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William K. Moses Jr.

Publications and source records attributed to William K. Moses Jr..

At least 19 recordsLinked to original sources

Fast Gossip-based Rumor Spreading using Small Messages

We study gossip algorithms for the fundamental rumor spreading problem, where the goal is to disseminate a rumor from a given source node to all nodes in an arbitrary (and unknown) graph. Gossip algorithms allow each node to call only one neighbor per round and are therefore highly message-efficient, with low per-node communication overhead per round. The state of the art present fast gossip algorithms, however they typically leverage large-sized messages. This undermines the light-weight communication advantage of gossip, since even though only one neighbor is contacted per round, the message size can be linear in $n$, the network size. Hence, a fundamental question is whether one can perform fast gossip using small messages. The main contribution of this paper is to answer the above question in the affirmative and present two gossip algorithms that achieve fast rumor spreading using messages of polylog{n} size. Specifically, we present the following algorithms: 1. An algorithm that runs in $O(c \log n / Φ_c)$ rounds for every $c \geq 1$, and $Φ_c$ is the weak conductance. Our bound in terms of weak conductance is essentially optimal. 2. An algorithm that depends on the network diameter (and is independent of the graph's conductance), which runs in $\tilde{O}(D+\sqrt{n})$ rounds with high probability. Our algorithm can be modified to output a minimum spanning tree (MST) in the same number of rounds, which is essentially round-optimal (even for non-gossip algorithms). Our gossip algorithms use graph sketches [Ahn, Guha, McGregor, SODA 2012] in a novel way to overcome communication bottlenecks and achieve small communication overhead with small message sizes.

cs.DC

Broadcast via Mobile Agents in a Dynamic Network: Interplay of Graph Properties & Agents

We revisit the problem of \textsc{Broadcast}, introduced by Das, Giachoudis, Luccio, and Markou [OPODIS, 2020], where $k+1$ agents are initially placed on an $n$ node dynamic graph, where $1$ agent has a message that must be broadcast to the remaining $k$ ignorant agents. The original paper studied the relationship between the number of agents needed to solve the problem and the edge density of the graph. The paper presented strong evidence that edge density of a graph, or the number of redundant edges within the graph, may be the correct graph property to accurately differentiate whether $k= o(n)$ ignorant agents (low edge density) or $k = Ω(n)$ ignorant agents (high edge density) are needed to solve the problem. In this paper, we show that surprisingly, edge density may not in fact be the correct differentiating property. The original paper presents graphs with edge density $1.1\overline{6}$ that require $Ω(n)$ agents, however, we construct graphs with edge density $> 1.1\overline{6}$ and develop an algorithm to solve the problem on those graphs using only $o(n)$ agents. We subsequently show that the relationship between edge density and number of agents is fairly weak by first constructing graphs with edge density tending to $1$ from above that require $Ω(n/f(n))$ agents to solve, for any function $f(n) \to \infty$ as $n \to \infty$. We then construct an infinite family of graphs with edge density $< ρ$ requiring at least $k$ ignorant agents to solve \textsc{Broadcast}, for any $k>1$ and $ρ>1$.

cs.DM

Broadcasting Agents and Adversary: A new variation on Cops and Robbers

We introduce a new game played on graphs, ``Agents and Adversary". This game is reminiscent of ``Cops and Robbers" but has some fundamental differences. We classify infinite families of graphs as Agents-win and Adversary-win. We then define a new type of graph symmetry and use it to define a winning strategy for Adversary. Finally, we give tight upper and lower bounds for Agents' time-to-win on several infinite families of graphs.

math.CO

Towards Communication-Efficient Peer-to-Peer Networks

We focus on designing Peer-to-Peer (P2P) networks that enable efficient communication. Over the last two decades, there has been substantial algorithmic research on distributed protocols for building P2P networks with various desirable properties such as high expansion, low diameter, and robustness to a large number of deletions. A key underlying theme in all of these works is to distributively build a \emph{random graph} topology that guarantees the above properties. Moreover, the random connectivity topology is widely deployed in many P2P systems today, including those that implement blockchains and cryptocurrencies. However, a major drawback of using a random graph topology for a P2P network is that the random topology does not respect the \emph{underlying} (Internet) communication topology. This creates a large \emph{propagation delay}, which is a major communication bottleneck in modern P2P networks. In this paper, we work towards designing P2P networks that are communication-efficient (having small propagation delay) with provable guarantees. Our main contribution is an efficient, decentralized protocol, $\textsc{Close-Weaver}$, that transforms a random graph topology embedded in an underlying Euclidean space into a topology that also respects the underlying metric. We then present efficient point-to-point routing and broadcast protocols that achieve essentially optimal performance with respect to the underlying space.

