Do you want to publish a course? Click here

The Random Bit Complexity of Mobile Robots Scattering

217   0   0.0 ( 0 )
 Added by Quentin Bramas
 Publication date 2013
and research's language is English




Ask ChatGPT about the research

We consider the problem of scattering $n$ robots in a two dimensional continuous space. As this problem is impossible to solve in a deterministic manner, all solutions must be probabilistic. We investigate the amount of randomness (that is, the number of random bits used by the robots) that is required to achieve scattering. We first prove that $n log n$ random bits are necessary to scatter $n$ robots in any setting. Also, we give a sufficient condition for a scattering algorithm to be random bit optimal. As it turns out that previous solutions for scattering satisfy our condition, they are hence proved random bit optimal for the scattering problem. Then, we investigate the time complexity of scattering when strong multiplicity detection is not available. We prove that such algorithms cannot converge in constant time in the general case and in $o(log log n)$ rounds for random bits optimal scattering algorithms. However, we present a family of scattering algorithms that converge as fast as needed without using multiplicity detection. Also, we put forward a specific protocol of this family that is random bit optimal ($n log n$ random bits are used) and time optimal ($log log n$ rounds are used). This improves the time complexity of previous results in the same setting by a $log n$ factor. Aside from characterizing the random bit complexity of mobile robot scattering, our study also closes its time complexity gap with and without strong multiplicity detection (that is, $O(1)$ time complexity is only achievable when strong multiplicity detection is available, and it is possible to approach it as needed otherwise).



rate research

Read More

87 - Veit Elser 2016
Bit retrieval is the problem of reconstructing a binary sequence from its periodic autocorrelation, with applications in cryptography and x-ray crystallography. After defining the problem, with and without noise, we describe and compare various algorithms for solving it. A geometrical constraint satisfaction algorithm, relaxed-reflect-reflect, is currently the best algorithm for noisy bit retrieval.
470 - Lelia Blin 2007
Self-stabilization is a versatile technique to withstand any transient fault in a distributed system. Mobile robots (or agents) are one of the emerging trends in distributed computing as they mimic autonomous biologic entities. The contribution of this paper is threefold. First, we present a new model for studying mobile entities in networks subject to transient faults. Our model differs from the classical robot model because robots have constraints about the paths they are allowed to follow, and from the classical agent model because the number of agents remains fixed throughout the execution of the protocol. Second, in this model, we study the possibility of designing self-stabilizing algorithms when those algorithms are run by mobile robots (or agents) evolving on a graph. We concentrate on the core building blocks of robot and agents problems: naming and leader election. Not surprisingly, when no constraints are given on the network graph topology and local execution model, both problems are impossible to solve. Finally, using minimal hypothesis with respect to impossibility results, we provide deterministic and probabilistic solutions to both problems, and show equivalence of these problems by an algorithmic reduction mechanism.
We investigate the parameterized complexity in $a$ and $b$ of determining whether a graph~$G$ has a subset of $a$ vertices and $b$ edges whose removal disconnects $G$, or disconnects two prescribed vertices $s, t in V(G)$.
Cut problems form one of the most fundamental classes of problems in algorithmic graph theory. For instance, the minimum cut, the minimum $s$-$t$ cut, the minimum multiway cut, and the minimum $k$-way cut are some of the commonly encountered cut problems. Many of these problems have been extensively studied over several decades. In this paper, we initiate the algorithmic study of some cut problems in high dimensions. The first problem we study, namely, Topological Hitting Set (THS), is defined as follows: Given a nontrivial $r$-cycle $zeta$ in a simplicial complex $mathsf{K}$, find a set $mathcal{S}$ of $r$-dimensional simplices of minimum cardinality so that $mathcal{S}$ meets every cycle homologous to $zeta$. Our main result is that this problem admits a polynomial-time solution on triangulations of closed surfaces. Interestingly, the optimal solution is given in terms of the cocycles of the surface. For general complexes, we show that THS is W[1]-hard with respect to the solution size $k$. On the positive side, we show that THS admits an FPT algorithm with respect to $k+d$, where $d$ is the maximum degree of the Hasse graph of the complex $mathsf{K}$. We also define a problem called Boundary Nontrivialization (BNT): Given a bounding $r$-cycle $zeta$ in a simplicial complex $mathsf{K}$, find a set $mathcal{S}$ of $(r+1)$-dimensional simplices of minimum cardinality so that the removal of $mathcal{S}$ from $mathsf{K}$ makes $zeta$ non-bounding. We show that BNT is W[1]-hard with respect to the solution size as the parameter, and has an $O(log n)$-approximation FPT algorithm for $(r+1)$-dimensional complexes with the $(r+1)$-th Betti number $beta_{r+1}$ as the parameter. Finally, we provide randomized (approximation) FPT algorithms for the global variants of THS and BNT.
We study the space complexity of solving the bias-regularized SVM problem in the streaming model. This is a classic supervised learning problem that has drawn lots of attention, including for developing fast algorithms for solving the problem approximately. One of the most widely used algorithms for approximately optimizing the SVM objective is Stochastic Gradient Descent (SGD), which requires only $O(frac{1}{lambdaepsilon})$ random samples, and which immediately yields a streaming algorithm that uses $O(frac{d}{lambdaepsilon})$ space. For related problems, better streaming algorithms are only known for smooth functions, unlike the SVM objective that we focus on in this work. We initiate an investigation of the space complexity for both finding an approximate optimum of this objective, and for the related ``point estimation problem of sketching the data set to evaluate the function value $F_lambda$ on any query $(theta, b)$. We show that, for both problems, for dimensions $d=1,2$, one can obtain streaming algorithms with space polynomially smaller than $frac{1}{lambdaepsilon}$, which is the complexity of SGD for strongly convex functions like the bias-regularized SVM, and which is known to be tight in general, even for $d=1$. We also prove polynomial lower bounds for both point estimation and optimization. In particular, for point estimation we obtain a tight bound of $Theta(1/sqrt{epsilon})$ for $d=1$ and a nearly tight lower bound of $widetilde{Omega}(d/{epsilon}^2)$ for $d = Omega( log(1/epsilon))$. Finally, for optimization, we prove a $Omega(1/sqrt{epsilon})$ lower bound for $d = Omega( log(1/epsilon))$, and show similar bounds when $d$ is constant.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا