the ring, we propose a gracefully degrading gathering algorithm.

cs.DC

Asynchronous approach in the plane: A deterministic polynomial algorithm

In this paper we study the task of approach of two mobile agents having the same limited range of vision and moving asynchronously in the plane. This task consists in getting them in finite time within each other's range of vision. The agents execute the same deterministic algorithm and are assumed to have a compass showing the cardinal directions as well as a unit measure. On the other hand, they do not share any global coordinates system (like GPS), cannot communicate and have distinct labels. Each agent knows its label but does not know the label of the other agent or the initial position of the other agent relative to its own. The route of an agent is a sequence of segments that are subsequently traversed in order to achieve approach. For each agent, the computation of its route depends only on its algorithm and its label. An adversary chooses the initial positions of both agents in the plane and controls the way each of them moves along every segment of the routes, in particular by arbitrarily varying the speeds of the agents. A deterministic approach algorithm is a deterministic algorithm that always allows two agents with any distinct labels to solve the task of approach regardless of the choices and the behavior of the adversary. The cost of a complete execution of an approach algorithm is the length of both parts of route travelled by the agents until approach is completed. Let $Δ$ and $l$ be the initial distance separating the agents and the length of the shortest label, respectively. Assuming that $Δ$ and $l$ are unknown to both agents, does there exist a deterministic approach algorithm always working at a cost that is polynomial in $Δ$ and $l$? In this paper, we provide a positive answer to the above question by designing such an algorithm.

cs.DS

Computability of Perpetual Exploration in Highly Dynamic Rings

We consider systems made of autonomous mobile robots evolving in highly dynamic discrete environment i.e., graphs where edges may appear and disappear unpredictably without any recurrence, stability, nor periodicity assumption. Robots are uniform (they execute the same algorithm), they are anonymous (they are devoid of any observable ID), they have no means allowing them to communicate together, they share no common sense of direction, and they have no global knowledge related to the size of the environment. However, each of them is endowed with persistent memory and is able to detect whether it stands alone at its current location. A highly dynamic environment is modeled by a graph such that its topology keeps continuously changing over time. In this paper, we consider only dynamic graphs in which nodes are anonymous, each of them is infinitely often reachable from any other one, and such that its underlying graph (i.e., the static graph made of the same set of nodes and that includes all edges that are present at least once over time) forms a ring of arbitrary size. In this context, we consider the fundamental problem of perpetual exploration: each node is required to be infinitely often visited by a robot. This paper analyzes the computability of this problem in (fully) synchronous settings, i.e., we study the deterministic solvability of the problem with respect to the number of robots. We provide three algorithms and two impossibility results that characterize, for any ring size, the necessary and sufficient number of robots to perform perpetual exploration of highly dynamic rings.

cs.DC

Robustness in Highly Dynamic Networks

We investigate a special case of hereditary property that we refer to as {\em robustness}. A property is {\em robust} in a given graph if it is inherited by all connected spanning subgraphs of this graph. We motivate this definition in different contexts, showing that it plays a central role in highly dynamic networks, although the problem is defined in terms of classical (static) graph theory. In this paper, we focus on the robustness of {\em maximal independent sets} (MIS). Following the above definition, a MIS is said to be {\em robust} (RMIS) if it remains a valid MIS in all connected spanning subgraphs of the original graph. We characterize the class of graphs in which {\em all} possible MISs are robust. We show that, in these particular graphs, the problem of finding a robust MIS is {\em local}; that is, we present an RMIS algorithm using only a sublogarithmic number of rounds (in the number of nodes $n$) in the ${\cal LOCAL}$ model. On the negative side, we show that, in general graphs, the problem is not local. Precisely, we prove a $Ω(n)$ lower bound on the number of rounds required for the nodes to decide consistently in some graphs. This result implies a separation between the RMIS problem and the MIS problem in general graphs. It also implies that any strategy in this case is asymptotically (in order) as bad as collecting all the network information at one node and solving the problem in a centralized manner. Motivated by this observation, we present a centralized algorithm that computes a robust MIS in a given graph, if one exists, and rejects otherwise. Significantly, this algorithm requires only a polynomial amount of local computation time, despite the fact that exponentially many MISs and exponentially many connected spanning subgraphs may exist.

