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Map construction

Agents must not only visit every node but output a map of the anonymous graph, up to isomorphism.

Problem statement and measuresexpand

Agents explore an unknown anonymous port-labelled graph and must output a map: a port-labelled graph, kept in the agent's memory, that is isomorphic to the explored graph (with the ports), with the agent's current node indicated. Time is the number of moves.

Measures: Cost, moves until the map is built.

One agent with a marker

verified
Cost: unknown

An agent with \(k\ge1\) distinct markers it can drop and pick up builds the graph as it explores, in \(O(mn)\) moves.

Assumed (added on the last edge are outlined)

+Graph dynamicsstatic graph+Edge directionundirected+Markersmarkers the agent carries

Not assumed

TimingasynchronousAgentsa single agentKnowledgenothing knownWhiteboardsno whiteboardsTopologyarbitrary 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.
Timing: asynchronous
Each agent's Communicate–Compute–Move steps take finite but unbounded, adversarially chosen time. Time is measured in epochs. An epoch is an interval of time in which every agent completes at least one full Communicate–Compute–Move step; it need not be the shortest such interval. Time is counted by dividing the execution into consecutive epochs, and a bound of \(X\) epochs holds for every such division.
Agents: one agent
A single agent.
Knowledge: nothing known
Nothing is known about \(G\).
Markers: markers
The agent carries markers it can drop and pick up.
Whiteboards: no whiteboards
No whiteboards.
Topology: any topology
\(G\) is any connected graph in the class allowed by the other axes.

What is known

Cost · moves until the map is built
unknown
No lower bound recorded; Dudek et al. 1991 reports that experiments needed 25–65% of the bound.
lower boundnone known
introductory—
current best
\(O(mn)\)
\(k\ge1\) distinct markersthe agent sees the edges at a node in a cyclic order relative to the edge it entered by

Results, in order of publication

Dudek et al. 1991 current best
Cost \(O(mn)\)
\(k\ge1\) distinct markersthe agent sees the edges at a node in a cyclic order relative to the edge it entered by

Introductory and current best recorded here: at most \((5+2/k)mn-3n^2\) plus lower-order moves (equation (4)); a variant that marks both ends of an unexplored edge makes \((3+4/k)mn-n^2\) plus lower-order moves. The bound counts only physical moves; the agent's computation is \(O(n^2m+m^2\log m)\).

Open questions

None recorded for this variant.

Notes

Checked against the full text of Dudek et al. 1991 (a scan, read through OCR). The agent cannot measure distances and has no compass; without markers the problem is unsolvable in general, because regular graphs of the same degree look the same at every node. For directed graphs, one marker and a bound on \(n\) suffice, and without a bound \(\Theta(\log\log n)\) pebbles are necessary and sufficient Bender et al. 2002; Bender et al. also cite the \(O(n\cdot m)\) bound of Dudek et al. for one marker.

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