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Black hole search

A black hole destroys every agent that enters it, without trace; a team must locate it, losing as few agents as possible.

Problem statement and measuresexpand

A connected graph contains one black hole: a node that destroys any agent arriving there, leaving no trace. All other nodes are safe. Agents start at a safe node \(s\) (the home base) and must determine the location of the black hole; at least one agent must survive and know it. The primary measure is the team size (number of agents needed); the secondary measure is the cost (total number of moves, a move being one traversal of one edge) or, for synchronous agents, the time. Some papers also start the agents scattered, at distinct safe nodes; those results are recorded in the notes, because every catalogued variant starts at a home base.

Measures: Agents, number of agents needed (team size); Cost, total moves (asynchronous) or rounds (synchronous).

Dynamic rings

verified
Agents: tightCost: tight

In a 1-interval-connected ring three agents are necessary and sufficient; with pebbles they need \(\Theta(n^{1.5})\) moves.

Assumed (added on the last edge are outlined)

+Graph dynamicsdynamic graph, connected in every round (1-interval connected)+Edge directionundirected+Faultsno faults+Timingsynchronous rounds+Marking nodestokens (pebbles) that agents carry and drop+Topologyring or path

Not assumed

Knowledge of the graphno knowledge of the topology (\(n\) is known)
Formal definitions of this setting
Graph dynamics: connected every round
\(\mathcal G=(G_t)_{t\ge0}\) is 1-interval connected if every snapshot \(G_t=(V,E_t)\) is connected. More generally it is \(T\)-interval connected if for every \(t\) the graph \(\bigl(V,\bigcap_{i=t}^{t+T-1}E_i\bigr)\) is connected.
Edge direction: undirected
\(G=(V,E)\) with \(E\subseteq\binom V2\); every edge can be traversed in both directions.
Faults: no faults
All agents follow the algorithm forever.
Timing: synchronous
Time proceeds in rounds \(t=1,2,\dots\); in every round every agent communicates, computes and moves (at most one edge) simultaneously.
Knowledge of the graph: topology unknown
Agents know \(n\) but not the topology of \(G\).
Marking nodes: tokens
Agents carry tokens (pebbles) they can place at nodes or on ports; tokens are identical and carry no other information.
Topology: ring
\(G\) is a cycle \(C_n\) (every node of degree 2), or a path when stated.

What is known

Agents · number of agents needed (team size)
tight
Three.
lower bound
bottleneckadversarial edge changes
holds when
  • fewer agents fail even when co-located with whiteboards and identifiers
  • \(n\) must be known
introductory—
current best
\(3\)
co-located start, pebbles
Cost · total moves (asynchronous) or rounds (synchronous)
tight
\(\Theta(n^{1.5})\).
lower bound
\(\Omega(n^{1.5})\) Di Luna et al. 2025
bottleneckadversarial edge changes
holds when
  • co-located agents, whiteboards
introductory—
current best
\(O(n^{1.5})\)
co-located start, pebbles

Results, in order of publication

Di Luna et al. 2025 current best
Agents \(3\)Cost \(O(n^{1.5})\)
co-located start, pebbles

Introductory and current best; with face-to-face communication or vision \(\Theta(n^2)\).

Open questions

None recorded for this variant.

Notes

The ring is oriented and each agent carries one pebble; \(n\) must be known Di Luna et al. 2025. With scattered agents (distinct arbitrary starting nodes) the cost rises to \(\Theta(n^2)\) with pebbles, and with only face-to-face communication or vision scattered agents cannot solve the problem Di Luna et al. 2025. For arbitrary dynamic graphs in which at most one edge is missing per round, six co-located agents with \(O(\log n)\)-bit whiteboards suffice in \(O(m^2)\) rounds, while \(2\deg(v_{BH})\) agents from an arbitrary configuration cannot Kaur et al. 2026; \(\deg(v_{BH})\) is the degree of the black hole.

Know a better result for this setting, or found a mistake? Suggest a result · Report an error. Accepted contributions are acknowledged.