Searcharxiv⌕ Search

arXiv subjects

Giuseppe A. Di Luna

Publications and source records attributed to Giuseppe A. Di Luna.

12 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↗

Non-Uniform Content-Oblivious Leader Election on Oriented Asynchronous Rings

We study the leader election problem in oriented ring networks under content-oblivious asynchronous message-passing systems, where an adversary may arbitrarily corrupt message contents. Frei et al. (DISC 2024) presented a uniform terminating leader election algorithm for oriented rings in this setting, with message complexity $O(n \cdot \mathsf{ID}_{\max})$ on a ring of size $n$, where $\mathsf{ID}_{\max}$ is the largest identifier in the system, this result has been recently extended by Chalopin et al. (DISC 2025) to unoriented rings. In this paper, we investigate the message complexity of leader election on ring networks in the content-oblivious model, showing that no uniform algorithm can solve the problem if each process is limited to sending a constant number of messages in one direction. Interestingly, this limitation hinges on the uniformity assumption. In the non-uniform setting, where processes know an upper bound $U \geq n$ on the ring size, we present an algorithm with message complexity $O(n \cdot U \cdot \mathsf{ID}_{\min})$, in which each process sends $O(U \cdot \mathsf{ID}_{\min})$ messages clockwise and only three messages counter-clockwise. Here, $\mathsf{ID}_{\min}$ is the smallest identifier in the system. This dependence on the identifiers compares favorably with the dependence on $\mathsf{ID}_{\max}$ of Frei et al. We also show a non-uniform algorithm where each process sends $O(U \cdot \log\mathsf{ID}_{\min})$ messages in one direction and $O(\log\mathsf{ID}_{\min})$ in the other. The factor $\log \mathsf{ID}_{\min}$ is optimal, matching the lower bound of Frei et al. Finally, in the anonymous setting, where processes do not have identifiers, we propose a randomized algorithm where each process sends only $O(\log^2 U)$ messages, with a success probability of $1 - U^{-c}$.

cs.DC↗

Content-Oblivious Leader Election in 2-Edge-Connected Networks

Censor-Hillel, Cohen, Gelles, and Sela (PODC 2022 & Distributed Computing 2023) studied fully-defective asynchronous networks, where communication channels may suffer an extreme form of alteration errors, rendering messages completely corrupted. The model is equivalent to content-oblivious computation, where nodes communicate solely via pulses. They showed that if the network is 2-edge-connected, then any algorithm for a noiseless setting can be simulated in the fully-defective setting; otherwise, no non-trivial computation is possible in the fully-defective setting. However, their simulation requires a predesignated leader, which they conjectured to be necessary for any non-trivial content-oblivious task. In this work, we present two results: General 2-edge-connected topologies: First, we show an asynchronous content-oblivious leader election algorithm that quiescently terminates in any 2-edge-connected network with message complexity $O(m \cdot N \cdot \mathsf{ID}_{\min})$, where $m$ is the number of edges, $N$ is a known upper bound on the number of nodes, and $\mathsf{ID}_{\min}$ is the smallest $\mathsf{ID}$. Combined with the above simulation, this result shows that whenever a size bound $N$ is known, any noiseless algorithm can be simulated in the fully-defective model without a preselected leader, fully refuting the conjecture. Unoriented rings: We then show that the knowledge of $N$ can be dropped in unoriented ring topologies by presenting a quiescently terminating election algorithm with message complexity $O(n \cdot \mathsf{ID}_{\max})$ that matches the previous bound. Consequently, this result constitutes a strict improvement over the previous leader election in oriented rings by Frei, Gelles, Ghazy, and Nolin (DISC 2024) and shows that, on rings, fully-defective and noiseless communication are computationally equivalent, with no additional assumptions.

cs.DC↗

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.

cs.DC↗

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↗

BinBert: Binary Code Understanding with a Fine-tunable and Execution-aware Transformer