cs.DC

Distributed MIS in $O(\log\log{n} )$ Awake Complexity

Maximal Independent Set (MIS) is one of the fundamental and most well-studied problems in distributed graph algorithms. Even after four decades of intensive research, the best-known (randomized) MIS algorithms have $O(\log{n})$ round complexity on general graphs [Luby, STOC 1986] (where $n$ is the number of nodes), while the best-known lower bound is $Ω(\sqrt{\log{n}/\log\log{n}})$ [Kuhn, Moscibroda, Wattenhofer, JACM 2016]. Breaking past the $O(\log{n})$ round complexity upper bound or showing stronger lower bounds have been longstanding open problems. Our main contribution is to show that MIS can be computed in awake complexity that is exponentially better compared to the best known round complexity of $O(\log n)$ and also bypassing its fundamental $Ω(\sqrt{\log{n}/\log\log{n}})$ round complexity lower bound exponentially. Specifically, we show that MIS can be computed by a randomized distributed (Monte Carlo) algorithm in $O(\log\log{n} )$ awake complexity with high probability (i.e., with probability at least $1 - n^{-1}$). This algorithm has a round complexity of $O((\log^7 n) \log \log n)$. We also show that we can improve the round complexity at the cost of a slight increase in awake complexity, by presenting a randomized distributed (Monte Carlo) algorithm for MIS that, with high probability, computes an MIS in $O((\log\log{n})\log^*n)$ awake complexity and $O((\log^3 n) (\log \log n) \log^*n)$ round complexity. Our algorithms work in the CONGEST model where messages of size $O(\log n)$ bits can be sent per edge per round.

cs.DC

Awake Complexity of Distributed Minimum Spanning Tree

We study the distributed minimum spanning tree (MST) problem, a fundamental problem in distributed computing. It is well-known that distributed MST can be solved in $\tilde{O}(D+\sqrt{n})$ rounds in the standard CONGEST model (where $n$ is the network size and $D$ is the network diameter) and this is essentially the best possible round complexity (up to logarithmic factors). However, in resource-constrained networks such as ad hoc wireless and sensor networks, nodes spending so much time can lead to significant spending of resources such as energy. Motivated by the above consideration, we study distributed algorithms for MST under the \emph{sleeping model} [Chatterjee et al., PODC 2020], a model for design and analysis of resource-efficient distributed algorithms. In the sleeping model, a node can be in one of two modes in any round -- \emph{sleeping} or \emph{awake} (unlike the traditional model where nodes are always awake). Only the rounds in which a node is \emph{awake} are counted, while \emph{sleeping} rounds are ignored. A node spends resources only in the awake rounds and hence the main goal is to minimize the \emph{awake complexity} of a distributed algorithm, the worst-case number of rounds any node is awake. We present deterministic and randomized distributed MST algorithms that have an \emph{optimal} awake complexity of $O(\log n)$ time with a matching lower bound. We also show that our randomized awake-optimal algorithm has essentially the best possible round complexity by presenting a lower bound of $\tildeΩ(n)$ on the product of the awake and round complexity of any distributed algorithm (including randomized) that outputs an MST. To complement our trade-off lower bound, we present a parameterized family of distributed algorithms that gives an essentially optimal trade-off between the awake complexity and the round complexity.

