Papers for

robotic swarm engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Bidirectional communication needed for exact coordination in cellular machines

Bidirectionality is Necessary in Cellular Machines for Exact-Arrival Multi-Agent Path Finding

Abstract: On ranked directed acyclic graphs coupled by vertex conflicts we study exact-arrival multi-agent path finding (departure and arrival pinned in place and time) posed as a distributed output task: every cell must emit its own bit of a valid joint path-support mask. The machines are cellular: one automaton per cell, state factored over cells, communication only along a fixed local fabric, synchronous rounds, a query-independent output round, no central decoder, and a per-topology transition code. "Necessary" here means: on an explicit hard topology, over all its feasible queries, no universally correct local-only architecture can renounce either temporal orientation; with global flags, impossibility becomes a bandwidth-round trade-off. The class is not vacuous: a flooding machine solves every instance in as many rounds as the diameter of the local fabric. The bound survives two concessions: we supply every agent's exact individual cavity, which alone solves the single-agent problem in zero rounds and makes the single-agent direction theorem vacuous; and we allow $k$ one-bit global aggregate flags. On a twelve-cell, two-agent, depth-three topology no forward-only machine with $k=0$ is correct on two feasible queries, for any number of rounds; the time-reversed topology does the same to backward-only machines. Placing $p$ copies side by side gives, for forward-only machines, $J_R+kR\ge p$ at constant depth, where $J_R$ measures how much of the query reaches the targets' cones and is $0$ here. A backward-only machine solves that family in constant rounds and a flag-streaming one in $\lceil p/k\rceil+O(1)$, so the bound is tight in order; on the composite family neither orientation can be renounced. The finite lemmas of the gadget and the pair-invariance contradictions are checked in Lean 4; the semantic bridge, the cone lemma and the counting are paper proofs. We report no benchmarks.

Mon 19 OctEmerging TechnologiesComputational ComplexityDistributed, Parallel, and Cluster Computing
The gist
This paper studies how many small 'cells' or agents can coordinate their paths exactly in a network when both their start and end times and locations are fixed. The researchers show that any system trying to solve this problem using only one-way communication—forward or backward—will fail on some difficult cases. They prove mathematically that machines must be able to send information in both directions to always find a correct solution. This result holds even with some added global signals and was verified using formal computer proof tools.
Open → 2610.26272v1

Agents coordinate treasure hunt on constantly shuffled ring networks

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

Abstract: We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(δ)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $δ$ steps. We show that the class $VP(δ)$ is feasible only for $δ\geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $Θ(δn)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $δ\geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $Θ(n)$ steps against an oblivious adversary and $Θ(n \log n)$ steps against an adaptive adversary.

Thu 10 SeptDistributed, Parallel, and Cluster ComputingComputational Complexity
The gist
This paper looks at how a group of agents can find a hidden 'treasure' on a ring of points where the connections between points change constantly by rearranging the order of the points. The authors show that if the rearrangements are completely unrestricted, it’s impossible for almost all groups of agents to guarantee finding the treasure. Then they find conditions where it’s possible and study how long it takes for one or more agents to succeed. They also analyze cases where the rearrangement is random and find expected times for treasure hunting.
Open → 2609.11013v1