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Dive into the research topics where David Ilcinkas is active.

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Featured researches published by David Ilcinkas.


mathematical foundations of computer science | 2005

Graph exploration by a finite automaton

Pierre Fraigniaud; David Ilcinkas; Guy Peer; Andrzej Pelc; David Peleg

A finite automaton, simply referred to as a robot, has to explore a graph whose nodes are unlabeled and whose edge ports are locally labeled at each node. The robot has no a priori knowledge of the topology of the graph or of its size. Its task is to traverse all the edges of the graph. We first show that, for any K-state robot and any d ≥ 3, there exists a planar graph of maximum degree d with at most K + 1 nodes that the robot cannot explore. This bound improves all previous bounds in the literature. More interestingly, we show that, in order to explore all graphs of diameter D and maximum degree d, a robot needs Ω(D log d) memory bits, even if we restrict the exploration to planar graphs. This latter bound is tight. Indeed, a simple DFS up to depth D + 1 enables a robot to explore any graph of diameter D and maximum degree d using a memory of size O(D log d) bits. We thus prove that the worst case space complexity of graph exploration is Θ(D log d) bits.


Theoretical Computer Science | 2010

Remembering without memory: Tree exploration by asynchronous oblivious robots

Paola Flocchini; David Ilcinkas; Andrzej Pelc; Nicola Santoro

In an effort to understand the algorithmic limitations of computing by a swarm of robots, the research has focused on the minimal capabilities that allow a problem to be solved. The weakest of the commonly used models is Asynch where the autonomous mobile robots, endowed with visibility sensors (but otherwise unable to communicate), operate in Look-Compute-Move cycles performed asynchronously for each robot. The robots are often assumed (or required to be) oblivious: they keep no memory of observations and computations made in previous cycles. We consider the setting when the robots are dispersed in an anonymous and unlabeled graph, and they must perform the very basic task of exploration: within finite time every node must be visited by at least one robot and the robots must enter a quiescent state. The complexity measure of a solution is the number of robots used to perform the task. We study the case when the graph is an arbitrary tree and establish some unexpected results. We first prove that, in general, exploration cannot be done efficiently. More precisely we prove that there are n-node trees where @W(n) robots are necessary; this holds even if the maximum degree is 4. On the other hand, we show that if the maximum degree is 3, it is possible to explore with only O(lognloglogn) robots. The proof of the result is constructive. We also prove that the size of the team used in our solution is asymptotically optimal: there are trees of degree 3, whose exploration requires @W(lognloglogn) robots. Our final result shows that the difficulty in tree exploration comes in fact from the symmetries of the tree. Indeed, we show that, in order to explore trees that do not have any non-trivial automorphisms, 4 robots are always sufficient and often necessary.


international conference on principles of distributed systems | 2007

Computing without communicating: ring exploration by asynchronous oblivious robots

Paola Flocchini; David Ilcinkas; Andrzej Pelc; Nicola Santoro

We consider the problem of exploring an anonymous unoriented ring by a team of k identical, oblivious, asynchronous mobile robots that can view the environment but cannot communicate. This weak scenario is standard when the spatial universe in which the robots operate is the two-dimentional plane, but (with one exception) has not been investigated before. We indeed show that, although the lack of these capabilities renders the problems considerably more difficult, ring exploration is still possible. We show that the minimum number ρ(n) of robots that can explore a ring of size n is O(log n) and that ρ(n) = Ω(log n) for arbitrarily large n. On one hand we give an algorithm that explores the ring starting from any initial configuration, provided that n and k are co-prime, and we show that there always exist such k in O(log n). On the other hand we show that Ω(log n) agents are necessary for arbitrarily large n. Notice that, when k and n are not co-prime, the problem is sometimes unsolvable (i.e., there are initial configurations for which the exploration cannot be done). This is the case, e.g., when k divides n.


