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Yoann Dieudonné

Publications and source records attributed to Yoann Dieudonné.

At least 19 recordsLinked to original sources

Can Like Attract Like? A Study of Homonymous Gathering in Networks

A team of mobile agents, starting from distinct nodes of a network, have to meet at the same node and declare that they all met. Agents execute the same algorithm, which they start when activated by an adversary or by an agent entering their initial node. When activated, agents traverse edges of the network in synchronous rounds. Their perception and communication are strictly local. This task, known as gathering, is a central problem in distributed mobile systems. Most prior work focuses on minimizing its time complexity, i.e., the worst-case number of rounds between the start of the earliest agent and the task completion. To break possible symmetries, deterministic solutions typically assume that agents have pairwise distinct IDs, called labels, known only to themselves. But must all labels be pairwise distinct to guarantee deterministic gathering? We address this question by considering agents that may share the same label. A team L is said to be gatherable if, for every initial setting of L, there is an algorithm that solves gathering. Our contribution is threefold. (1) We give a full characterization of the gatherable teams. (2) We design an algorithm that gathers all of them in poly$(n,\logλ)$ time, where $n$ (resp. $λ$) is the graph order (resp. the smallest label in L). This algorithm requires the agents to initially share only $O(\log \log \log μ)$ bits of common knowledge, where $μ$ is the largest label multiplicity in L. (3) We show this dependency is almost optimal to get a poly$(n,\logλ)$-time complexity. As a by-product, we get the first deterministic poly$(n,\logλ)$-time algorithm requiring no common knowledge to gather any team when all labels are distinct. Known to be achievable for two-agent teams, extending this to any team size faced a major challenge: termination detection. Our techniques to address it may be of independent interest.

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Graph Exploration: The Impact of a Distance Constraint

A mobile agent, starting from a node $s$ of a simple undirected connected graph $G=(V,E)$, has to explore all nodes and edges of $G$ using the minimum number of edge traversals. To do so, the agent uses a deterministic algorithm that allows it to gain information on $G$ as it traverses its edges. During its exploration, the agent must always respect the constraint of knowing a path of length at most $D$ to go back to node $s$. The upper bound $D$ is fixed as being equal to $(1+α)r$, where $r$ is the eccentricity of node $s$ (i.e., the maximum distance from $s$ to any other node) and $α$ is any positive real constant. This task has been introduced by Duncan et al. [ACM Trans. Algorithms 2006] and is known as \emph{distance-constrained exploration}. The \emph{penalty} of an exploration algorithm running in $G$ is the number of edge traversals made by the agent in excess of $|E|$. Panaite and Pelc [J. Algorithms 1999] gave an algorithm for solving exploration without any constraint on the moves that is guaranteed to work in every graph $G$ with a (small) penalty in $\mathcal{O}(|V|)$. Hence, a natural question is whether we could obtain a distance-constrained exploration algorithm with the same guarantee as well. In this paper, we provide a negative answer to this question. We also observe that an algorithm working in every graph $G$ with a linear penalty in $|V|$ cannot be obtained for the task of \emph{fuel-constrained exploration}, another variant studied in the literature. This solves an open problem posed by Duncan et al. [ACM Trans. Algorithms 2006] and shows a fundamental separation with the task of exploration without constraint on the moves.

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Almost-Optimal Deterministic Treasure Hunt in Arbitrary Graphs

