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Breadth-First Depth-Next: Optimal Collaborative Exploration of Trees with Low Diameter

Laurent Massoulié
Abstract

We consider the problem of collaborative tree exploration posed by Fraigniaud, Gasieniec, Kowalski, and Pelc where a team of kk agents is tasked to collectively go through all the edges of an unknown tree as fast as possible. Denoting by nn the total number of nodes and by DD the tree depth, the O(n/log(k)+D)\mathcal{O}(n/\log(k)+D) algorithm of Fraigniaud et al. achieves the best-known competitive ratio with respect to the cost of offline exploration which is Θ(max{2n/k,2D})\Theta(\max{\{2n/k,2D\}}). Brass, Cabrera-Mora, Gasparri, and Xiao consider an alternative performance criterion, namely the additive overhead with respect to 2n/k2n/k, and obtain a 2n/k+O((D+k)k)2n/k+\mathcal{O}((D+k)^k) runtime guarantee. In this paper, we introduce `Breadth-First Depth-Next' (BFDN), a novel and simple algorithm that performs collaborative tree exploration in time 2n/k+O(D2log(k))2n/k+\mathcal{O}(D^2\log(k)), thus outperforming Brass et al. for all values of (n,D)(n,D) and being order-optimal for all trees with depth D=ok(n)D=o_k(\sqrt{n}). Moreover, a recent result from Disser et al. implies that no exploration algorithm can achieve a 2n/k+O(D2ϵ)2n/k+\mathcal{O}(D^{2-\epsilon}) runtime guarantee. The dependency in D2D^2 of our bound is in this sense optimal. The proof of our result crucially relies on the analysis of an associated two-player game. We extend the guarantees of BFDN to: scenarios with limited memory and communication, adversarial setups where robots can be blocked, and exploration of classes of non-tree graphs. Finally, we provide a recursive version of BFDN with a runtime of O(n/k1/+log(k)D1+1/)\mathcal{O}_\ell(n/k^{1/\ell}+\log(k) D^{1+1/\ell}) for parameter 1\ell\ge 1, thereby improving performance for trees with large depth.

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