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        <identifier>oai:drops-oai.dagstuhl.de:26242</identifier>
        <datestamp>2026-06-24T05:03:52Z</datestamp>
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          <dc:title>Asynchronous Rendezvous of Anonymous Deterministic Mobile Automata in the Plane</dc:title>
          <dc:creator>Baaziz, Mohamed Anouar</dc:creator>
          <dc:creator>Pelc, Andrzej</dc:creator>
          <dc:subject>Asynchronous</dc:subject>
          <dc:subject>rendezvous</dc:subject>
          <dc:subject>deterministic finite automaton</dc:subject>
          <dc:subject>pebble</dc:subject>
          <dc:subject>plane</dc:subject>
          <dc:subject>mobile agent</dc:subject>
          <dc:description>Two mobile agents, modeled as points moving in the plane, have to meet at some point. Computationally, agents are identical deterministic finite automata. Each agent has a compass showing the cardinal directions. Agents start at two different points, chosen by the adversary. Each agent makes a series of moves. Before each move it takes a snapshot, which is the disc of radius 1 centered at the current position of the agent. This snapshot is an input that causes the automaton to possibly change state and make the next move in a chosen direction at a chosen distance. Moves of the agents are asynchronous: the adversary controls the possibly variable speed of an agent during each move. Without the possibility of leaving marks, meeting is often impossible, e.g. if agents start simultaneously at a distance larger than 1 and move at the same speed. Hence we allow the agents to use movable pebbles. All pebbles used by an agent are identical and they differ between the agents. A pebble of an agent can be dropped by it, and later possibly picked up again.&#13;
Our main result shows that, using a constant number of pebbles, deterministic rendezvous is always possible, regardless of the actions of the asynchronous adversary. The cost of a rendezvous algorithm executed by the agents is the worst-case length of the trajectory of both agents, over all adversary’s decisions. We show that our rendezvous algorithm has cost O(D²), if the initial positions of the agents are at a distance at most D. This complexity is optimal.&#13;
As a by-product, we obtain the solution of the leader election problem between two anonymous agents modeled as automata asynchronously navigating in the plane.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Mohamed Anouar Baaziz and Andrzej Pelc</dc:contributor>
          <dc:date>2026</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 373, 5th Symposium on Algorithmic Foundations of Dynamic Networks (SAND 2026)</dc:relation>
          <dc:type>InProceedings</dc:type>
          <dc:type>Text</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.SAND.2026.8</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-262422</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.SAND.2026.8</dc:identifier>
          <dc:language>eng</dc:language>
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