A mobile agent navigating along edges of a simple connected graph, either finite or countably infinite, has to find an inert target (treasure) hidden in one of the nodes. This task is known as treasure hunt. The agent has no a priori knowledge of the graph, of the location of the treasure or of the initial distance to it. The cost of a treasure hunt algorithm is the worst-case number of edge traversals performed by the agent until finding the treasure. Awerbuch, Betke, Rivest and Singh [3] considered graph exploration and treasure hunt for finite graphs in a restricted model where the agent has a fuel tank that can be replenished only at the starting node $s$. The size of the tank is $B=2(1+α)r$, for some positive real constant $α$, where $r$, called the radius of the graph, is the maximum distance from $s$ to any other node. The tank of size $B$ allows the agent to make at most $\lfloor B\rfloor$ edge traversals between two consecutive visits at node $s$. Let $e(d)$ be the number of edges whose at least one extremity is at distance less than $d$ from $s$. Awerbuch, Betke, Rivest and Singh [3] conjectured that it is impossible to find a treasure hidden in a node at distance at most $d$ at cost nearly linear in $e(d)$. We first design a deterministic treasure hunt algorithm working in the model without any restrictions on the moves of the agent at cost $\mathcal{O}(e(d) \log d)$, and then show how to modify this algorithm to work in the model from [3] with the same complexity. Thus we refute the above twenty-year-old conjecture. We observe that no treasure hunt algorithm can beat cost $Θ(e(d))$ for all graphs and thus our algorithms are also almost optimal.

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Deterministic Treasure Hunt in the Plane with Angular Hints

A mobile agent equipped with a compass and a measure of length has to find an inert treasure in the Euclidean plane. Both the agent and the treasure are modeled as points. In the beginning, the agent is at a distance at most $D>0$ from the treasure, but knows neither the distance nor any bound on it. Finding the treasure means getting at distance at most 1 from it. The agent makes a series of moves. Each of them consists in moving straight in a chosen direction at a chosen distance. In the beginning and after each move the agent gets a hint consisting of a positive angle smaller than $2π$ whose vertex is at the current position of the agent and within which the treasure is contained. We investigate the problem of how these hints permit the agent to lower the cost of finding the treasure, using a deterministic algorithm, where the cost is the worst-case total length of the agent's trajectory. It is well known that without any hint the optimal (worst case) cost is $Θ(D^2)$. We show that if all angles given as hints are at most $π$, then the cost can be lowered to $O(D)$, which is optimal. If all angles are at most $β$, where $β<2π$ is a constant unknown to the agent, then the cost is at most $O(D^{2-ε})$, for some $ε>0$. For both these positive results we present deterministic algorithms achieving the above costs. Finally, if angles given as hints can be arbitrary, smaller than $2π$, then we show that cost $Θ(D^2)$ cannot be beaten.

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Almost Universal Anonymous Rendezvous in the Plane

Two mobile agents represented by points freely moving in the plane and starting at two distinct positions, have to meet. The meeting, called rendezvous, occurs when agents are at distance at most $r$ of each other and never move after this time, where $r$ is a positive real unknown to them, called the visibility radius. Agents are anonymous and execute the same deterministic algorithm. Each agent has a set of private attributes, some or all of which can differ between agents. These attributes are: the initial position of the agent, its system of coordinates (orientation and chirality), the rate of its clock, its speed when it moves, and the time of its wake-up. If all attributes (except the initial positions) are identical and agents start at distance larger than $r$ then they can never meet. However, differences between attributes make it sometimes possible to break the symmetry and accomplish rendezvous. Such instances of the rendezvous problem (formalized as lists of attributes), are called feasible. Our contribution is three-fold. We first give an exact characterization of feasible instances. Thus it is natural to ask whether there exists a single algorithm that guarantees rendezvous for all these instances. We give a strong negative answer to this question: we show two sets $S_1$ and $S_2$ of feasible instances such that none of them admits a single rendezvous algorithm valid for all instances of the set. On the other hand, we construct a single algorithm that guarantees rendezvous for all feasible instances outside of sets $S_1$ and $S_2$. We observe that these exception sets $S_1$ and $S_2$ are geometrically very small, compared to the set of all feasible instances: they are included in low-dimension subspaces of the latter. Thus, our rendezvous algorithm handling all feasible instances other than these small sets of exceptions can be justly called almost universal.

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Want to Gather? No Need to Chatter!

