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        <identifier>oai:drops-oai.dagstuhl.de:10715</identifier>
        <datestamp>2024-03-06T10:46:32Z</datestamp>
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          <dc:title>Exploration of High-Dimensional Grids by Finite Automata</dc:title>
          <dc:creator>Dobrev, Stefan</dc:creator>
          <dc:creator>Narayanan, Lata</dc:creator>
          <dc:creator>Opatrny, Jaroslav</dc:creator>
          <dc:creator>Pankratov, Denis</dc:creator>
          <dc:subject>Multi-agent systems</dc:subject>
          <dc:subject>finite state machines</dc:subject>
          <dc:subject>high-dimensional grids</dc:subject>
          <dc:subject>robot exploration</dc:subject>
          <dc:subject>randomized agents</dc:subject>
          <dc:subject>semi-synchronous and synchronous agents</dc:subject>
          <dc:description>We consider the problem of finding a treasure at an unknown point of an n-dimensional infinite grid, n &gt;= 3, by initially collocated finite automaton agents (scouts/robots). Recently, the problem has been well characterized for 2 dimensions for deterministic as well as randomized agents, both in synchronous and semi-synchronous models [S. Brandt et al., 2018; Y. Emek et al., 2015]. It has been conjectured that n+1 randomized agents are necessary to solve this problem in the n-dimensional grid [L. Cohen et al., 2017]. In this paper we disprove the conjecture in a strong sense: we show that three randomized synchronous agents suffice to explore an n-dimensional grid for any n. Our algorithm is optimal in terms of the number of the agents. Our key insight is that a constant number of finite automaton agents can, by their positions and movements, implement a stack, which can store the path being explored. We also show how to implement our algorithm using: four randomized semi-synchronous agents; four deterministic synchronous agents; or five deterministic semi-synchronous agents. &#13;
We give a different algorithm that uses 4 deterministic semi-synchronous agents for the 3-dimensional grid. This is provably optimal, and surprisingly, matches the result for 2 dimensions. For n &gt;= 4, the time complexity of the solutions mentioned above is exponential in distance D of the treasure from the starting point of the agents. We show that in the deterministic case, one additional agent brings the time down to a polynomial. Finally, we focus on algorithms that never venture much beyond the distance D. We describe an algorithm that uses O(sqrt{n}) semi-synchronous deterministic agents that never go beyond 2D, as well as show that any algorithm using 3 synchronous deterministic agents in 3 dimensions, if it exists, must travel beyond Omega(D^{3/2}) from the origin.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Stefan Dobrev and Lata Narayanan and Jaroslav Opatrny and Denis Pankratov</dc:contributor>
          <dc:date>2019</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 132, 46th International Colloquium on Automata, Languages, and Programming (ICALP 2019)</dc:relation>
          <dc:type>InProceedings</dc:type>
          <dc:type>Text</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.ICALP.2019.139</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-107153</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.ICALP.2019.139</dc:identifier>
          <dc:language>eng</dc:language>
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