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Giovanni Viglietta

Publications and source records attributed to Giovanni Viglietta.

At least 19 recordsLinked to original sources

Universal Finite-State and Self-Stabilizing Computation in Anonymous Dynamic Networks

A communication network is said to be "anonymous" if its agents are indistinguishable from each other; it is "dynamic" if its communication links may appear or disappear unpredictably over time. Assuming that each of the $n$ agents of an anonymous dynamic network is initially given an input, it takes $2τn$ communication rounds for the agents to compute an arbitrary (frequency-based) function of such inputs (Di Luna-Viglietta, DISC 2023), where $τ$ is a parameter called "dynamic disconnectivity", and measures how far the network is from being always connected (for always connected dynamic networks, $τ=1$). It is known that, without making additional assumptions on the network and without knowing the number of agents $n$, it is impossible to compute most functions and explicitly terminate. In fact, current state-of-the-art algorithms only achieve stabilization, i.e., allow each agent to return an output after every communication round. Outputs can be changed, and are guaranteed to be all correct after $2τn$ rounds. Such algorithms rely on the incremental construction of a data structure called "history tree", which is augmented at every round. Thus, they end up consuming an unlimited amount of memory, and are also prone to errors in case of memory loss or corruption. In this paper, we provide a general self-stabilizing algorithm for anonymous dynamic networks that stabilizes in $\max\{4τn-2μ,2μ\}$ rounds (where $μ$ measures the amount of corrupted data initially present in the memory of each agent), as well as a general finite-state algorithm that stabilizes in $τ(2n^2+n)$ rounds. Our work improves upon previously known methods that only apply to eventually static networks (Boldi-Vigna, Dist. Comp. 2002). In addition, we develop new fundamental techniques and operations involving history trees, which are of independent interest.

cs.DC↗

Optimal Computation in Anonymous Dynamic Networks

We give a simple characterization of the functions that can be computed deterministically by anonymous processes in dynamic networks, depending on the number of leaders in the network. In addition, we provide efficient distributed algorithms for computing all such functions assuming minimal or no knowledge about the network. Each of our algorithms comes in two versions: one that terminates with the correct output and a faster one that stabilizes on the correct output without explicit termination. Notably, these are the first deterministic algorithms whose running times scale linearly with both the number of processes and a parameter of the network which we call "dynamic disconnectivity" (meaning that our dynamic networks do not necessarily have to be connected at all times). We also provide matching lower bounds, showing that all our algorithms are asymptotically optimal for any fixed number of leaders. While most of the existing literature on anonymous dynamic networks relies on classic mass-distribution techniques, our work makes use of a novel combinatorial structure called "history tree", which is of independent interest. Among other contributions, our results make conclusive progress on two popular fundamental problems for anonymous dynamic networks: leaderless Average Consensus (i.e., computing the mean value of input numbers distributed among the processes) and multi-leader Counting (i.e., determining the exact number of processes in the network). Our contribution not only opens a promising line of research on applications of history trees, but also demonstrates that computation in anonymous dynamic networks is practically feasible and far less demanding than previously conjectured.

cs.DC↗

Computing in Anonymous Dynamic Networks with One-Bit Communications

We initiate the study of deterministic computation in anonymous dynamic networks where each agent broadcasts one bit per round and receives only the number of neighbors broadcasting each bit value. Despite this severe restriction, surprisingly rich global computation is possible. With a unique leader and a known upper bound $U$ on the network size $n$, we give a terminating algorithm for any computable function of the input multiset in $O(n^3\log^2 n+U)$ rounds, for inputs from a universe of size $N=2^{O(n\log n)}$. Without prior knowledge of $n$, we design a stabilizing algorithm for the same task running in $O(n^3\log^2 n)$ rounds. This essentially matches the state of the art for the congested model, where messages carry $O(\log n)$ bits and general computation takes $O(n^3)$ rounds. We also obtain comparable results for leaderless and multi-leader networks. We complement the upper bounds with an almost-matching lower bound of $$Ω\left(\frac{n^2\log(N/n)}{\log n}\right)$$ rounds, which becomes $Ω(n^3)$ for $N=2^{Ω(n\log n)}$. The proof is information-theoretic, based on local histories, and holds even with a unique leader, known $n$ and $N$, and a communication graph restricted to a dynamically changing ring. Our algorithms extract global linear equations from local one-bit aggregate observations. A one-bit cut test yields conservation constraints on the sizes of indistinguishable agent classes; by refining these classes and collecting independent constraints, agents recover the required multiplicities. For unknown size, we introduce a self-correcting adaptive flooding primitive of independent interest. Thus, the computational power of congested anonymous dynamic networks is essentially preserved even when every message is compressed to one bit.