A team of mobile agents, starting from different nodes of an unknown network, possibly at different times, have to meet at the same node and declare that they have all met. Agents have different labels and move in synchronous rounds along links of the network. The above task is known as gathering and was traditionally considered under the assumption that when some agents are at the same node then they can talk. In this paper we ask the question of whether this ability of talking is needed for gathering. The answer turns out to be no. Our main contribution are two deterministic algorithms that always accomplish gathering in a much weaker model. We only assume that at any time an agent knows how many agents are at the node that it currently occupies but agents do not see the labels of other co-located agents and cannot exchange any information with them. They also do not see other nodes than the current one. Our first algorithm works under the assumption that agents know a priori some upper bound N on the network size, and it works in time polynomial in N and in the length l of the smallest label. Our second algorithm does not assume any a priori knowledge about the network but its complexity is exponential in the network size and in the labels of agents. Its purpose is to show feasibility of gathering under this harsher scenario. As a by-product of our techniques we obtain, in the same weak model, the solution of the fundamental problem of leader election among agents. As an application of our result we also solve, in the same model, the well-known gossiping problem: if each agent has a message at the beginning, we show how to make all messages known to all agents, even without any a priori knowledge about the network. If agents know an upper bound N on the network size then our gossiping algorithm works in time polynomial in N, in l and in the length of the largest message.

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Deterministic Rendezvous at a Node of Agents with Arbitrary Velocities

We consider the task of rendezvous in networks modeled as undirected graphs. Two mobile agents with different labels, starting at different nodes of an anonymous graph, have to meet. This task has been considered in the literature under two alternative scenarios: weak and strong. Under the weak scenario, agents may meet either at a node or inside an edge. Under the strong scenario, they have to meet at a node, and they do not even notice meetings inside an edge. Rendezvous algorithms under the strong scenario are known for synchronous agents. For asynchronous agents, rendezvous under the strong scenario is impossible even in the two-node graph, and hence only algorithms under the weak scenario were constructed. In this paper we show that rendezvous under the strong scenario is possible for agents with restricted asynchrony: agents have the same measure of time but the adversary can arbitrarily impose the speed of traversing each edge by each of the agents. We construct a deterministic rendezvous algorithm for such agents, working in time polynomial in the size of the graph, in the length of the smaller label, and in the largest edge traversal time.

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Asynchronous approach in the plane: A deterministic polynomial algorithm

In this paper we study the task of approach of two mobile agents having the same limited range of vision and moving asynchronously in the plane. This task consists in getting them in finite time within each other's range of vision. The agents execute the same deterministic algorithm and are assumed to have a compass showing the cardinal directions as well as a unit measure. On the other hand, they do not share any global coordinates system (like GPS), cannot communicate and have distinct labels. Each agent knows its label but does not know the label of the other agent or the initial position of the other agent relative to its own. The route of an agent is a sequence of segments that are subsequently traversed in order to achieve approach. For each agent, the computation of its route depends only on its algorithm and its label. An adversary chooses the initial positions of both agents in the plane and controls the way each of them moves along every segment of the routes, in particular by arbitrarily varying the speeds of the agents. A deterministic approach algorithm is a deterministic algorithm that always allows two agents with any distinct labels to solve the task of approach regardless of the choices and the behavior of the adversary. The cost of a complete execution of an approach algorithm is the length of both parts of route travelled by the agents until approach is completed. Let $Δ$ and $l$ be the initial distance separating the agents and the length of the shortest label, respectively. Assuming that $Δ$ and $l$ are unknown to both agents, does there exist a deterministic approach algorithm always working at a cost that is polynomial in $Δ$ and $l$? In this paper, we provide a positive answer to the above question by designing such an algorithm.

