Exploration by oblivious robots
Oblivious Look–Compute–Move robots with vision must visit every node of a ring or grid and stop; how many robots are needed?
Problem statement and measurescollapse
\(k\) anonymous, oblivious robots run Look–Compute–Move cycles on an anonymous graph: they see where all robots are, compute, and move to a neighbour. They must visit every node and then stop (or, for perpetual exploration, keep visiting). The primary measure is the number of robots.
Measures: Robots, number of robots needed; Moves, total moves.
A first look
the basic problem, a simple algorithm and why some things cannot be done, for a newcomer
Imagine a few identical toy robots on a circular track of \(n\) squares. The track is a ring: its squares are its \(n\) nodes, and two squares side by side are neighbours. The robots cannot talk, they have no memory at all, and they cannot tell clockwise from counterclockwise, yet together they must visit every node and then stop forever. Each robot works in Look–Compute–Move cycles: Look (take a snapshot showing where all robots are), Compute (decide, from that snapshot only, whether to move and where) and Move (move to a neighbour). Robots are oblivious: they forget everything after each cycle. The nodes are anonymous (they have no names), and an adversary (an imagined opponent) decides when each robot is activated. A robot can tell whether several robots stand on one node (such a node is called a tower). The positions of all robots form the configuration. In the basic version \(k\) robots start on distinct nodes of a ring of \(n\) nodes; they must visit every node and then all stop. We count the robots needed.
Five robots, on a ring whose size \(n\) is not a multiple of \(5\) Lamani et al. 2010. The rule a robot follows depends only on its current snapshot, so each stage must leave a configuration that announces which stage it is.
- Block: while the robots are not on five consecutive nodes (a block), robots move closer together, carefully so that no two land on the same node.
- Tower: when the five robots form one block, the middle robot moves onto a neighbour. Now there is exactly one tower, and the configuration is no longer symmetric: it shows a direction.
- Walk: one robot, the walker, singled out by its position relative to the tower, moves node by node around the ring, away from the tower.
- When the walker reaches the other side of the group, the robots form a special pattern (a tower-chain); this configuration means the ring has been explored, and nobody moves again.
Why it matters. It shows the main technique of the area: memoryless robots store their progress in the shape of their own configuration.
An oblivious robot decides only from its current snapshot. Suppose that the robots stop in a configuration in which every robot is on its own node. That configuration could also be a starting configuration, since robots start on distinct nodes. Started from it, the robots would see snapshots in which they stop, so they would stop at once, after visiting only their own \(k\) nodes, fewer than the \(n\) nodes of the graph. So every final configuration must contain a tower.
Why it matters. This one-line remark is the starting point of most lower bounds for oblivious robots: termination itself must be written in the configuration.
Let \(k\) divide \(n\), with \(k < n\), for example \(3\) robots on a ring of \(6\) nodes, one on every second node. Every robot takes exactly the same snapshot, the same in both directions. The adversary activates all robots together and, whenever a robot wants to move but cannot tell its two directions apart, sends every robot clockwise. Then all robots do the same thing: either nobody moves, or every robot moves clockwise and the configuration is again evenly spaced. The robots will take this same snapshot forever, so they either stop where they are, having visited only \(k\) nodes, or never stop.
Why it matters. Symmetry that robots cannot break is the obstacle behind the number-theoretic conditions that appear throughout the oblivious-robot literature.
What is known
The best upper bound against the best lower bound in each catalogued setting. Open a setting for its results, proofs and notes, or see the progress map with the branch points.
What the community started looking at
Robots with no memory must encode progress in their positions, so the first question was the minimum number of robots Flocchini et al. 2013, answered exactly for rings Lamani et al. 2010 and grids Devismes et al. 2012.
Variant of Graph exploration by a single agent
The robots follow the Look–Compute–Move model of the plane, moved to graphs: they see the positions of all robots but remember nothing, so the configuration itself must encode the progress of the exploration.
Derived problems
Exploration by luminous robots: The same Look–Compute–Move robots, but each carries a light with a constant number \(c\) of colours that acts both as persistent memory (the robot sees its own colour in the next cycle) and as a message (every robot within range reads it); in exchange, robots usually see only within a fixed distance \(\varphi\). An oblivious algorithm is a luminous one with \(c = 1\), so algorithms of the parent problem with myopic vision carry over, and lower bounds proved here for any number of colours hold for oblivious robots too Ooshita & Tixeuil 2022.
All settings
The assumption tree (2 settings, 2 branch points)
The root assumes nothing. Going down, each edge adds the assumptions on its chips (+blue); a grey chip names the branch that leaves that axis unassumed while a sibling assumes something. Solid nodes are catalogued variants with their status per measure (Robots, Moves); dashed nodes are branch points with no catalogued variant, named after the axis on which their branches differ. Axis order: Graph dynamics › Edge direction › Identifiers › Timing › Topology.
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No assumptions · 1 branches by graph dynamics
Nothing is assumed on any axis.
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+static graph+undirectedTopology · 2 branches
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+ringRings, exploration with stop standard setting Five robots explore any ring whose size is co-prime with 5; fewer than five cannot for even \(n\).
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+gridGrids, exploration with stop Three robots explore any grid with at least three nodes (four for \(2\times2\), five for \(3\times3\)), which is optimal.
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