cs.DC

Time- and Communication-Efficient Overlay Network Construction via Gossip

We focus on the well-studied problem of distributed overlay network construction. We consider a synchronous gossip-based communication model where in each round a node can send a message of small size to another node whose identifier it knows. The network is assumed to be reconfigurable, i.e., a node can add new connections (edges) to other nodes whose identifier it knows or drop existing connections. Each node initially has only knowledge of its own identifier and the identifiers of its neighbors. The overlay construction problem is, given an arbitrary (connected) graph, to reconfigure it to obtain a bounded-degree expander graph as efficiently as possible. The overlay construction problem is relevant to building real-world peer-to-peer network topologies that have desirable properties such as low diameter, high conductance, robustness to adversarial deletions, etc. Our main result is that we show that starting from any arbitrary (connected) graph $G$ on $n$ nodes and $m$ edges, we can construct an overlay network that is a constant-degree expander in polylog $n$ rounds using only $\tilde{O}(n)$ messages. Our time and message bounds are both essentially optimal (up to polylogarithmic factors). Our distributed overlay construction protocol is very lightweight as it uses gossip (each node communicates with only one neighbor in each round) and also scalable as it uses only $\tilde{O}(n)$ messages, which is sublinear in $m$ (even when $m$ is moderately dense). To the best of our knowledge, this is the first result that achieves overlay network construction in polylog $n$ rounds and $o(m)$ messages. Our protocol uses graph sketches in a novel way to construct an expander overlay that is both time and communication efficient. A consequence of our overlay construction protocol is that distributed computation can be performed very efficiently in this model.

cs.DC

Dispersion, Capacitated Nodes, and the Power of a Trusted Shepherd

In this paper, we look at and expand the problems of dispersion and Byzantine dispersion of mobile robots on a graph, introduced by Augustine and Moses~Jr.~[ICDCN~2018] and by Molla, Mondal, and Moses~Jr.~[ALGOSENSORS~2020], respectively, to graphs where nodes have variable capacities. We use the idea of a single shepherd, a more powerful robot that will never act in a Byzantine manner, to achieve fast Byzantine dispersion, even when other robots may be strong Byzantine in nature. We also show the benefit of a shepherd for dispersion on capacitated graphs when no Byzantine robots are present.

cs.DC

Distributed Algorithms for Large-Scale Graphs

Motivated by the increasing need for fast processing of large-scale graphs, we study a number of fundamental graph problems in a message-passing model for distributed computing, called $k$-machine model, where we have $k$ machines that jointly perform computations on $n$-node graphs. The graph is assumed to be partitioned in a balanced fashion among the $k$ machines, a common implementation in many real-world systems. Communication is point-to-point via bandwidth-constrained links, and the goal is to minimize the round complexity, i.e., the number of communication rounds required to finish a computation. We present a generic methodology that allows to obtain efficient algorithms in the $k$-machine model using distributed algorithms for the classical CONGEST model of distributed computing. Using this methodology, we obtain algorithms for various fundamental graph problems such as connectivity, minimum spanning trees, shortest paths, maximal independent sets, and finding subgraphs, showing that many of these problems can be solved in $\tilde{O}(n/k)$ rounds; this shows that one can achieve speedup nearly linear in $k$. To complement our upper bounds, we present lower bounds on the round complexity that quantify the fundamental limitations of solving graph problems distributively. We first show a lower bound of $Ω(n/k)$ rounds for computing a spanning tree of the input graph. This result implies the same bound for other fundamental problems such as computing a minimum spanning tree, breadth-first tree, or shortest paths tree. We also show a $\tilde Ω(n/k^2)$ lower bound for connectivity, spanning tree verification and other related problems. The latter lower bounds follow from the development and application of novel results in a random-partition variant of the classical communication complexity model.

cs.DC

An Almost Singularly Optimal Asynchronous Distributed MST Algorithm

A singularly (near) optimal distributed algorithm is one that is (near) optimal in \emph{two} criteria, namely, its time and message complexities. For \emph{synchronous} CONGEST networks, such algorithms are known for fundamental distributed computing problems such as leader election [Kutten et al., JACM 2015] and Minimum Spanning Tree (MST) construction [Pandurangan et al., STOC 2017, Elkin, PODC 2017]. However, it is open whether a singularly (near) optimal bound can be obtained for the MST construction problem in general \emph{asynchronous} CONGEST networks. We present a randomized distributed MST algorithm that, with high probability, computes an MST in \emph{asynchronous} CONGEST networks and takes $\tilde{O}(D^{1+ε} + \sqrt{n})$ time and $\tilde{O}(m)$ messages, where $n$ is the number of nodes, $m$ the number of edges, $D$ is the diameter of the network, and $ε>0$ is an arbitrarily small constant (both time and message bounds hold with high probability). Our algorithm is message optimal (up to a polylog$(n)$ factor) and almost time optimal (except for a $D^ε$ factor). Our result answers an open question raised in Mashregi and King [DISC 2019] by giving the first known asynchronous MST algorithm that has sublinear time (for all $D = O(n^{1-ε})$) and uses $\tilde{O}(m)$ messages. Using a result of Mashregi and King [DISC 2019], this also yields the first asynchronous MST algorithm that is sublinear in both time and messages in the $KT_1$ CONGEST model. A key tool in our algorithm is the construction of a low diameter rooted spanning tree in asynchronous CONGEST that has depth $\tilde{O}(D^{1+ε})$ (for an arbitrarily small constant $ε> 0$) in $\tilde{O}(D^{1+ε})$ time and $\tilde{O}(m)$ messages. To the best of our knowledge, this is the first such construction that is almost singularly optimal in the asynchronous setting.

