scispace - formally typeset
Open AccessJournal ArticleDOI

How to meet asynchronously (almost) everywhere

TLDR
In this article, the authors give deterministic rendezvous algorithms for agents starting at arbitrary nodes of any anonymous connected graph (finite or infinite) and starting at any interior points with rational coordinates in any closed region of the plane with path-connected interior.
Abstract
Two mobile agents (robots) with distinct labels have to meet in an arbitrary, possibly infinite, unknown connected graph or in an unknown connected terrain in the plane. Agents are modeled as points, and the route of each of them only depends on its label and on the unknown environment. The actual walk of each agent also depends on an asynchronous adversary that may arbitrarily vary the speed of the agent, stop it, or even move it back and forth, as long as the walk of the agent is continuous, does not leave its route and covers all of it. Meeting in a graph means that both agents must be at the same time in some node or in some point inside an edge of the graph, while meeting in a terrain means that both agents must be at the same time in some point of the terrain. Does there exist a deterministic algorithm that allows any two agents to meet in any unknown environment in spite of this very powerful adversaryq We give deterministic rendezvous algorithms for agents starting at arbitrary nodes of any anonymous connected graph (finite or infinite) and for agents starting at any interior points with rational coordinates in any closed region of the plane with path-connected interior. In the geometric scenario agents may have different compasses and different units of length. While our algorithms work in a very general setting -- agents can, indeed, meet almost everywhere -- we show that none of these few limitations imposed on the environment can be removed. On the other hand, our algorithm also guarantees the following approximate rendezvous for agents starting at arbitrary interior points of a terrain as previously stated agents will eventually get to within an arbitrarily small positive distance from each other.

read more

Citations
More filters
Journal ArticleDOI

Gathering Despite Mischief

TL;DR: In this paper, the authors considered the problem of Byzantine gathering with termination and gave deterministic polynomial algorithms for weakly Byzantine agents and strongly Byzantine agents, both when the size of the network is known and when it is unknown.
Journal ArticleDOI

Gathering on rings under the Look---Compute---Move model

TL;DR: An algorithm is provided which solves the general problem but for few marginal and specific cases, and is able to detect all the ungatherable configurations and makes use of some previous techniques and unifies them with new strategies in order to deal with any initial configuration, even those left open by previous works.
Posted Content

How to Meet Asynchronously at Polynomial Cost

TL;DR: In this article, the authors presented a deterministic rendezvous algorithm with cost polynomial in the size of the graph and in the length of the smaller label, where the cost is the total number of edge traversals by both agents until their meeting.
Journal ArticleDOI

Byzantine gathering in networks

TL;DR: In this paper, the authors considered the case when the agents initially know the size of the network and the case of when they do not, and provided exact answers to this open problem.
Journal ArticleDOI

Anonymous Meeting in Networks

TL;DR: In this article, the authors give a complete solution of the leader election problem for anonymous agents in arbitrary networks, where agents are anonymous (identical), execute the same deterministic algorithm and move in synchronous rounds along links of the network.
References
More filters
Book

The Strategy of Conflict

TL;DR: In this paper, the authors propose a theory of interdependent decision based on the Retarded Science of International Strategy (RSIS) for non-cooperative games and a solution concept for "noncooperative" games.
Proceedings ArticleDOI

Random walks, universal traversal sequences, and the complexity of maze problems

TL;DR: Results are derived suggesting that the undirected reachability problem is structurally different from, and easier than, the directed version of NSPACE(logn), an affirmative answer to a question of S. Cook.
Journal ArticleDOI

A random polynomial-time algorithm for approximating the volume of convex bodies

TL;DR: The proof of correctness of the algorithm relies on recent theory of rapidly mixing Markov chains and isoperimetric inequalities to show that a certain random walk can be used to sample nearly uniformly from within K within Euclidean space.
Book

The Theory of Search Games and Rendezvous

Steven Alpern, +1 more
TL;DR: This book considers two possible motives of the target, and divides the book accordingly into the zero-sum game that results when the target (here called the Hider) does not want to be found and the opposite motive of thetarget, namely, that he wants to been found.
Proceedings ArticleDOI

Token management schemes and random walks yield self-stabilizing mutual exclusion

TL;DR: A novel modular method for constructing uniform self stabilizing mutual exclusion (or in short USSA4E) protocols is presented and the viability of the method is demonstrated by constructing for the first time a randomized USSME protocol for any arbitrary dynamic graph and another one for dyna.mic rings.
Related Papers (5)