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.
The graph exploration problem requires a group of mobile robots, initially placed arbitrarily on the nodes of a graph, to work collaboratively to explore the graph such that each node is eventually visited by at least one robot. One important requirement of exploration is the termination condition, i.e., the robots must know that exploration is completed. The problem of live exploration of a dynamic ring using mobile robots was recently introduced in [Di Luna et al., ICDCS 2016]. In it, they proposed multiple algorithms to solve exploration in fully synchronous and semi-synchronous settings with various guarantees when 2 robots were involved. They also provided guarantees that with certain assumptions, exploration of the ring using two robots was impossible. An important question left open was how the presence of 3 robots would affect the results. In this paper, we try to settle this question in a fully synchronous setting and also show how to extend our results to a semi-synchronous setting.In particular, we present algorithms for exploration with explicit termination using 3 robots in conjunction with either (i) unique IDs of the robots and edge crossing detection capability (i.e., two robots moving in opposite directions through an edge in the same round can detect each other), or (ii) access to randomness. The time complexity of our deterministic algorithm is asymptotically optimal. We also provide complementary impossibility results showing that there does not exist any explicit termination algorithm for 2 robots even when each robot has a unique ID, edge crossing detection capability, and access to randomness. The theoretical analysis and comprehensive simulations of our algorithm show the effectiveness and efficiency of the algorithm in dynamic rings. We also present an algorithm to achieve exploration with partial termination using 3 robots with unique IDs in the semi-synchronous setting, when robots have access to edge crossing detection capability and randomness but do not know a bound on the size of the ring or have access to a landmark or are guaranteed that robots have common chirality. Our algorithms are fully decentralized, lightweight, and easily implementable.
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 , where 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?" CCS CONCEPTS• Theory of computation → Self-organization; Distributed algorithms; • Computing methodologies → Mobile agents.
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