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Byzantine Gathering in Polynomial Time

We study the task of Byzantine gathering in a network modeled as a graph. Despite the presence of Byzantine agents, all the other (good) agents, starting from possibly different nodes and applying the same deterministic algorithm, have to meet at the same node in finite time and stop moving. An adversary chooses the initial nodes of the agents and assigns a different label to each of them. The agents move in synchronous rounds and communicate with each other only when located at the same node. Within the team, f of the agents are Byzantine. A Byzantine agent acts in an unpredictable way: in particular it may forge the label of another agent or create a completely new one. Besides its label, which corresponds to a local knowledge, an agent is assigned some global knowledge GK that is common to all agents. In literature, the Byzantine gathering problem has been analyzed in arbitrary n-node graphs by considering the scenario when GK=(n,f) and the scenario when GK=f. In the first (resp. second) scenario, it has been shown that the minimum number of good agents guaranteeing deterministic gathering of all of them is f+1 (resp. f+2). For both these scenarios, all the existing deterministic algorithms, whether or not they are optimal in terms of required number of good agents, have a time complexity that is exponential in n and L, where L is the largest label belonging to a good agent. In this paper, we seek to design a deterministic solution for Byzantine gathering that makes a concession on the proportion of Byzantine agents within the team, but that offers a significantly lower complexity. We also seek to use a global knowledge whose the length of the binary representation is small. Assuming that the agents are in a strong team i.e., a team in which the number of good agents is at least some prescribed value that is quadratic in f, we give positive and negative results.

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Impact of Knowledge on Election Time in Anonymous Networks

Leader election is one of the basic problems in distributed computing. For anonymous networks, the task of leader election is formulated as follows: every node v of the network must output a simple path, which is coded as a sequence of port numbers, such that all these paths end at a common node, the leader. In this paper, we study deterministic leader election in arbitrary anonymous networks. It is well known that leader election is impossible in some networks, regardless of the allocated amount of time, even if nodes know the map of the network. However, even in networks in which it is possible to elect a leader knowing the map, the task may be still impossible without any knowledge, regardless of the allocated time. On the other hand, for any network in which leader election is possible knowing the map, there is a minimum time, called the election index, in which this can be done. Informally, the election index of a network is the minimum depth at which views of all nodes are distinct. Our aim is to establish tradeoffs between the allocated time $τ$ and the amount of information that has to be given a priori to the nodes to enable leader election in time $τ$ in all networks for which leader election in this time is at all possible. Following the framework of algorithms with advice, this information is provided to all nodes at the start by an oracle knowing the entire network. The length of this string (its number of bits) is called the size of advice. For a given time $τ$ allocated to leader election, we give upper and lower bounds on the minimum size of advice sufficient to perform leader election in time $τ$. We focus on the two sides of the time spectrum and give tight (or almost tight) bounds on the minimum size of advice for these extremes. We also show that constant advice is not sufficient for leader election in all graphs, regardless of the allocated time.

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Anonymous Meeting in Networks

A team consisting of an unknown number of mobile agents, starting from different nodes of an unknown network, possibly at different times, have to meet at the same node. Agents are anonymous (identical), execute the same deterministic algorithm and move in synchronous rounds along links of the network. Which configurations are gatherable and how to gather all of them deterministically by the same algorithm? We give a complete solution of this gathering problem in arbitrary networks. We characterize all gatherable configurations and give two universal deterministic gathering algorithms, i.e., algorithms that gather all gatherable configurations. The first algorithm works under the assumption that an upper bound n on the size of the network is known. In this case our algorithm guarantees gathering with detection, i.e., the existence of a round for any gatherable configuration, such that all agents are at the same node and all declare that gathering is accomplished. If no upper bound on the size of the network is known, we show that a universal algorithm for gathering with detection does not exist. Hence, for this harder scenario, we construct a second universal gathering algorithm, which guarantees that, for any gatherable configuration, all agents eventually get to one node and stop, although they cannot tell if gathering is over. The time of the first algorithm is polynomial in the upper bound n on the size of the network, and the time of the second algorithm is polynomial in the (unknown) size itself. Our results have an important consequence for the leader election problem for anonymous agents in arbitrary graphs. For anonymous agents in graphs, leader election turns out to be equivalent to gathering with detection. Hence, as a by-product, we obtain a complete solution of the leader election problem for anonymous agents in arbitrary graphs.