cs.DC

Singularly Near Optimal Leader Election in Asynchronous Networks

This paper concerns designing distributed algorithms that are {\em singularly optimal}, i.e., algorithms that are {\em simultaneously} time and message {\em optimal}, for the fundamental leader election problem in {\em asynchronous} networks. Kutten et al. (JACM 2015) presented a singularly near optimal randomized leader election algorithm for general {\em synchronous} networks that ran in $O(D)$ time and used $O(m \log n)$ messages (where $D$, $m$, and $n$ are the network's diameter, number of edges and number of nodes, respectively) with high probability.\footnote{Throughout, "with high probability" means "with probability at least $1-1/n^c$, for constant $c$."} Both bounds are near optimal (up to a logarithmic factor), since $Ω(D)$ and $Ω(m)$ are the respective lower bounds for time and messages for leader election even for synchronous networks and even for (Monte-Carlo) randomized algorithms. On the other hand, for general asynchronous networks, leader election algorithms are only known that are either time or message optimal, but not both. Kutten et al. (DISC 2020) presented a randomized asynchronous leader election algorithm that is singularly near optimal for \emph{complete networks}, but left open the problem for general networks. This paper shows that singularly near optimal (up to polylogarithmic factors) bounds can be achieved for general {\em asynchronous} networks. We present a randomized singularly near optimal leader election algorithm that runs in $O(D + \log^2n)$ time and $O(m\log^2 n)$ messages with high probability. Our result is the first known distributed leader election algorithm for asynchronous networks that is near optimal with respect to both time and message complexity and improves over a long line of results including the classical results of Gallager et al. (ACM TOPLAS, 1983), Peleg (JPDC, 1989), and Awerbuch (STOC 89).

cs.DC

Efficient Deterministic Leader Election for Programmable Matter

It was suggested that a programmable matter system (composed of multiple computationally weak mobile particles) should remain connected at all times since otherwise, reconnection is difficult and may be impossible. At the same time, it was not clear that allowing the system to disconnect carried a significant advantage in terms of time complexity. We demonstrate for a fundamental task, that of leader election, an algorithm where the system disconnects and then reconnects automatically in a non-trivial way (particles can move far away from their former neighbors and later reconnect to others). Moreover, the runtime of the temporarily disconnecting deterministic leader election algorithm is linear in the diameter. Hence, the disconnecting -- reconnecting algorithm is as fast as previous randomized algorithms. When comparing to previous deterministic algorithms, we note that some of the previous work assumed weaker schedulers. Still, the runtime of all the previous deterministic algorithms that did not assume special shapes of the particle system (shapes with no holes) was at least quadratic in $n$, where $n$ is the number of particles in the system. (Moreover, the new algorithm is even faster in some parameters than the deterministic algorithms that did assume special initial shapes.) Since leader election is an important module in algorithms for various other tasks, the presented algorithm can be useful for speeding up other algorithms under the assumption of a strong scheduler. This leaves open the question: "can a deterministic algorithm be as fast as the randomized ones also under weaker schedulers?"

