非加权图中的几乎最优确定性寻宝

IF 0.9 3区 计算机科学 Q3 COMPUTER SCIENCE, THEORY & METHODS
Sébastien Bouchard, Yoann Dieudonné, Arnaud Labourel, Andrzej Pelc
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引用次数: 0

摘要

移动代理沿着简单连接的无加权图(有限或可数无限)的边缘导航,必须找到隐藏在其中一个节点中的惰性目标(宝藏)。这项任务被称为寻宝。代理对图、宝藏的位置或到宝藏的初始距离没有先验知识。寻宝算法的代价是代理在找到宝藏之前执行的最坏情况下的边缘遍历次数。Awerbuch等人[3]考虑了在受限模型中有限图的图探索和寻宝,其中智能体有一个只能在起始节点s补充的油箱。油箱的大小为B = 2 (1+α) r,对于某个正实常数α,其中r称为图的半径,是从s到任何其他节点的最大距离。大小为B的容器允许智能体在节点s的两次连续访问之间进行最多⌊B⌋边遍历。设e(d)为至少有一个端点距离s小于d的边的数目。Awerbuch等人[3]推测,在距离最多d的节点中,以e(d)近似线性的代价找到隐藏的宝藏是不可能的。我们首先设计了一个在模型中工作的确定性寻宝算法,不受智能体移动的任何限制,代价为 (e(d) log d),然后展示了如何修改该算法,使其在Awerbuch等人[3]的模型中工作,具有相同的复杂性。因此,我们反驳了之前20年的猜想。我们观察到,没有任何寻宝算法可以击败所有图的成本Θ (e(d)),因此我们的算法也几乎是最优的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Almost-Optimal Deterministic Treasure Hunt in Unweighted Graphs

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 et al. [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 et al. [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 𝒪(e(d) log d) and then show how to modify this algorithm to work in the model from Awerbuch et al. [3] with the same complexity. Thus, we refute the preceding 20-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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来源期刊
ACM Transactions on Algorithms
ACM Transactions on Algorithms COMPUTER SCIENCE, THEORY & METHODS-MATHEMATICS, APPLIED
CiteScore
3.30
自引率
0.00%
发文量
50
审稿时长
6-12 weeks
期刊介绍: ACM Transactions on Algorithms welcomes submissions of original research of the highest quality dealing with algorithms that are inherently discrete and finite, and having mathematical content in a natural way, either in the objective or in the analysis. Most welcome are new algorithms and data structures, new and improved analyses, and complexity results. Specific areas of computation covered by the journal include combinatorial searches and objects; counting; discrete optimization and approximation; randomization and quantum computation; parallel and distributed computation; algorithms for graphs, geometry, arithmetic, number theory, strings; on-line analysis; cryptography; coding; data compression; learning algorithms; methods of algorithmic analysis; discrete algorithms for application areas such as biology, economics, game theory, communication, computer systems and architecture, hardware design, scientific computing
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