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Graph exploration by a single agent

One agent starts at a node of an unknown anonymous graph and must visit every node; how much memory does it need, which pebbles or knowledge make it possible, and how fast can it be?

Problem statement and measuresexpand

A single deterministic agent is placed at a node \(s\) of a connected graph \(G\) with \(n\) nodes, \(m\) edges and maximum degree \(\Delta\). Nodes are anonymous (they carry no names the agent can read), and the edges at each node are numbered locally; these numbers are the node's ports. The agent sees the degree of its node and the port by which it entered. It must visit every node of \(G\). Three termination requirements are standard:

  • perpetual exploration: every node is eventually visited; the agent never has to stop;
  • exploration with stop: every node is visited and the agent then stops, anywhere;
  • exploration with return: every node is visited and the agent stops at \(s\).

Return implies stop, and stop implies perpetual exploration. Memory is the number of bits of the agent's state; when the agent carries pebbles (objects it can drop on a node and pick up again) their number is reported with the memory. Time is the number of moves (edge traversals) until exploration is complete; for periodic exploration it is the period. Unless a variant says otherwise the agent knows nothing about \(G\), not even \(n\).

Exploration is the oldest problem of the mobile-agent literature: it started as maze search by finite automata, and the question of how little memory suffices runs from Budach's impossibility (1978) to Reingold's log-space algorithm (2005). Several agents exploring together form the sibling problem, collaborative exploration.

Measures: Time, edge traversals until every node is visited (for periodic exploration: the period); Memory, bits of agent memory; pebbles, if any, are counted separately.

Exploration with return and pebbles

verified
Time: unknownMemory: tight

\(\Theta(\log\log n)\) pebbles are necessary and sufficient for a constant-memory agent, which then explores in polynomial time and returns to the start without knowing \(n\).

Assumed (added on the last edge are outlined)

+Graph dynamicsstatic graph+Edge directionundirected+Markersseveral pebbles; their number is a resource

Not assumed

Node identifiersanonymous nodesKnowledgenothing known about the graphRandomnessdeterministicPreprocessingports and nodes as given by an adversaryTermination requirementexplore, then stop at the start nodeTopologyarbitrary connected graph
Formal definitions of this setting
Graph dynamics: static graph
\(G_t=G\) for all \(t\): the edge set never changes.
Edge direction: undirected
\(G=(V,E)\) with \(E\subseteq\binom V2\); every edge can be traversed in both directions.
Node identifiers: anonymous nodes
Nodes have no identifiers; an agent at \(v\) sees only \(\deg(v)\) and the port numbers \(1,\dots,\deg(v)\), which are assigned locally and independently at each endpoint of an edge.
Knowledge: nothing known
The agent knows nothing about \(G\): not \(n\), \(m\), \(\Delta\) or \(D\).
Randomness: deterministic
The next state and move of an agent are a function of its current state and what it observes.
Markers: pebbles
The agent carries \(p\) pebbles (identical or distinguishable, as stated); \(p\) is a resource reported with the memory.
Preprocessing: adversarial ports
Port numbers (and any node labels) are chosen by an adversary.
Termination requirement: with return
The agent visits every node and then halts at its start node \(s\).
Topology: any topology
\(G\) is any connected graph in the class allowed by the other axes.

What is known

Time · edge traversals until every node is visited (for periodic exploration: the period)
unknown
Polynomial; the exponent is not tracked.
lower boundnone known
introductory—
current best
\(n^{O(1)}\)
distinguishable pebbles\(n\) unknown
Memory · bits of agent memory; pebbles, if any, are counted separately
tight
\(\Theta(\log\log n)\) pebbles with \(O(1)\) bits.
lower bound
\(\Omega(\log\log n)\ \text{pebbles}\) Disser et al. 2019
bottlenecktrap graphs
holds when
  • for any agent with \(O((\log n)^{1-\varepsilon})\) bits
  • holds for every termination requirement
  • deterministic
introductory—
current best
\(O(1)\ \text{bits},\ O(\log\log n)\ \text{pebbles}\)
distinguishable pebbles\(n\) unknown

Results, in order of publication

Disser et al. 2019 current best
Time \(n^{O(1)}\)Memory \(O(1)\ \text{bits},\ O(\log\log n)\ \text{pebbles}\)
distinguishable pebbles\(n\) unknown

Introductory and current best (SODA 2016 for bounded degree, JACM 2019 in general). Since \(p+1\) agents can simulate one agent with \(p\) pebbles, the same bounds hold for teams: \(\Theta(\log\log n)\) constant-memory agents.

Open questions

  1. How much memory is needed to encode the agent's transition function? The naive table needs \((\log n)^{O(1)}\) bits (Remark 1 of Disser et al. 2019).

Notes

The trade-off reads: \(\Omega(\log n)\) bits make pebbles unnecessary; \(O((\log n)^{1-\varepsilon})\) bits force \(\Omega(\log\log n)\) pebbles; \(\Omega(\log\log n)\) pebbles make \(O(1)\) bits enough. The traps of Disser et al. 2019 have \(O(K^{2^{5k}})\) nodes for \(k\) agents with \(K\) states, improving Rollik's tower-type bound Rollik 1980.

What carries over from neighbouring settings

Read off the order of assumptions, not checked case by case: results may carry extra assumptions (shown on their pages), and asynchronous time is measured in epochs.

Algorithms from weaker settings work here

No catalogued weaker setting.

Lower bounds from stronger settings hold here

Memoryless automaton with pebbles
Memory \(2\ \text{pebbles}\)

Branches from here

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