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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.

Trees, perpetual exploration

verified
Time: unknownMemory: tight

On trees, perpetual exploration needs exactly \(\Theta(\log\Delta)\) bits: enough to remember a port.

Assumed (added on the last edge are outlined)

+Graph dynamicsstatic graph+Edge directionundirected+Termination requirementvisit every node; never required to stop (perpetual)+Topologytree

Not assumed

Node identifiersanonymous nodesKnowledgenothing known about the graphRandomnessdeterministicMarkersno markersPreprocessingports and nodes as given by an adversary
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: no markers
The agent cannot mark nodes.
Preprocessing: adversarial ports
Port numbers (and any node labels) are chosen by an adversary.
Termination requirement: perpetual
Every node is visited at least once (and, for periodic exploration, infinitely often); the agent never needs to halt.
Topology: tree
\(G\) is connected and acyclic: \(|E|=n-1\).

What is known

Time · edge traversals until every node is visited (for periodic exploration: the period)
unknown
Time not stated in the sources read.
lower boundnone known
introductory—
current best—
Memory · bits of agent memory; pebbles, if any, are counted separately
tight
\(\Theta(\log\Delta)\) bits.
lower bound
\(\lceil\log\Delta\rceil\) Diks et al. 2002
bottleneckport addressing
holds when
  • trees of maximum degree \(\Delta\)
  • deterministic
introductory—
current best
\(O(\log\Delta)\)

Results, in order of publication

Diks et al. 2002 current best
Memory \(O(\log\Delta)\)

Introductory and current best. Equivalently, the sequence \(1^n\) is a universal exploration sequence for trees Koucký 2002: leave by the port after the entry port.

Open questions

None recorded for this variant.

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

Arbitrary graphs, perpetual exploration
Memory \(O(D\log\Delta)\)
Trees, exploration with stop
Memory \(O(\log n)\)

Lower bounds from stronger settings hold here

No catalogued stronger setting.

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