SearcharxivSearch

arXiv subjects

Leszek Gasieniec

Publications and source records attributed to Leszek Gasieniec.

14 recordsLinked to original sources

New Clocks, Optimal Line Formation and Self-Replication Population Protocols

In this paper we consider a variant of population protocols in which agents are allowed to be connected by edges, known as the constructors model. During an interaction between two agents the relevant connecting edge can be formed, maintained or eliminated by the transition function. The contributions of this paper are manifold. -- We propose and analyse a novel type of phase clocks allowing to count parallel time $Θ(n\log n)$ in the constructors model. This new type of clocks can be also implemented in the standard population protocol model assuming a unique leader is available. -- The new clock enables an optimal $O(n\log n)$ parallel time spanning line construction which improves dramatically on the best previously known $O(n^2)$ parallel time solution. -- We define a probabilistic version of bubble-sort in which random comparisons are allowed only between adjacent numbers in the sequence being sorted. We show that rather surprisingly this probabilistic bubble-sort requires $O(n^2)$ comparisons in expectation, i.e., on the same level as its deterministic counterpart. -- We propose the first self-replication protocol allowing to reproduce a strand (line-segment carrying information) of length $k$ in parallel time $O(n(k+\log n)).$ This result is based on the probabilistic bubble-sort argument. This protocol permits also simultaneous replication where $l$ copies of the strand can be obtained in time $O(n(k+\log n)\log l).$ All protocols in this paper operate with high probability.

cs.DC

Efficient Assignment of Identities in Anonymous Populations

We consider the fundamental problem of assigning distinct labels to agents in the probabilistic model of population protocols. Our protocols operate under the assumption that the size $n$ of the population is embedded in the transition function. Our labeling protocols are silent w.h.p., i.e., eventually each agent reaches its final state and remains in it forever w.h.p., as well as safe, i.e., never update the label assigned to any single agent. We first present a fast, silent w.h.p.and safe labeling protocol for which the required number of interactions is asymptotically optimal, i.e., $O(n \log n/ε)$ w.h.p. It uses $(2+ε)n+O(n^c)$ states, for any $c<1,$ and the label range $1,\dots,(1+ε)n.$ Furthermore, we consider the so-called pool labeling protocols that include our fast protocol. We show that the expected number of interactions required by any pool protocol is $\ge \frac{n^2}{r+1}$, when the labels range is $1,\dots, n+r<2n.$ Next, we provide a protocol which is silent and safe once a unique leader is provided, and uses only $n+5\sqrt n +O(n^c)$ states, for any $c<1,$ and draws labels from the range $1,\dots,n.$ The expected number of interactions required by the protocol is $O(n^3).$ On the other hand, we show that (even if a unique leader is given in advance) any silent protocol that produces a valid labeling and is safe with probability $>1-\frac 1n$, uses $\ge n+\sqrt {n-1} -1$ states. Hence, our protocol is almost state-optimal. We also present a generalization of the protocol to include a trade-off between the number of states and the expected number of interactions. Furthermore, we show that for any silent and safe labeling protocol utilizing $n+t<2n$ states the expected number of interactions required to achieve a valid labeling is $\ge \frac{n^2}{t+1}$.

cs.DC

Information Gathering in Ad-Hoc Radio Networks

In the ad-hoc radio network model, nodes communicate with their neighbors via radio signals, without knowing the topology of the graph. We study the information gathering problem, where each node has a piece of information called a rumor, and the objective is to transmit all rumors to a designated target node. We provide an O(n^1.5*polylog(n)) deteministic protocol for information gathering in ad-hoc radio networks, significantly improving the trivial bound of O(n^2).

