SearcharxivSearch

arXiv subjects

Jannik Castenow

Publications and source records attributed to Jannik Castenow.

8 recordsLinked to original sources

The k-Server with Preferences Problem

The $k$-Server Problem covers plenty of resource allocation scenarios, and several variations have been studied extensively for decades. We present a model generalizing the $k$-Server Problem by preferences of the requests, where the servers are not identical and requests can express which specific servers should serve them. In our model, requests can either be answered by any server (general requests) or by a specific one (specific requests). If only general requests appear, the instance is one of the original $k$-Server Problem, and a lower bound for the competitive ratio of $k$ applies. If only specific requests appear, a solution with a competitive ratio of $1$ becomes trivial. We show that if both kinds of requests appear, the lower bound raises to $2k-1$. We study deterministic online algorithms and present two algorithms for uniform metrics. The first one has a competitive ratio dependent on the frequency of specific requests. It achieves a worst-case competitive ratio of $3k-2$ while it is optimal when only general requests appear or when specific requests dominate the input sequence. The second has a worst-case competitive ratio of $2k+14$. For the first algorithm, we show a lower bound of $3k-2$, while the second algorithm has a lower bound of $2k-1$ when only general requests appear. The two algorithms differ in only one behavioral rule that significantly influences the competitive ratio. We show that there is a trade-off between performing well against instances of the $k$-Server Problem and mixed instances based on the rule. Additionally, no deterministic online algorithm can be optimal for both kinds of instances simultaneously. Regarding non-uniform metrics, we present an adaption of the Double Coverage algorithm for $2$ servers on the line achieving a competitive ratio of $6$, and an adaption of the Work-Function-Algorithm achieving a competitive ratio of $4k$.

cs.DS

A Unifying Approach to Efficient (Near)-Gathering of Disoriented Robots with Limited Visibility

We consider a swarm of $n$ robots in \mathbb{R}^d. The robots are oblivious, disoriented (no common coordinate system/compass), and have limited visibility (observe other robots up to a constant distance). The basic formation task gathering requires that all robots reach the same, not predefined position. In the related near-gathering task, they must reach distinct positions such that every robot sees the entire swarm. In the considered setting, gathering can be solved in $\mathcal{O}(n + Δ^2)$ synchronous rounds both in two and three dimensions, where $Δ$ denotes the initial maximal distance of two robots. In this work, we formalize a key property of efficient gathering protocols and use it to define $λ$-contracting protocols. Any such protocol gathers $n$ robots in the $d$-dimensional space in $\mathcal{O}(Δ^2)$ synchronous rounds. Moreover, we prove a corresponding lower bound stating that any protocol in which robots move to target points inside of the local convex hulls of their neighborhoods -- $λ$-contracting protocols have this property -- requires $Ω(Δ^2)$ rounds to gather all robots. Among others, we prove that the $d$-dimensional generalization of the GtC-protocol is $λ$-contracting. Remarkably, our improved and generalized runtime bound is independent of $n$ and $d$. The independence of $d$ answers an open research question. We also introduce an approach to make any $λ$-contracting protocol collisionfree to solve near-gathering. The resulting protocols maintain the runtime of $Θ(Δ^2)$ and work even in the semi-synchronous model.

cs.DC

The Max-Line-Formation Problem

We consider n robots with limited visibility: each robot can observe other robots only up to a constant distance denoted as the viewing range. The robots operate in discrete rounds that are either fully synchronous (FSync) or semi-synchronized (SSync). Most previously studied formation problems in this setting seek to bring the robots closer together (e.g., Gathering or Chain-Formation). In this work, we introduce the Max-Line-Formation problem, which has a contrary goal: to arrange the robots on a straight line of maximal length. First, we prove that the problem is impossible to solve by robots with a constant sized circular viewing range. The impossibility holds under comparably strong assumptions: robots that agree on both axes of their local coordinate systems in FSync. On the positive side, we show that the problem is solvable by robots with a constant square viewing range, i.e., the robots can observe other robots that lie within a constant-sized square centered at their position. In this case, the robots need to agree on only one axis of their local coordinate systems. We derive two algorithms: the first algorithm considers oblivious robots and converges to the optimal configuration in time $\mathcal{O}(n^2 \cdot \log (n/\varepsilon))$ under the SSync scheduler. The other algorithm makes use of locally visible lights (LUMI). It is designed for the FSync scheduler and can solve the problem exactly in optimal time $Θ(n)$. Afterward, we show that both the algorithmic and the analysis techniques can also be applied to the Gathering and Chain-Formation problem: we introduce an algorithm with a reduced viewing range for Gathering and give new and improved runtime bounds for the Chain-Formation problem.