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Rendezvous in Networks in Spite of Delay Faults

Two mobile agents, starting from different nodes of an unknown network, have to meet at the same node. Agents move in synchronous rounds using a deterministic algorithm. Each agent has a different label, which it can use in the execution of the algorithm, but it does not know the label of the other agent. Agents do not know any bound on the size of the network. In each round an agent decides if it remains idle or if it wants to move to one of the adjacent nodes. Agents are subject to delay faults: if an agent incurs a fault in a given round, it remains in the current node, regardless of its decision. If it planned to move and the fault happened, the agent is aware of it. We consider three scenarios of fault distribution: random (independently in each round and for each agent with constant probability 0 < p < 1), unbounded adver- sarial (the adversary can delay an agent for an arbitrary finite number of consecutive rounds) and bounded adversarial (the adversary can delay an agent for at most c consecutive rounds, where c is unknown to the agents). The quality measure of a rendezvous algorithm is its cost, which is the total number of edge traversals. For random faults, we show an algorithm with cost polynomial in the size n of the network and polylogarithmic in the larger label L, which achieves rendezvous with very high probability in arbitrary networks. By contrast, for unbounded adversarial faults we show that rendezvous is not feasible, even in the class of rings. Under this scenario we give a rendezvous algorithm with cost O(nl), where l is the smaller label, working in arbitrary trees, and we show that Ω(l) is the lower bound on rendezvous cost, even for the two-node tree. For bounded adversarial faults, we give a rendezvous algorithm working for arbitrary networks, with cost polynomial in n, and logarithmic in the bound c and in the larger label L.

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Byzantine Gathering in Networks

This paper investigates an open problem introduced in [14]. Two or more mobile agents start from different nodes of a network and have to accomplish the task of gathering which consists in getting all together at the same node at the same time. An adversary chooses the initial nodes of the agents and assigns a different positive integer (called label) to each of them. Initially, each agent knows its label but does not know the labels of the other agents or their positions relative to its own. Agents move in synchronous rounds and can communicate with each other only when located at the same node. Up to f of the agents are Byzantine. A Byzantine agent can choose an arbitrary port when it moves, can convey arbitrary information to other agents and can change its label in every round, in particular by forging the label of another agent or by creating a completely new one. What is the minimum number M of good agents that guarantees deterministic gathering of all of them, with termination? We provide exact answers to this open problem by considering the case when the agents initially know the size of the network and the case when they do not. In the former case, we prove M=f+1 while in the latter, we prove M=f+2. More precisely, for networks of known size, we design a deterministic algorithm gathering all good agents in any network provided that the number of good agents is at least f+1. For networks of unknown size, we also design a deterministic algorithm ensuring the gathering of all good agents in any network but provided that the number of good agents is at least f+2. Both of our algorithms are optimal in terms of required number of good agents, as each of them perfectly matches the respective lower bound on M shown in [14], which is of f+1 when the size of the network is known and of f+2 when it is unknown.

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How to Meet Asynchronously at Polynomial Cost

Two mobile agents starting at different nodes of an unknown network have to meet. This task is known in the literature as rendezvous. Each agent has a different label which is a positive integer known to it, but unknown to the other agent. Agents move in an asynchronous way: the speed of agents may vary and is controlled by an adversary. The cost of a rendezvous algorithm is the total number of edge traversals by both agents until their meeting. The only previous deterministic algorithm solving this problem has cost exponential in the size of the graph and in the larger label. In this paper we present a deterministic rendezvous algorithm with cost polynomial in the size of the graph and in the length of the smaller label. Hence we decrease the cost exponentially in the size of the graph and doubly exponentially in the labels of agents. As an application of our rendezvous algorithm we solve several fundamental problems involving teams of unknown size larger than 1 of labeled agents moving asynchronously in unknown networks. Among them are the following problems: team size, in which every agent has to find the total number of agents, leader election, in which all agents have to output the label of a single agent, perfect renaming in which all agents have to adopt new different labels from the set {1, . . . , k}, where k is the number of agents, and gossiping, in which each agent has initially a piece of information (value) and all agents have to output all the values. Using our rendezvous algorithm we solve all these problems at cost polynomial in the size of the graph and in the smallest length of all labels of participating agents.