international colloquium on automata languages and programming | 2007

Distributed computing with advice: information sensitivity of graph coloring

Pierre Fraigniaud; Cyril Gavoille; David Ilcinkas; Andrzej Pelc

We study the problem of the amount of information (advice) about a graph that must be given to its nodes in order to achieve fast distributed computations. The required size of the advice enables to measure the information sensitivity of a network problem. A problem is information sensitive if little advice is enough to solve the problem rapidly (i.e., much faster than in the absence of any advice), whereas it is information insensitive if it requires giving a lot of information to the nodes in order to ensure fast computation of the solution. In this paper, we study the information sensitivity of distributed graph coloring.


workshop on graph theoretic concepts in computer science | 2010

Connections between theta-graphs, delaunay triangulations, and orthogonal surfaces

Nicolas Bonichon; Cyril Gavoille; Nicolas Hanusse; David Ilcinkas

Θk-graphs are geometric graphs that appear in the context of graph navigation. The shortest-path metric of these graphs is known to approximate the Euclidean complete graph up to a factor depending on the cone number k and the dimension of the space. TD-Delaunay graphs, a.k.a. triangular-distance Delaunay triangulations, introduced by Chew, have been shown to be plane 2-spanners of the 2D Euclidean complete graph, i.e., the distance in the TD-Delaunay graph between any two points is no more than twice the distance in the plane. Orthogonal surfaces are geometric objects defined from independent sets of points of the Euclidean space. Orthogonal surfaces are well studied in combinatorics (orders, integer programming) and in algebra. From orthogonal surfaces, geometric graphs, called geodesic embeddings can be built. In this paper, we introduce a specific subgraph of the Θ6-graph defined in the 2D Euclidean space, namely the half-Θ6-graph, composed of the even-cone edges of the Θ6-graph. Our main contribution is to show that these graphs are exactly the TD-Delaunay graphs, and are strongly connected to the geodesic embeddings of orthogonal surfaces of coplanar points in the 3D Euclidean space. Using these new bridges between these three fields, we establish: - Every Θ6-graph is the union of two spanning TD-Delaunay graphs. In particular, Θ6-graphs are 2-spanners of the Euclidean graph, and the bound of 2 on the stretch factor is the best possible. It was not known that Θ6-graphs are t-spanners for some constant t, and Θ7-graphs were only known to be t-spanners for t ≈ 7.562. - Every plane triangulation is TD-Delaunay realizable, i.e., every combinatorial plane graph for which all its interior faces are triangles is the TD-Delaunay graph of some point set in the plane. Such realizability property does not hold for classical Delaunay triangulations.


international symposium on distributed computing | 2010

Almost optimal asynchronous rendezvous in infinite multidimensional grids

Evangelos Bampas; Jurek Czyzowicz; Leszek Gąsieniec; David Ilcinkas; Arnaud Labourel

Two anonymous mobile agents (robots) moving in an asynchronous manner have to meet in an infinite grid of dimension δ > 0, starting from two arbitrary positions at distance at most d. Since the problem is clearly infeasible in such general setting, we assume that the grid is embedded in a δ-dimensional Euclidean space and that each agent knows the Cartesian coordinates of its own initial position (but not the one of the other agent). We design an algorithm permitting the agents to meet after traversing a trajectory of length O(dδ polylog d). This bound for the case of 2D-grids subsumes the main result of [12]. The algorithm is almost optimal, since the Ω(dδ) lower bound is straightforward. Further, we apply our rendezvous method to the following network design problem. The ports of the δ-dimensional grid have to be set such that two anonymous agents starting at distance at most d from each other will always meet, moving in an asynchronous manner, after traversing a O(dδ polylog d) length trajectory. We can also apply our method to a version of the geometric rendezvous problem. Two anonymous agents move asynchronously in the δ-dimensional Euclidean space. The agents have the radii of visibility of r1 and r2, respectively. Each agent knows only its own initial position and its own radius of visibility. The agents meet when one agent is visible to the other one. We propose an algorithm designing the trajectory of each agent, so that they always meet after traveling a total distance of O((d/r)δ polylog(d/r)), where r = min(r1, r2) and for r ≥ 1.


symposium on theoretical aspects of computer science | 2004

Digraphs exploration with little memory

Pierre Fraigniaud; David Ilcinkas

Under the robot model, we show that a robot needs Ω(n log d) bits of memory to perform exploration of digraphs with n nodes and maximum out-degree d. We then describe an algorithm that allows exploration of any n-node digraph with maximum out-degree d to be accomplished by a robot with a memory of size O(nd log n) bits. Under the agent model, we show that digraph exploration cannot be achieved by an agent with no memory. We then describe an exploration algorithm for an agent with a constant-size memory, using a whiteboard of size O(log d) bits at every node of out-degree d.