cs.DC

Gathering a Euclidean Closed Chain of Robots in Linear Time

This work focuses on the following question related to the Gathering problem of $n$ autonomous, mobile robots in the Euclidean plane: Is it possible to solve Gathering of robots that do not agree on any axis of their coordinate systems (disoriented robots) and see other robots only up to a constant distance (limited visibility) in $o(n^2)$ fully synchronous rounds? The best known algorithm that solves Gathering of disoriented robots with limited visibility assuming oblivious robots needs $Θ(n^2)$ rounds [SPAA'11]. The lower bound for this algorithm even holds in a simplified closed chain model, where each robot has exactly two neighbors and the chain connections form a cycle. The only existing algorithms achieving a linear number of rounds for disoriented robots assume robots that are located on a two dimensional grid [IPDPS'16] and [SPAA'16]. Both algorithms make use of locally visible lights (the LUMINOUS model). In this work, we show for the closed chain model, that $n$ disoriented robots with limited visibility in the Euclidean plane can be gathered in $Θ\left(n\right)$ rounds assuming the LUMINOUS model. The lights are used to initiate and perform so-called runs along the chain. For the start of such runs, locally unique robots need to be determined. In contrast to the grid [IPDPS'16], this is not possible in every configuration in the Euclidean plane. Based on the theory of isogonal polygons by Grünbaum, we identify the class of isogonal configurations in which no such locally unique robots can be identified. Our solution combines two algorithms: The first one gathers isogonal configurations; it works without any lights. The second one works for non-isogonal configurations; it identifies locally unique robots to start runs, using a constant number of lights. Interleaving these algorithms solves the Gathering problem in $\mathcal{O}(n)$ rounds.

cs.DC

A Discrete and Continuous Study of the Max-Chain-Formation Problem

Most existing robot formation problems seek a target formation of a certain \emph{minimal} and, thus, efficient structure. Examples include the Gathering and the Chain-Formation problem. In this work, we study formation problems that try to reach a \emph{maximal} structure, supporting for example an efficient coverage in exploration scenarios. A recent example is the NASA Shapeshifter project, which describes how the robots form a relay chain along which gathered data from extraterrestrial cave explorations may be sent to a home base. As a first step towards understanding such maximization tasks, we introduce and study the Max-Chain-Formation problem, where $n$ robots are ordered along a winding, potentially self-intersecting chain and must form a connected, straight line of maximal length connecting its two endpoints. We propose and analyze strategies in a discrete and in a continuous time model. In the discrete case, we give a complete analysis if all robots are initially collinear, showing that the worst-case time to reach an $\varepsilon$-approximation is upper bounded by $\mathcal{O}(n^2 \cdot \log (n/\varepsilon))$ and lower bounded by $Ω(n^2 \cdot~\log (1/\varepsilon))$. If one endpoint of the chain remains stationary, this result can be extended to the non-collinear case. If both endpoints move, we identify a family of instances whose runtime is unbounded. For the continuous model, we give a strategy with an optimal runtime bound of $Θ(n)$. Avoiding an unbounded runtime similar to the discrete case relies crucially on a counter-intuitive aspect of the strategy: slowing down the endpoints while all other robots move at full speed. Surprisingly, we can show that a similar trick does not work in the discrete model.