A recent trend in binary code analysis promotes the use of neural solutions based on instruction embedding models. An instruction embedding model is a neural network that transforms sequences of assembly instructions into embedding vectors. If the embedding network is trained such that the translation from code to vectors partially preserves the semantic, the network effectively represents an assembly code model. In this paper we present BinBert, a novel assembly code model. BinBert is built on a transformer pre-trained on a huge dataset of both assembly instruction sequences and symbolic execution information. BinBert can be applied to assembly instructions sequences and it is fine-tunable, i.e. it can be re-trained as part of a neural architecture on task-specific data. Through fine-tuning, BinBert learns how to apply the general knowledge acquired with pre-training to the specific task. We evaluated BinBert on a multi-task benchmark that we specifically designed to test the understanding of assembly code. The benchmark is composed of several tasks, some taken from the literature, and a few novel tasks that we designed, with a mix of intrinsic and downstream tasks. Our results show that BinBert outperforms state-of-the-art models for binary instruction embedding, raising the bar for binary code understanding.

cs.CR↗

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↗

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.

cs.DC↗

TuringMobile: A Turing Machine of Oblivious Mobile Robots with Limited Visibility and its Applications

In this paper we investigate the computational power of a set of mobile robots with limited visibility. At each iteration, a robot takes a snapshot of its surroundings, uses the snapshot to compute a destination point, and it moves toward its destination. Each robot is punctiform and memoryless, it operates in $\mathbb{R}^m$, it has a local reference system independent of the other robots' ones, and is activated asynchronously by an adversarial scheduler. Moreover, robots are non-rigid, in that they may be stopped by the scheduler at each move before reaching their destination (but are guaranteed to travel at least a fixed unknown distance before being stopped). We show that despite these strong limitations, it is possible to arrange $3m+3k$ of these weak entities in $\mathbb{R}^m$ to simulate the behavior of a stronger robot that is rigid (i.e., it always reaches its destination) and is endowed with $k$ registers of persistent memory, each of which can store a real number. We call this arrangement a TuringMobile. In its simplest form, a TuringMobile consisting of only three robots can travel in the plane and store and update a single real number. We also prove that this task is impossible with fewer than three robots. Among the applications of the TuringMobile, we focused on Near-Gathering (all robots have to gather in a small-enough disk) and Pattern Formation (of which Gathering is a special case) with limited visibility. Interestingly, our investigation implies that both problems are solvable in Euclidean spaces of any dimension, even if the visibility graph of the robots is initially disconnected, provided that a small amount of these robots are arranged to form a TuringMobile. In the special case of the plane, a basic TuringMobile of only three robots is sufficient.

cs.DC↗

Shape Formation by Programmable Particles

Shape formation is a basic distributed problem for systems of computational mobile entities. Intensively studied for systems of autonomous mobile robots, it has recently been investigated in the realm of programmable matter. Namely, it has been studied in the geometric Amoebot model, where the anonymous entities, called particles, operate on a hexagonal tessellation of the plane and have limited computational power (they have constant memory), strictly local interaction and communication capabilities (only with particles in neighboring nodes of the grid), and limited motorial capabilities (from a grid node to an empty neighboring node); their activation is controlled by an adversarial scheduler. Recent investigations have shown how, starting from a well-structured configuration in which the particles form a (not necessarily complete) triangle, the particles can form a large class of shapes. This result has been established under several assumptions: agreement on the clockwise direction (i.e., chirality), a sequential activation schedule, and randomization (i.e., particles can flip coins). In this paper we provide a characterization of which shapes can be formed deterministically starting from any simply connected initial configuration of $n$ particles. As a byproduct, if randomization is allowed, then any input shape can be formed from any initial (simply connected) shape by our algorithm, provided that $n$ is large enough. Our algorithm works without chirality, proving that chirality is computationally irrelevant for shape formation. Furthermore, it works under a strong adversarial scheduler, not necessarily sequential. We also consider the complexity of shape formation in terms of both the number of rounds and of moves performed by the particles. We prove that our solution has a complexity of $O(n^2)$ rounds and moves: this number of moves is also asymptotically optimal.

cs.DC↗