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Showing papers by "Andrzej Pelc published in 2023"


Journal ArticleDOI
TL;DR: In this article , the authors considered the problem of finding a treasure hidden in a graph at most d at cost nearly linear in the number of edge traversals performed by the agent until finding the treasure.
Abstract: A mobile agent navigating along edges of a simple connected unweighted 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 ⌊B⌋ edge traversals between two consecutive visits at node s. Let e(d) be the number of edges whose at least one endpoint 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.

Journal ArticleDOI
TL;DR: In this article , the authors studied the problem of finding the smallest number of pebbles for which there exists an automaton that can explore a given subgraph of the grid using only a small number of them, and they showed that this smallest number can vary from 0 to 3, depending on the angle between half-lines limiting the wedge and depending on whether the automaton can cross these halflines or not.
Abstract: A mobile agent, modeled as a deterministic finite automaton, navigates in the infinite anonymous oriented grid $\mathbb{Z} \times \mathbb{Z}$. It has to explore a given infinite subgraph of the grid by visiting all of its nodes. We focus on the simplest subgraphs, called {\em wedges}, spanned by all nodes of the grid located between two half-lines in the plane, with a common origin. Many wedges turn out to be impossible to explore by an automaton that cannot mark nodes of the grid. Hence, we study the following question: Given a wedge $W$, what is the smallest number $p$ of (movable) pebbles for which there exists an automaton that can explore $W$ using $p$ pebbles? Our main contribution is a complete solution of this problem. For each wedge $W$ we determine this minimum number $p$, show an automaton that explores it using $p$ pebbles and show that fewer pebbles are not enough. We show that this smallest number of pebbles can vary from 0 to 3, depending on the angle between half-lines limiting the wedge and depending on whether the automaton can cross these half-lines or not.