cs.DC

Singularly Optimal Randomized Leader Election

This paper concerns designing distributed algorithms that are singularly optimal, i.e., algorithms that are simultaneously time and message optimal, for the fundamental leader election problem in networks. Our main result is a randomized distributed leader election algorithm for asynchronous complete networks that is essentially (up to a polylogarithmic factor) singularly optimal. Our algorithm uses $O(n)$ messages with high probability and runs in $O(\log^2 n)$ time (with high probability) to elect a unique leader. The $O(n)$ message complexity should be contrasted with the $Ω(n \log n)$ lower bounds for the deterministic message complexity of leader election algorithms (regardless of time), proven by Korach, Moran, and Zaks (TCS, 1989) for asynchronous algorithms and by Afek and Gafni (SIAM J. Comput., 1991) for synchronous networks. Hence, our result also separates the message complexities of randomized and deterministic leader election. More importantly, our (randomized) time complexity of $O(\log^2 n)$ for obtaining the optimal $O(n)$ message complexity is significantly smaller than the long-standing $\tildeΘ(n)$ time complexity obtained by Afek and Gafni and by Singh (SIAM J. Comput., 1997) for message optimal (deterministic) election in asynchronous networks. In synchronous complete networks, Afek and Gafni showed an essentially singularly optimal deterministic algorithm with $O(\log n)$ time and $O(n \log n)$ messages. Ramanathan et al. (Distrib. Comput. 2007) used randomization to improve the message complexity, and showed a randomized algorithm with $O(n)$ messages and $O(\log n)$ time (with failure probability $O(1 / \log^{Ω(1)}n)$). Our second result is a tightly singularly optimal randomized algorithm, with $O(1)$ time and $O(n)$ messages, for this setting, whose time bound holds with certainty and message bound holds with high probability.

cs.DC

Deterministic Protocols in the SINR Model without Knowledge of Coordinates

Much work has been developed for studying the classical broadcasting problem in the SINR (Signal-to-Interference-plus-Noise-Ratio) model for wireless device transmission. The setting typically studied is when all radio nodes transmit a signal of the same strength. This work studies the challenging problem of devising a distributed algorithm for multi-broadcasting, assuming a subset of nodes are initially awake, for the SINR model when each device only has access to knowledge about the total number of nodes in the network $n$, the range from which each node's label is taken $\lbrace 1,\dots,N \rbrace$, and the label of the device itself. Specifically, we assume no knowledge of the physical coordinates of devices and also no knowledge of the neighborhood of each node. We present a deterministic protocol for this problem in $O(n \lg N \lg n)$ rounds. There is no known polynomial time deterministic algorithm in literature for this setting, and it remains the principle open problem in this domain. A lower bound of $Ω(n \lg N)$ rounds is known for deterministic broadcasting without local knowledge. In addition to the above result, we present algorithms to achieve multi-broadcast in $O(n \lg N)$ rounds and create a backbone in $O(n \lg N)$ rounds, assuming that all nodes are initially awake. For a given backbone, messages can be exchanged between every pair of connected nodes in the backbone in $O(\lg N)$ rounds and between any node and its designated contact node in the backbone in $O(Δ\lg N)$ rounds.

cs.DC

Balanced Allocation: Patience is not a Virtue

Load balancing is a well-studied problem, with balls-in-bins being the primary framework. The greedy algorithm $\mathsf{Greedy}[d]$ of Azar et al. places each ball by probing $d > 1$ random bins and placing the ball in the least loaded of them. With high probability, the maximum load under $\mathsf{Greedy}[d]$ is exponentially lower than the result when balls are placed uniformly randomly. Vöcking showed that a slightly asymmetric variant, $\mathsf{Left}[d]$, provides a further significant improvement. However, this improvement comes at an additional computational cost of imposing structure on the bins. Here, we present a fully decentralized and easy-to-implement algorithm called $\mathsf{FirstDiff}[d]$ that combines the simplicity of $\mathsf{Greedy}[d]$ and the improved balance of $\mathsf{Left}[d]$. The key idea in $\mathsf{FirstDiff}[d]$ is to probe until a different bin size from the first observation is located, then place the ball. Although the number of probes could be quite large for some of the balls, we show that $\mathsf{FirstDiff}[d]$ requires only at most $d$ probes on average per ball (in both the standard and the heavily-loaded settings). Thus the number of probes is no greater than either that of $\mathsf{Greedy}[d]$ or $\mathsf{Left}[d]$. More importantly, we show that $\mathsf{FirstDiff}[d]$ closely matches the improved maximum load ensured by $\mathsf{Left}[d]$ in both the standard and heavily-loaded settings. We further provide a tight lower bound on the maximum load up to $O(\log \log \log n)$ terms. We additionally give experimental data that $\mathsf{FirstDiff}[d]$ is indeed as good as $\mathsf{Left}[d]$, if not better, in practice.