cs.DS

Fast Space Optimal Leader Election in Population Protocols

The model of population protocols refers to the growing in popularity theoretical framework suitable for studying pairwise interactions within a large collection of simple indistinguishable entities, frequently called agents. In this paper the emphasis is on the space complexity in fast leader election via population protocols governed by the random scheduler, which uniformly at random selects pairwise interactions within the population of n agents. The main result of this paper is a new fast and space optimal leader election protocol. The new protocol utilises O(log^2 n) parallel time (which is equivalent to O(n log^2 n) sequential pairwise interactions), and each agent operates on O(log log n) states. This double logarithmic space usage matches asymptotically the lower bound 1/2 log log n on the minimal number of states required by agents in any leader election algorithm with the running time o(n/polylog n). Our solution takes an advantage of the concept of phase clocks, a fundamental synchronisation and coordination tool in distributed computing. We propose a new fast and robust population protocol for initialisation of phase clocks to be run simultaneously in multiple modes and intertwined with the leader election process. We also provide the reader with the relevant formal argumentation indicating that our solution is always correct, and fast with high probability.

cs.DC

Deterministic Computations on a PRAM with Static Processor and Memory Faults

We consider Parallel Random Access Machine (PRAM) which has some processors and memory cells faulty. The faults considered are static, i.e., once the machine starts to operate, the operational/faulty status of PRAM components does not change. We develop a deterministic simulation of a fully operational PRAM on a similar faulty machine which has constant fractions of faults among processors and memory cells. The simulating PRAM has $n$ processors and $m$ memory cells, and simulates a PRAM with $n$ processors and a constant fraction of $m$ memory cells. The simulation is in two phases: it starts with preprocessing, which is followed by the simulation proper performed in a step-by-step fashion. Preprocessing is performed in time $O((\frac{m}{n}+ \log n)\log n)$. The slowdown of a step-by-step part of the simulation is $O(\log m)$.

cs.DC

Patrolling a Path Connecting a Set of Points with Unbalanced Frequencies of Visits

Patrolling consists of scheduling perpetual movements of a collection of mobile robots, so that each point of the environment is regularly revisited by any robot in the collection. In previous research, it was assumed that all points of the environment needed to be revisited with the same minimal frequency. In this paper we study efficient patrolling protocols for points located on a path, where each point may have a different constraint on frequency of visits. The problem of visiting such divergent points was recently posed by Gasieniec et al. in [13], where the authors study protocols using a single robot patrolling a set of $n$ points located in nodes of a complete graph and in Euclidean spaces. The focus in this paper is on patrolling with two robots. We adopt a scenario in which all points to be patrolled are located on a line. We provide several approximation algorithms concluding with the best currently known $\sqrt 3$-approximation.

cs.DC

Colored Point-set Embeddings of Acyclic Graphs

We show that any planar drawing of a forest of three stars whose vertices are constrained to be at fixed vertex locations may require $Ω(n^\frac{2}{3})$ edges each having $Ω(n^\frac{1}{3})$ bends in the worst case. The lower bound holds even when the function that maps vertices to points is not a bijection but it is defined by a 3-coloring. In contrast, a constant number of bends per edge can be obtained for 3-colored paths and for 3-colored caterpillars whose leaves all have the same color. Such results answer to a long standing open problem.

cs.CG

Temporal flows in Temporal networks

We introduce temporal flows on temporal networks, i.e., networks the links of which exist only at certain moments of time. Such networks are ephemeral in the sense that no link exists after some time. Our flow model is new and differs from the "flows over time" model, also called "dynamic flows" in the literature. We show that the problem of finding the maximum amount of flow that can pass from a source vertex s to a sink vertex t up to a given time is solvable in Polynomial time, even when node buffers are bounded. We then examine mainly the case of unbounded node buffers. We provide a simplified static Time-Extended network (STEG), which is of polynomial size to the input and whose static flow rates are equivalent to the respective temporal flow of the temporal network, using STEG, we prove that the maximum temporal flow is equal to the minimum temporal s-t cut. We further show that temporal flows can always be decomposed into flows, each of which moves only through a journey, i.e., a directed path whose successive edges have strictly increasing moments of existence. We partially characterise networks with random edge availabilities that tend to eliminate the s-t temporal flow. We then consider mixed temporal networks, which have some edges with specified availabilities and some edges with random availabilities, we show that it is #P-hard to compute the tails and expectations of the maximum temporal flow (which is now a random variable) in a mixed temporal network.