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Efficient Lifting of Discrete Logarithms Modulo Prime Powers

We present a deterministic algorithm that, given a prime $p$ and a solution $x \in \mathbb Z$ to the discrete logarithm problem $a^x \equiv b \pmod p$ with $p\nmid a$, efficiently lifts it to a solution modulo $p^k$, i.e., $a^x \equiv b \pmod {p^k}$, for any fixed $k \geq 1$. The algorithm performs $k(\lceil \log_2 p\rceil +2)+O(\log p)$ multiplications modulo $p^k$ in the worst case, improving upon prior lifting methods by at least a factor of 8.

math.NT↗

Efficient Computation in Congested Anonymous Dynamic Networks

An anonymous dynamic network is a network of indistinguishable processes whose communication links may appear or disappear unpredictably over time. Previous research has shown that deterministically computing an arbitrary function of a multiset of input values given to these processes takes only a linear number of communication rounds (Di Luna-Viglietta, FOCS 2022). However, fast algorithms for anonymous dynamic networks rely on the construction and transmission of large data structures called "history trees", whose size is polynomial in the number of processes. This approach is unfeasible if the network is congested, and only messages of logarithmic size can be sent through its links. Observe that sending a large message piece by piece over several rounds is not in itself a solution, due to the anonymity of the processes combined with the dynamic nature of the network. Moreover, it is known that certain basic tasks such as all-to-all token dissemination (by means of single-token forwarding) require $Ω(n^2/\log n)$ rounds in congested networks (Dutta et al., SODA 2013). In this work, we develop a series of practical and efficient techniques that make it possible to use history trees in congested anonymous dynamic networks. Among other applications, we show how to compute arbitrary functions in such networks in $O(n^3)$ communication rounds, greatly improving upon previous state-of-the-art algorithms for congested networks.

cs.DC↗

Gathering on a Circle with Limited Visibility by Anonymous Oblivious Robots

A swarm of anonymous oblivious mobile robots, operating in deterministic Look-Compute-Move cycles, is confined within a circular track. All robots agree on the clockwise direction (chirality), they are activated by an adversarial semi-synchronous scheduler (SSYNCH), and an active robot always reaches the destination point it computes (rigidity). Robots have limited visibility: each robot can see only the points on the circle that have an angular distance strictly smaller than a constant $\vartheta$ from the robot's current location, where $0<\vartheta\leqπ$ (angles are expressed in radians). We study the Gathering problem for such a swarm of robots: that is, all robots are initially in distinct locations on the circle, and their task is to reach the same point on the circle in a finite number of turns, regardless of the way they are activated by the scheduler. Note that, due to the anonymity of the robots, this task is impossible if the initial configuration is rotationally symmetric; hence, we have to make the assumption that the initial configuration be rotationally asymmetric. We prove that, if $\vartheta=π$ (i.e., each robot can see the entire circle except its antipodal point), there is a distributed algorithm that solves the Gathering problem for swarms of any size. By contrast, we also prove that, if $\vartheta\leq π/2$, no distributed algorithm solves the Gathering problem, regardless of the size of the swarm, even under the assumption that the initial configuration is rotationally asymmetric and the visibility graph of the robots is connected. The latter impossibility result relies on a probabilistic technique based on random perturbations, which is novel in the context of anonymous mobile robots. Such a technique is of independent interest, and immediately applies to other Pattern-Formation problems.

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History Trees and Their Applications

In the theoretical study of distributed communication networks, "history trees" are a discrete structure that naturally models the concept that anonymous agents become distinguishable upon receiving different sets of messages from neighboring agents. By conveniently organizing temporal information in a systematic manner, history trees have been instrumental in the development of optimal deterministic algorithms for networks that are both anonymous and dynamically evolving. This note provides an accessible introduction to history trees, drawing comparisons with more traditional structures found in existing literature and reviewing the latest advancements in the applications of history trees, especially within dynamic networks. Furthermore, it expands the theoretical framework of history trees in new directions, also highlighting several open problems for further investigation.

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Minimal Arrangements of Spherical Geodesics

We study arrangements of geodesic arcs on a sphere, where all arcs are internally disjoint and each arc has its endpoints located within the interior of other arcs. We establish fundamental results concerning the minimum number of arcs in such arrangements, depending on local geometric constraints such as "one-sidedness" and "k-orientation". En route to these results, we generalize and settle an open problem from CCCG 2022, proving that any such arrangement has at least two "clockwise swirls" and at least two "counterclockwise swirls".