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Leader Election Problem Versus Pattern Formation Problem

Leader election and arbitrary pattern formation are funda- mental tasks for a set of autonomous mobile robots. The former consists in distinguishing a unique robot, called the leader. The latter aims in arranging the robots in the plane to form any given pattern. The solv- ability of both these tasks turns out to be necessary in order to achieve more complex tasks. In this paper, we study the relationship between these two tasks in a model, called CORDA, wherein the robots are weak in several aspects. In particular, they are fully asynchronous and they have no direct means of communication. They cannot remember any previous observation nor computation performed in any previous step. Such robots are said to be oblivious. The robots are also uniform and anonymous, i.e, they all have the same program using no global parameter (such as an identity) allowing to differentiate any of them. Moreover, we assume that none of them share any kind of common coordinate mechanism or common sense of direction and we discuss the influence of a common handedness (i.e., chirality). In such a system, Flochini et al. proved in [11] that it is possible to elect a leader for n \geq 3 robots if it is possible to form any pattern for n \geq 3. In this paper, we show that the converse is true for n \geq 4 when the robots share a common handedness and for n \geq 5 when they do not. Thus, we deduce that with chirality (resp. without chirality) both problems are equivalent for n \geq 4 (resp. n \geq 5) in CORDA.

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Self-stabilizing Determinsitic Gathering

In this paper, we investigate the possibility to deterministically solve the gathering problem (GP) with weak robots (anonymous, autonomous, disoriented, deaf and dumb, and oblivious). We introduce strong multiplicity detection as the ability for the robots to detect the exact number of robots located at a given position. We show that with strong multiplicity detection, there exists a deterministic self-stabilizing algorithm solving GP for n robots if, and only if, n is odd.

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Deaf, Dumb, and Chatting Robots, Enabling Distributed Computation and Fault-Tolerance Among Stigmergic Robot

We investigate ways for the exchange of information (explicit communication) among deaf and dumb mobile robots scattered in the plane. We introduce the use of movement-signals (analogously to flight signals and bees waggle) as a mean to transfer messages, enabling the use of distributed algorithms among the robots. We propose one-to-one deterministic movement protocols that implement explicit communication. We first present protocols for synchronous robots. We begin with a very simple coding protocol for two robots. Based on on this protocol, we provide one-to-one communication for any system of n \geq 2 robots equipped with observable IDs that agree on a common direction (sense of direction). We then propose two solutions enabling one-to-one communication among anonymous robots. Since the robots are devoid of observable IDs, both protocols build recognition mechanisms using the (weak) capabilities offered to the robots. The first protocol assumes that the robots agree on a common direction and a common handedness (chirality), while the second protocol assumes chirality only. Next, we show how the movements of robots can provide implicit acknowledgments in asynchronous systems. We use this result to design asynchronous one-to-one communication with two robots only. Finally, we combine this solution with the schemes developed in synchronous settings to fit the general case of asynchronous one-to-one communication among any number of robots. Our protocols enable the use of distributing algorithms based on message exchanges among swarms of Stigmergic robots. Furthermore, they provides robots equipped with means of communication to overcome faults of their communication device.

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Scatter of Weak Robots

In this paper, we first formalize the problem to be solved, i.e., the Scatter Problem (SP). We then show that SP cannot be deterministically solved. Next, we propose a randomized algorithm for this problem. The proposed solution is trivially self-stabilizing. We then show how to design a self-stabilizing version of any deterministic solution for the Pattern Formation and the Gathering problems.

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