Conference
Fun with Algorithms
About: Fun with Algorithms is an academic conference. The conference publishes majorly in the area(s): Computer science & Time complexity. Over the lifetime, 251 publications have been published by the conference receiving 1746 citations.
Topics: Computer science, Time complexity, Combinatorial game theory, Computational complexity theory, Approximation algorithm
Papers
15 Dec 2004
TL;DR: This paper provides an algorithm to solve the flocking problem, together with theoretical considerations on its correctness and applicability, and numerical simulation showing the actual behavior of the algorithm.
Abstract: In this paper, we study the distributed coordination and control of a set of asynchronous, anonymous, memoryless mobile vehicles that can freely move on a two-dimensional plane but cannot communicate among themselves. In particular, we analyze the problem of forming a certain pattern and following a designated vehicle, referred to as the leader, while maintaining the pattern: the flocking problem. We provide an algorithm to solve the flocking problem, together with theoretical considerations on its correctness and applicability, and numerical simulation showing the actual behavior of the algorithm. We also propose two variants of the algorithm sporting a more stable convergence, and analyze how different conditions on the equipment available to the vehicles and on the amount of knowledge they share affect the kind of patterns that can be formed.
126 citations
1 Jan 2012
TL;DR: This work studies the problem of a team of asynchronous computational entities determining the location of black holes in a highly dynamic graph, whose edges are defined by the asynchronous movements of mobile entities (the subway carriers), and presents a solution protocol that solves the fault mapping problem in subway networks with the minimum number of agents possible.
Abstract: Current mobile agent algorithms for mapping faults in computer networks assume that the network is static. However, for large classes of highly dynamic networks (e.g., wireless mobile ad hoc networks, sensor networks, vehicular networks), the topology changes as a function of time. These networks, called delay-tolerant, challenged, opportunistic, etc., have never been investigated with regard to locating faults. We consider a subclass of these networks modeled on an urban subway system. We examine the problem of creating a map of such a subway. More precisely, we study the problem of a team of asynchronous computational entities (the mapping agents) determining the location of black holes in a highly dynamic graph, whose edges are defined by the asynchronous movements of mobile entities (the subway carriers). We determine necessary conditions for the problem to be solvable. We then present and analyze a solution protocol; we show that our algorithm solves the fault mapping problem in subway networks with the minimum number of agents possible, k=γ+1, where γ is the number of carrier stops at black holes. The number of carrier moves between stations required by the algorithm in the worst case is $O(k \cdot n_{C}^{2}\cdot l_{R} + n_{C}\cdot l_{R}^{2})$, where n C is the number of subway trains, and l R is the length of the subway route with the most stops. We establish lower bounds showing that this bound is tight. Thus, our protocol is both agent-optimal and move-optimal.
58 citations
2 Jun 2010
TL;DR: This work analyzes the computational complexity of various two-dimensional platform games and state and prove several meta-theorems that identify a class of these games for which the set of solvable levels is NP-hard, and another class forWhich the set is even PSPACE-hard.
Abstract: We analyze the computational complexity of various two-dimensional platform games. We state and prove several meta-theorems that identify a class of these games for which the set of solvable levels is NP-hard, and another class for which the set is even PSPACE-hard. Notably COMMANDERKEEN is shown to be NP-hard, and PRINCE OF PERSIA is shown to be PSPACE-complete.
We then analyze the related game Lemmings, where we construct a set of instances which only have exponentially long solutions. This shows that an assumption by Cormode in [3] is false and invalidates the proof that the general version of the LEMMINGS decision problem is in NP. We then augment our construction to only include one entrance, which makes our instances perfectly natural within the context of the original game.
47 citations
1 Jul 2014
TL;DR: It is proved that every puzzle is solvable in O(n 2) token swaps, and the problem of minimizing the number of token swaps to reach the target token placement can be solved exactly in polynomial time on complete bipartite graphs.
Abstract: Consider a puzzle consisting of n tokens on an n-vertex graph, where each token has a distinct starting vertex and a distinct target vertex it wants to reach, and the only allowed transformation is to swap the tokens on adjacent vertices. We prove that every such puzzle is solvable in O(n 2) token swaps, and thus focus on the problem of minimizing the number of token swaps to reach the target token placement. We give a polynomial-time 2-approximation algorithm for trees, and using this, obtain a polynomial-time 2α-approximation algorithm for graphs whose tree α-spanners can be computed in polynomial time. Finally, we show that the problem can be solved exactly in polynomial time on complete bipartite graphs.
43 citations
1 Jan 2020
TL;DR: This paper provides the first systematic approach to active security in card-based protocols with two players by showing how the large and natural class of uniform closed shuffles, which are shuffles that select a permutations uniformly at random from a permutation group, can be implemented using only a linear number of helping cards.
Abstract: Card-based cryptography, as first proposed by den Boer [den Boer, 1989], enables secure multiparty computation using only a deck of playing cards. Many protocols as of yet come with an “honest-but-curious” disclaimer. However, modern cryptography aims to provide security also in the presence of active attackers that deviate from the protocol description. In the few places where authors argue for the active security of their protocols, this is done ad-hoc and restricted to the concrete operations needed, often using additional physical tools, such as envelopes or sliding cover boxes. This paper provides the first systematic approach to active security in card-based protocols.
The main technical contribution concerns shuffling operations. A shuffle randomly permutes the cards according to a well-defined distribution but hides the chosen permutation from the players. We show how the large and natural class of uniform closed shuffles, which are shuffles that select a permutation uniformly at random from a permutation group, can be implemented using only a linear number of helping cards. This ensures that any protocol in the model of Mizuki and Shizuya [Mizuki and Shizuya, 2014] can be realized in an actively secure fashion, as long as it is secure in this abstract model and restricted to uniform closed shuffles. Uniform closed shuffles are already sufficient for securely computing any circuit [Mizuki and Sone, 2009]. In the process, we develop a more concrete model for card-based cryptographic protocols with two players, which we believe to be of independent interest.
37 citations
Performance Metrics
| Year | Papers |
|---|---|
| 2022 | 24 |
| 2021 | 2 |
| 2020 | 16 |
| 2019 | 3 |
| 2018 | 28 |
| 2016 | 23 |