cs.DS

Efficiently Correcting Matrix Products

We study the problem of efficiently correcting an erroneous product of two $n\times n$ matrices over a ring. Among other things, we provide a randomized algorithm for correcting a matrix product with at most $k$ erroneous entries running in $\tilde{O}(n^2+kn)$ time and a deterministic $\tilde{O}(kn^2)$-time algorithm for this problem (where the notation $\tilde{O}$ suppresses polylogarithmic terms in $n$ and $k$).

cs.DS

The complexity of optimal design of temporally connected graphs

We study the design of small cost temporally connected graphs, under various constraints. We mainly consider undirected graphs of $n$ vertices, where each edge has an associated set of discrete availability instances (labels). A journey from vertex $u$ to vertex $v$ is a path from $u$ to $v$ where successive path edges have strictly increasing labels. A graph is temporally connected iff there is a $(u,v)$-journey for any pair of vertices $u,v,~u\not= v$. We first give a simple polynomial-time algorithm to check whether a given temporal graph is temporally connected. We then consider the case in which a designer of temporal graphs can \emph{freely choose} availability instances for all edges and aims for temporal connectivity with very small \emph{cost}; the cost is the total number of availability instances used. We achieve this via a simple polynomial-time procedure which derives designs of cost linear in $n$. We also show that the above procedure is (almost) optimal when the underlying graph is a tree, by proving a lower bound on the cost for any tree. However, there are pragmatic cases where one is not free to design a temporally connected graph anew, but is instead \emph{given} a temporal graph design with the claim that it is temporally connected, and wishes to make it more cost-efficient by removing labels without destroying temporal connectivity (redundant labels). Our main technical result is that computing the maximum number of redundant labels is APX-hard, i.e., there is no PTAS unless $P=NP$. On the positive side, we show that in dense graphs with random edge availabilities, there is asymptotically almost surely a very large number of redundant labels. A temporal design may, however, be \emph{minimal}, i.e., no redundant labels exist. We show the existence of minimal temporal designs with at least $n \log{n}$ labels.

cs.DM

Deterministic Symmetry Breaking in Ring Networks

We study a distributed coordination mechanism for uniform agents located on a circle. The agents perform their actions in synchronised rounds. At the beginning of each round an agent chooses the direction of its movement from clockwise, anticlockwise, or idle, and moves at unit speed during this round. Agents are not allowed to overpass, i.e., when an agent collides with another it instantly starts moving with the same speed in the opposite direction (without exchanging any information with the other agent). However, at the end of each round each agent has access to limited information regarding its trajectory of movement during this round. We assume that $n$ mobile agents are initially located on a circle unit circumference at arbitrary but distinct positions unknown to other agents. The agents are equipped with unique identifiers from a fixed range. The {\em location discovery} task to be performed by each agent is to determine the initial position of every other agent. Our main result states that, if the only available information about movement in a round is limited to %information about distance between the initial and the final position, then there is a superlinear lower bound on time needed to solve the location discovery problem. Interestingly, this result corresponds to a combinatorial symmetry breaking problem, which might be of independent interest. If, on the other hand, an agent has access to the distance to its first collision with another agent in a round, we design an asymptotically efficient and close to optimal solution for the location discovery problem.

cs.DC

On Convergence and Threshold Properties of Discrete Lotka-Volterra Population Protocols