math.CO↗

Computing in Anonymous Dynamic Networks Is Linear

We give the first linear-time counting algorithm for processes in anonymous 1-interval-connected dynamic networks with a leader. As a byproduct, we are able to compute in $3n$ rounds every function that is deterministically computable in such networks. If explicit termination is not required, the running time improves to $2n$ rounds, which we show to be optimal up to a small additive constant (this is also the first non-trivial lower bound for counting). As our main tool of investigation, we introduce a combinatorial structure called "history tree", which is of independent interest. This makes our paper completely self-contained, our proofs elegant and transparent, and our algorithms straightforward to implement. In recent years, considerable effort has been devoted to the design and analysis of counting algorithms for anonymous 1-interval-connected networks with a leader. A series of increasingly sophisticated works, mostly based on classical mass-distribution techniques, have recently led to a celebrated counting algorithm in $O({n^{4+ ε}} \log^{3} (n))$ rounds (for $ε>0$), which was the state of the art prior to this paper. Our contribution not only opens a promising line of research on applications of history trees, but also demonstrates that computation in anonymous dynamic networks is practically feasible, and far less demanding than previously conjectured.

cs.DC↗

Pushing Blocks by Sweeping Lines

We investigate the reconfiguration of $n$ blocks, or "tokens", in the square grid using "line pushes". A line push is performed from one of the four cardinal directions and pushes all tokens that are maximum in that direction to the opposite direction. Tokens that are in the way of other tokens are displaced in the same direction, as well. Similar models of manipulating objects using uniform external forces match the mechanics of existing games and puzzles, such as Mega Maze, 2048 and Labyrinth, and have also been investigated in the context of self-assembly, programmable matter and robotic motion planning. The problem of obtaining a given shape from a starting configuration is know to be NP-complete. We show that, for every $n$, there are "sparse" initial configurations of $n$ tokens (i.e., where no two tokens are in the same row or column) that can be rearranged into any $a\times b$ box such that $ab=n$. However, only $1\times k$, $2\times k$ and $3\times 3$ boxes are obtainable from any arbitrary sparse configuration with a matching number of tokens. We also study the problem of rearranging labeled tokens into a configuration of the same shape, but with permuted tokens. For every initial "compact" configuration of the tokens, we provide a complete characterization of what other configurations can be obtained by means of line pushes.

math.CO↗

Minimizing Visible Edges in Polyhedra

We prove that, given a polyhedron $\mathcal P$ in $\mathbb{R}^3$, every point in $\mathbb R^3$ that does not see any vertex of $\mathcal P$ must see eight or more edges of $\mathcal P$, and this bound is tight. More generally, this remains true if $\mathcal P$ is any finite arrangement of internally disjoint polygons in $\mathbb{R}^3$. We also prove that every point in $\mathbb{R}^3$ can see six or more edges of $\mathcal{P}$ (possibly only the endpoints of some these edges) and every point in the interior of $\mathcal{P}$ can see a positive portion of at least six edges of $\mathcal{P}$. These bounds are also tight.

cs.CG↗

A Theory of Spherical Diagrams

We introduce an axiomatic theory of spherical diagrams as a tool to study certain combinatorial properties of polyhedra in $\mathbb R^3$, which are of central interest in the context of Art Gallery problems for polyhedra and other visibility-related problems in discrete and computational geometry.

math.CO↗

Chasing Puppies: Mobile Beacon Routing on Closed Curves

We solve an open problem posed by Michael Biro at CCCG 2013 that was inspired by his and others' work on beacon-based routing. Consider a human and a puppy on a simple closed curve in the plane. The human can walk along the curve at bounded speed and change direction as desired. The puppy runs with unbounded speed along the curve as long as the Euclidean straight-line distance to the human is decreasing, so that it is always at a point on the curve where the distance is locally minimal. Assuming that the curve is smooth (with some mild genericity constraints) or a simple polygon, we prove that the human can always catch the puppy in finite time.

cs.CG↗

Cyclic Shift Problems on Graphs

We study a new reconfiguration problem inspired by classic mechanical puzzles: a colored token is placed on each vertex of a given graph; we are also given a set of distinguished cycles on the graph. We are tasked with rearranging the tokens from a given initial configuration to a final one by using cyclic shift operations along the distinguished cycles. We first investigate a large class of graphs, which generalizes several classic puzzles, and we give a characterization of which final configurations can be reached from a given initial configuration. Our proofs are constructive, and yield efficient methods for shifting tokens to reach the desired configurations. On the other hand, when the goal is to find a shortest sequence of shifting operations, we show that the problem is NP-hard, even for puzzles with tokens of only two different colors.

cs.CC↗

Mobile RAM and Shape Formation by Programmable Particles

We investigate computational issues in the distributed model Amoebots of programmable matter. In this model, the computational entities, called particles, are anonymous finite-state machines that operate and move on an hexagonal tasselation of the plane. In this paper we show how a constant number of such weak particles can simulate a powerful Turing-complete entity that is able to move on the plane while computing. We then show an application of our tool to the classical Shape-Formation problem, providing a new and much more general distributed solution protocol. Indeed, the existing algorithms would allow to form only shapes made of arrangements of segments and triangles. Our algorithm allows the particles to form more abstract and general connected shapes, including circles and spirals, as well as fractal objects of non-integer dimension, such as the Sierpinski triangle or the Koch snowflake. In lieu of the existing limitation on the formability of a shape depending on the symmetry of the initial configuration of the particles, our result provides a complete characterization of the connected shapes that can be formed by an initially simply connected set of particles. Furthermore, in the case of non-connected shapes, we give almost-matching necessary and sufficient conditions for their formability.