Algorithmica | 2012

Ping Pong in Dangerous Graphs: Optimal Black Hole Search with Pebbles

Paola Flocchini; David Ilcinkas; Nicola Santoro

We prove that, for the black hole search problem in networks of arbitrary but known topology, the pebble model of agent interaction is computationally as powerful as the whiteboard model; furthermore the complexity is exactly the same. More precisely, we prove that a team of two asynchronous agents, each endowed with a single identical pebble (that can be placed only on nodes, and with no more than one pebble per node), can locate the black hole in an arbitrary network of known topology; this can be done with Θ(nlog n) moves, where n is the number of nodes, even when the links are not FIFO. These results are obtained with a novel algorithmic technique, ping-pong, for agents using pebbles.


principles of distributed computing | 2006

Oracle size: a new measure of difficulty for communication tasks

Pierre Fraigniaud; David Ilcinkas; Andrzej Pelc

We study the problem of the amount of knowledge about a communication network that must be given to its nodes in order to efficiently disseminate information. While previous results about communication in networks used particular partial information available to nodes, such as the knowledge of the neighborhood or the knowledge of the network topology within some radius, our approach is quantitative: we investigate the minimum total number of bits of information (minimum oracle size) that has to be available to nodes in order to perform efficient communication.It turns out that the minimum oracle size for which a distributed task can be accomplished efficiently, can serve as a measure of the difficulty of this task. We use this measure to make a quantitative distinction between the difficulty of two apparently similar fundamental communication primitives: the broadcast and the wakeup. In both of them a distinguished node, called the source, has a message, which has to be transmitted to all other nodes of the network. In the wakeup, only nodes that already got the source message (i.e., are awake) can send messages to their neighbors, thus waking them up. In the broadcast, all nodes can send control messages even before getting the source message, thus potentially facilitating its future dissemination. In both cases we are interested in accomplishing the communication task with optimal message complexity, i.e., using a number of messages linear in the number of nodes.We show that the minimum oracle size permitting the wakeup with a linear number of messages in a n-node network, is Θ (n log n), while the broadcast with a linear number of messages can be achieved with an oracle of size O(n). We also show that the latter oracle size is almost optimal: no oracle of size o(n) can permit to broadcast with a linear number of messages. Thus an efficient wakeup requires strictly more information about the network than an efficient broadcast.


Journal of Computer and System Sciences | 2010

Communication algorithms with advice

Pierre Fraigniaud; David Ilcinkas; Andrzej Pelc

We study the amount of knowledge about a communication network that must be given to its nodes in order to efficiently disseminate information. Our approach is quantitative: we investigate the minimum total number of bits of information (minimum size of advice) that has to be available to nodes, regardless of the type of information provided. We compare the size of advice needed to perform broadcast and wakeup (the latter is a broadcast in which nodes can transmit only after getting the source information), both using a linear number of messages (which is optimal). We show that the minimum size of advice permitting the wakeup with a linear number of messages in an n-node network, is @Q(nlogn), while the broadcast with a linear number of messages can be achieved with advice of size O(n). We also show that the latter size of advice is almost optimal: no advice of size o(n) can permit to broadcast with a linear number of messages. Thus an efficient wakeup requires strictly more information about the network than an efficient broadcast.

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Andrzej Pelc

Université du Québec en Outaouais

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Pierre Fraigniaud

Centre national de la recherche scientifique

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Jurek Czyzowicz

Université du Québec en Outaouais

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