cs.DC

The Weakest Failure Detector for Eventual Consistency

In its classical form, a consistent replicated service requires all replicas to witness the same evolution of the service state. Assuming a message-passing environment with a majority of correct processes, the necessary and sufficient information about failures for implementing a general state machine replication scheme ensuring consistency is captured by the Ω failure detector. This paper shows that in such a message-passing environment, Ω is also the weakest failure detector to implement an eventually consistent replicated service, where replicas are expected to agree on the evolution of the service state only after some (a priori unknown) time. In fact, we show that Ω is the weakest to implement eventual consistency in any message-passing environment, i.e., under any assumption on when and where failures might occur. Ensuring (strong) consistency in any environment requires, in addition to Ω, the quorum failure detector Σ. Our paper thus captures, for the first time, an exact computational difference be- tween building a replicated state machine that ensures consistency and one that only ensures eventual consistency.

cs.DC

Enabling Minimal Dominating Set in Highly Dynamic Distributed Systems

We address the problem of computing a Minimal Dominating Set in highly dynamic distributed systems. We assume weak connectivity, i.e., the network may be disconnected at each time instant and topological changes are unpredictable. We make only weak assumptions on the communication: every process is infinitely often able to communicate with other processes (not necessarily directly). Our contribution is threefold. First, we propose a new definition of minimal dominating set suitable for the context of time-varying graphs that seems more relevant than existing ones. Next, we provide a necessary and sufficient topological condition for the existence of a deterministic algorithm for minimal dominating set construction in our settings. Finally, we propose a new measure of time complexity in time-varying graph in order to to allow fair comparison between algorithms. Indeed, this measure takes account of communication delays attributable to dynamicity of the graph and not to the algorithms.

cs.DC

The Next 700 Impossibility Results in Time-Varying Graphs

We address highly dynamic distributed systems modeled by time-varying graphs (TVGs). We interest in proof of impossibility results that often use informal arguments about convergence. First, we provide a distance among TVGs to define correctly the convergence of TVG sequences. Next, we provide a general framework that formally proves the convergence of the sequence of executions of any deterministic algorithm over TVGs of any convergent sequence of TVGs. Finally, we illustrate the relevance of the above result by proving that no deterministic algorithm exists to compute the underlying graph of any connected-over-time TVG, i.e., any TVG of the weakest class of long-lived TVGs.

cs.DC

Self-Stabilizing Balancing Algorithm for Containment-Based Trees

Containment-based trees encompass various handy structures such as B+-trees, R-trees and M-trees. They are widely used to build data indexes, range-queryable overlays, publish/subscribe systems both in centralized and distributed contexts. In addition to their versatility, their balanced shape ensures an overall satisfactory performance. Re- cently, it has been shown that their distributed implementations can be fault-resilient. However, this robustness is achieved at the cost of un-balancing the structure. While the structure remains correct in terms of searchability, its performance can be significantly decreased. In this paper, we propose a distributed self-stabilizing algorithm to balance containment-based trees.

cs.DC

Optimization in a Self-Stabilizing Service Discovery Framework for Large Scale Systems

Ability to find and get services is a key requirement in the development of large-scale distributed sys- tems. We consider dynamic and unstable environments, namely Peer-to-Peer (P2P) systems. In previous work, we designed a service discovery solution called Distributed Lexicographic Placement Table (DLPT), based on a hierar- chical overlay structure. A self-stabilizing version was given using the Propagation of Information with Feedback (PIF) paradigm. In this paper, we introduce the self-stabilizing COPIF (for Collaborative PIF) scheme. An algo- rithm is provided with its correctness proof. We use this approach to improve a distributed P2P framework designed for the services discovery. Significantly efficient experimental results are presented.