In this work we focus on a natural class of population protocols whose dynamics are modelled by the discrete version of Lotka-Volterra equations. In such protocols, when an agent $a$ of type (species) $i$ interacts with an agent $b$ of type (species) $j$ with $a$ as the initiator, then $b$'s type becomes $i$ with probability $P\_{ij}$. In such an interaction, we think of $a$ as the predator, $b$ as the prey, and the type of the prey is either converted to that of the predator or stays as is. Such protocols capture the dynamics of some opinion spreading models and generalize the well-known Rock-Paper-Scissors discrete dynamics. We consider the pairwise interactions among agents that are scheduled uniformly at random. We start by considering the convergence time and show that any Lotka-Volterra-type protocol on an $n$-agent population converges to some absorbing state in time polynomial in $n$, w.h.p., when any pair of agents is allowed to interact. By contrast, when the interaction graph is a star, even the Rock-Paper-Scissors protocol requires exponential time to converge. We then study threshold effects exhibited by Lotka-Volterra-type protocols with 3 and more species under interactions between any pair of agents. We start by presenting a simple 4-type protocol in which the probability difference of reaching the two possible absorbing states is strongly amplified by the ratio of the initial populations of the two other types, which are transient, but "control" convergence. We then prove that the Rock-Paper-Scissors protocol reaches each of its three possible absorbing states with almost equal probability, starting from any configuration satisfying some sub-linear lower bound on the initial size of each species. That is, Rock-Paper-Scissors is a realization of a "coin-flip consensus" in a distributed system. Some of our techniques may be of independent value.

cs.DS

Information Gathering in Ad-Hoc Radio Networks with Tree Topology

We study the problem of information gathering in ad-hoc radio networks without collision detection, focussing on the case when the network forms a tree, with edges directed towards the root. Initially, each node has a piece of information that we refer to as a rumor. Our goal is to design protocols that deliver all rumors to the root of the tree as quickly as possible. The protocol must complete this task within its allotted time even though the actual tree topology is unknown when the computation starts. In the deterministic case, assuming that the nodes are labeled with small integers, we give an O(n)-time protocol that uses unbounded messages, and an O(n log n)-time protocol using bounded messages, where any message can include only one rumor. We also consider fire-and-forward protocols, in which a node can only transmit its own rumor or the rumor received in the previous step. We give a deterministic fire-and- forward protocol with running time O(n^1.5), and we show that it is asymptotically optimal. We then study randomized algorithms where the nodes are not labelled. In this model, we give an O(n log n)-time protocol and we prove that this bound is asymptotically optimal.

cs.DS

The Beachcombers' Problem: Walking and Searching with Mobile Robots

We introduce and study a new problem concerning the exploration of a geometric domain by mobile robots. Consider a line segment $[0,I]$ and a set of $n$ mobile robots $r_1,r_2,..., r_n$ placed at one of its endpoints. Each robot has a {\em searching speed} $s_i$ and a {\em walking speed} $w_i$, where $s_i <w_i$. We assume that each robot is aware of the number of robots of the collection and their corresponding speeds. At each time moment a robot $r_i$ either walks along a portion of the segment not exceeding its walking speed $w_i$ or searches a portion of the segment with the speed not exceeding $s_i$. A search of segment $[0,I]$ is completed at the time when each of its points have been searched by at least one of the $n$ robots. We want to develop {\em mobility schedules} (algorithms) for the robots which complete the search of the segment as fast as possible. More exactly we want to maximize the {\em speed} of the mobility schedule (equal to the ratio of the segment length versus the time of the completion of the schedule). We analyze first the offline scenario when the robots know the length of the segment that is to be searched. We give an algorithm producing a mobility schedule for arbitrary walking and searching speeds and prove its optimality. Then we propose an online algorithm, when the robots do not know in advance the actual length of the segment to be searched. The speed $S$ of such algorithm is defined as $S = \inf_{I_L} S(I_L)$ where $S(I_L)$ denotes the speed of searching of segment $I_L=[0,L]$. We prove that the proposed online algorithm is 2-competitive. The competitive ratio is shown to be better in the case when the robots' walking speeds are all the same.

cs.DS