cs.DC↗

Oblivious Permutations on the Plane

We consider a distributed system of n identical mobile robots operating in the two dimensional Euclidian plane. As in the previous studies, we consider the robots to be anonymous, oblivious, dis-oriented, and without any communication capabilities, operating based on the Look-Compute-Move model where the next location of a robot depends only on its view of the current configuration. Even in this seemingly weak model, most formation problems which require constructing specific configurations, can be solved quite easily when the robots are fully synchronized with each other. In this paper we introduce and study a new class of problems which, unlike the formation problems so far, cannot always be solved even in the fully synchronous model with atomic and rigid moves. This class of problems requires the robots to permute their locations in the plane. In particular, we are interested in implementing two special types of permutations -- permutations without any fixed points and permutations of order $n$. The former (called MOVE-ALL) requires each robot to visit at least two of the initial locations, while the latter (called VISIT-ALL) requires every robot to visit each of the initial locations in a periodic manner. We provide a characterization of the solvability of these problems, showing the main challenges in solving this class of problems for mobile robots. We also provide algorithms for the feasible cases, in particular distinguishing between one-step algorithms (where each configuration must be a permutation of the original configuration) and multi-step algorithms (which allow intermediate configurations). These results open a new research direction in mobile distributed robotics which has not been investigated before.

cs.DC↗

Optimally Guarding 2-Reflex Orthogonal Polyhedra by Reflex Edge Guards

Let an orthogonal polyhedron be the union of a finite set of boxes in $\mathbb R^3$ (i.e., cuboids with edges parallel to the coordinate axes), whose surface is a connected 2-manifold. We study the NP-complete problem of guarding a non-convex orthogonal polyhedron having reflex edges in just two directions (as opposed to three, in the general case) by placing the minimum number of edge guards on reflex edges only. We show that $$\left\lfloor \frac{r-g}{2} \right\rfloor +1$$ reflex edge guards are sufficient, where $r$ is the number of reflex edges and $g$ is the polyhedron's genus. This bound is tight for $g=0$. We thereby generalize a classic planar Art Gallery theorem of O'Rourke, which states that the same upper bound holds for vertex guards in an orthogonal polygon with $r$ reflex vertices and $g$ holes. Then we give a similar upper bound in terms of $m$, the total number of edges in the polyhedron. We prove that $$\left\lfloor \frac{m-4}{8} \right\rfloor +g$$ reflex edge guards are sufficient, whereas the previous best known bound was $\lfloor 11m/72+g/6\rfloor-1$ edge guards (not necessarily reflex). We also consider the setting in which guards are open (i.e., they are segments without the endpoints), proving that the same results hold even in this more challenging case. Finally, we show how to compute guard locations matching the above bounds in $O(n \log n)$ time.

cs.CG↗

Meeting in a Polygon by Anonymous Oblivious Robots

The Meeting problem for $k\geq 2$ searchers in a polygon $P$ (possibly with holes) consists in making the searchers move within $P$, according to a distributed algorithm, in such a way that at least two of them eventually come to see each other, regardless of their initial positions. The polygon is initially unknown to the searchers, and its edges obstruct both movement and vision. Depending on the shape of $P$, we minimize the number of searchers $k$ for which the Meeting problem is solvable. Specifically, if $P$ has a rotational symmetry of order $σ$ (where $σ=1$ corresponds to no rotational symmetry), we prove that $k=σ+1$ searchers are sufficient, and the bound is tight. Furthermore, we give an improved algorithm that optimally solves the Meeting problem with $k=2$ searchers in all polygons whose barycenter is not in a hole (which includes the polygons with no holes). Our algorithms can be implemented in a variety of standard models of mobile robots operating in Look-Compute-Move cycles. For instance, if the searchers have memory but are anonymous, asynchronous, and have no agreement on a coordinate system or a notion of clockwise direction, then our algorithms work even if the initial memory contents of the searchers are arbitrary and possibly misleading. Moreover, oblivious searchers can execute our algorithms as well, encoding information by carefully positioning themselves within the polygon. This code is computable with basic arithmetic operations, and each searcher can geometrically construct its own destination point at each cycle using only a compass. We stress that such memoryless searchers may be located anywhere in the polygon when the execution begins, and hence the information they initially encode is arbitrary. Our algorithms use a self-stabilizing map construction subroutine which is of independent interest.

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