cs.DC

The Online Multi-Commodity Facility Location Problem

We consider a natural extension to the metric uncapacitated Facility Location Problem (FLP) in which requests ask for different commodities out of a finite set $S$ of commodities. Ravi and Sinha (SODA'04) introduced the model as the Multi-Commodity Facility Location Problem (MFLP) and considered it an offline optimization problem. The model itself is similar to the FLP: i.e., requests are located at points of a finite metric space and the task of an algorithm is to construct facilities and assign requests to facilities while minimizing the construction cost and the sum over all assignment distances. In addition, requests and facilities are heterogeneous; they request or offer multiple commodities out of $S$. A request has to be connected to a set of facilities jointly offering the commodities demanded by it. In comparison to the FLP, an algorithm has to decide not only if and where to place facilities, but also which commodities to offer at each. To the best of our knowledge we are the first to study the problem in its online variant in which requests, their positions and their commodities are not known beforehand but revealed over time. We present results regarding the competitive ratio. On the one hand, we show that heterogeneity influences the competitive ratio by developing a lower bound on the competitive ratio for any randomized online algorithm of $Ω(\sqrt{|S|}+\frac{\log n}{\log\log n})$ that already holds for simple line metrics. Here, $n$ is the number of requests. On the other side, we establish a deterministic $O(\sqrt{|S|}\cdot\log n)$-competitive algorithm and a randomized $O(\sqrt{|S|}\cdot\frac{\log n}{\log\log n})$-competitive algorithm. Further, we show that when considering a more special class of cost functions for the construction cost of a facility, the competitive ratio decreases given by our deterministic algorithm depending on the function.

cs.DS

Local Gathering of Mobile Robots in Three Dimensions

In this work, we initiate the research about the Gathering problem for robots with limited viewing range in the three-dimensional Euclidean space. In the Gathering problem, a set of initially scattered robots is required to gather at the same position. The robots' capabilities are very restricted -- they do not agree on any coordinate system or compass, have a limited viewing range, have no memory of the past and cannot communicate. We study the problem in two different time models, in FSYNC (fully synchronized discrete rounds) and the continuous time model. For FSYNC, we introduce the 3D-Go-To-The-Center-strategy and prove a runtime of $Θ(n^2)$ that matches the currently best runtime bound for the same model in the Euclidean plane [SPAA'11]. Our main result is the generalization of contracting strategies (continuous time) from [Algosensors'17] to three dimensions. In contracting strategies, every robot that is located on the global convex hull of all robots' positions moves with full speed towards the inside of the convex hull. We prove a runtime bound of $O(Δ\cdot n^{3/2})$ for any three-dimensional contracting strategy, where $Δ$ denotes the diameter of the initial configuration. This comes up to a factor of $\sqrt{n}$ close to the lower bound of $Ω(Δ\cdot n)$ which is already true in two dimensions. In general, it might be hard for robots with limited viewing range to decide whether they are located on the global convex hull and which movement maintains the connectivity of the swarm, rendering the design of concrete contracting strategies a challenging task. We prove that the continuous variant of 3D-Go-To-The-Center is contracting and keeps the swarm connected. Moreover, we give a simple design criterion for three-dimensional contracting strategies that maintains the connectivity of the swarm and introduce an exemplary strategy based on this criterion.

cs.CG

A Bounding Box Overlay for Competitive Routing in Hybrid Communication Networks

In this work, we present a new approach for competitive geometric routing in wireless ad hoc networks. In general, it is well-known that any online routing strategy performs very poor in the worst case. The main difficulty are uncovered regions within the wireless ad hoc network, which we denote as radio holes. Complex shapes of radio holes, for example zig-zag-shapes, make local geometric routing even more difficult, i.e., forwarded messages in direction to the destination might get stuck in a dead end or are routed along very long detours, when there is no knowledge about the ad hoc network. To obtain knowledge about the position and shape of radio holes, we make use of a hybrid network approach. This approach assumes that we can not just make use of the ad hoc network but also of some cellular infrastructure, which is used to gather knowledge about the underlying ad hoc network. Communication via the cellular infrastructure incurs costs as cell phone providers are involved. Therefore, we use the cellular infrastructure only to compute routing paths in the ad hoc network. The actual data transmission takes place in the ad hoc network. In order to find good routing paths we aim at computing an abstraction of the ad hoc network in which radio holes are abstracted by bounding boxes. The advantage of bounding boxes as hole abstraction is that we only have to consider a constant number of nodes per hole. We prove that bounding boxes are a suitable hole abstraction that allows us to find $c$-competitive paths in the ad hoc network in case of non-intersecting bounding boxes. In case of intersecting bounding boxes, we show via simulations that our routing strategy significantly outperforms the so far best online routing strategies for wireless ad hoc networks. Finally, we also present a routing strategy that is $c$-competitive in case of pairwise intersecting bounding boxes.

cs.DC