cs.DC

Ring Exploration with Oblivious Myopic Robots

The exploration problem in the discrete universe, using identical oblivious asynchronous robots without direct communication, has been well investigated. These robots have sensors that allow them to see their environment and move accordingly. However, the previous work on this problem assume that robots have an unlimited visibility, that is, they can see the position of all the other robots. In this paper, we consider deterministic exploration in an anonymous, unoriented ring using asynchronous, oblivious, and myopic robots. By myopic, we mean that the robots have only a limited visibility. We study the computational limits imposed by such robots and we show that under some conditions the exploration problem can still be solved. We study the cases where the robots visibility is limited to 1, 2, and 3 neighboring nodes, respectively.

cs.MA

Optimal grid exploration by asynchronous oblivious robots

We consider a team of {\em autonomous weak robots} that are endowed with visibility sensors and motion actuators. Autonomous means that the team cannot rely on any kind of central coordination mechanism or scheduler. By weak we mean that the robots are devoid of (1) any (observable) IDs allowing to differentiate them (anonymous), (2) means of communication allowing them to communicate directly, and (3) any way to remember any previous observation nor computation performed in any previous step (oblivious). Robots asynchronously operate in cycles of three phases: Look, Compute, and Move. Furthermore, the network is an anonymous unoriented grid. In such settings, the robots must collaborate to solve a collective task, here the terminating grid exploration (exploration for short), despite being limited with respect to input from the environment, asymmetry, memory, etc. Exploration requires that robots explore the grid and stop when the task is complete. We propose optimal (w.r.t. the number of robots) solutions for the deterministic terminating exploration of a grid shaped network by a team of $k$ asynchronous oblivious robots in the fully asynchronous and non-atomic model, so called CORDA. In more details, we first assume the ATOM model in which each Look-Compute-Move cycle execution is executed atomically, ie every robot that is activated at instant t instantaneously executes a full cycle between t and t+1. ATOM being strictly stronger than CORDA, all impossibility results in ATOM also hold in CORDA. We show that it is impossible to explore a grid of at least three nodes with less than three robots in ATOM. (This first result holds for both deterministic and probabilistic settings.) Next, we show that it is impossible to deterministically explore a (2,2)-Grid with less than 4 robots, and a (3,3)-Grid with less than 5 robots, respectively. Then, we propose deterministic algorithms in CORDA to exhibit the optimal number of robots allowing to explore of a given grid. Our results show that except in two particular cases, 3 robots are necessary and sufficient to deterministically explore a grid of at least three nodes. The optimal number of robots for the two remaining cases is: 4 for the (2,2)-Grid and 5 for the (3,3)-Grid.

cs.DC

Leader Election Problem Versus Pattern Formation Problem

Leader election and arbitrary pattern formation are funda- mental tasks for a set of autonomous mobile robots. The former consists in distinguishing a unique robot, called the leader. The latter aims in arranging the robots in the plane to form any given pattern. The solv- ability of both these tasks turns out to be necessary in order to achieve more complex tasks. In this paper, we study the relationship between these two tasks in a model, called CORDA, wherein the robots are weak in several aspects. In particular, they are fully asynchronous and they have no direct means of communication. They cannot remember any previous observation nor computation performed in any previous step. Such robots are said to be oblivious. The robots are also uniform and anonymous, i.e, they all have the same program using no global parameter (such as an identity) allowing to differentiate any of them. Moreover, we assume that none of them share any kind of common coordinate mechanism or common sense of direction and we discuss the influence of a common handedness (i.e., chirality). In such a system, Flochini et al. proved in [11] that it is possible to elect a leader for n \geq 3 robots if it is possible to form any pattern for n \geq 3. In this paper, we show that the converse is true for n \geq 4 when the robots share a common handedness and for n \geq 5 when they do not. Thus, we deduce that with chirality (resp. without chirality) both problems are equivalent for n \geq 4 (resp. n \geq 5) in CORDA.

cs.DC