cs.DS

Deterministic Dispersion of Mobile Robots in Dynamic Rings

In this work, we study the problem of dispersion of mobile robots on dynamic rings. The problem of dispersion of $n$ robots on an $n$ node graph, introduced by Augustine and Moses Jr. [1], requires robots to coordinate with each other and reach a configuration where exactly one robot is present on each node. This problem has real world applications and applies whenever we want to minimize the total cost of $n$ agents sharing $n$ resources, located at various places, subject to the constraint that the cost of an agent moving to a different resource is comparatively much smaller than the cost of multiple agents sharing a resource (e.g. smart electric cars sharing recharge stations). The study of this problem also provides indirect benefits to the study of scattering on graphs, the study of exploration by mobile robots, and the study of load balancing on graphs. We solve the problem of dispersion in the presence of two types of dynamism in the underlying graph: (i) vertex permutation and (ii) 1-interval connectivity. We introduce the notion of vertex permutation dynamism and have it mean that for a given set of nodes, in every round, the adversary ensures a ring structure is maintained, but the connections between the nodes may change. We use the idea of 1-interval connectivity from Di Luna et al. [10], where for a given ring, in each round, the adversary chooses at most one edge to remove. We assume robots have full visibility and present asymptotically time optimal algorithms to achieve dispersion in the presence of both types of dynamism when robots have chirality. When robots do not have chirality, we present asymptotically time optimal algorithms to achieve dispersion subject to certain constraints. Finally, we provide impossibility results for dispersion when robots have no visibility.

cs.DC

Deterministic Backbone Creation in an SINR Network without Knowledge of Location

For a given network, a backbone is an overlay network consisting of a connected dominating set with additional accessibility properties. Once a backbone is created for a network, it can be utilized for fast communication amongst the nodes of the network. The Signal-to-Interference-plus-Noise-Ratio (SINR) model has become the standard for modeling communication among devices in wireless networks. For this model, the community has pondered what the most realistic solutions for communication problems in wireless networks would look like. Such solutions would have the characteristic that they would make the least number of assumptions about the availability of information about the participating nodes. Solving problems when nothing at all is known about the network and having nodes just start participating would be ideal. However, this is quite challenging and most likely not feasible. The pragmatic approach is then to make meaningful assumptions about the available information and present efficient solutions based on this information. We present a solution for creation of backbone in the SINR model, when nodes do not have access to their physical coordinates or the coordinates of other nodes in the network. This restriction models the deployment of nodes in various situations for sensing hurricanes, cyclones, and so on, where only information about nodes prior to their deployment may be known but not their actual locations post deployment. We assume that nodes have access to knowledge of their label, the labels of nodes within their neighborhood, the range from which labels are taken $[N]$ and the total number of participating nodes $n$. We also assume that nodes wake up spontaneously. We present an efficient deterministic protocol to create a backbone with a round complexity of $O(Δ\lg^2 N)$.

cs.DC

Achieving Dilution without Knowledge of Coordinates in the SINR Model

Considerable literature has been developed for various fundamental distributed problems in the SINR (Signal-to-Interference-plus-Noise-Ratio) model for radio transmission. A setting typically studied is when all nodes transmit a signal of the same strength, and each device only has access to knowledge about the total number of nodes in the network $n$, the range from which each node's label is taken $[1,\dots,N]$, and the label of the device itself. In addition, an assumption is made that each node also knows its coordinates in the Euclidean plane. In this paper, we create a technique which allows algorithm designers to remove that last assumption. The assumption about the unavailability of the knowledge of the physical coordinates of the nodes truly captures the `ad-hoc' nature of wireless networks. Previous work in this area uses a flavor of a technique called dilution, in which nodes transmit in a (predetermined) round-robin fashion, and are able to reach all their neighbors. However, without knowing the physical coordinates, it's not possible to know the coordinates of their containing (pivotal) grid box and seemingly not possible to use dilution (to coordinate their transmissions). We propose a new technique to achieve dilution without using the knowledge of physical coordinates. This technique exploits the understanding that the transmitting nodes lie in 2-D space, segmented by an appropriate pivotal grid, without explicitly referring to the actual physical coordinates of these nodes. Using this technique, it is possible for every weak device to successfully transmit its message to all of its neighbors in $Θ(\lg N)$ rounds, as long as the density of transmitting nodes in any physical grid box is bounded by a known constant. This technique, we feel, is an important generic tool for devising practical protocols when physical coordinates of the nodes are not known.

cs.DC