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Treasure hunt

One agent must find a static treasure at an unknown node; the cost should depend on how far the treasure is, not on the size of the graph.

Problem statement and measuresexpand

A single deterministic agent starts at a node \(s\) of an unknown connected graph whose edges carry ports (at each node, local numbers of the edges at that node); a treasure sits at an unknown node \(v^*\) at distance \(d\) from \(s\). The agent must reach \(v^*\) (it recognises the treasure when it arrives). Cost is the number of moves (edge traversals) until the treasure is found, measured against \(d\), against \(e(d)\) (the number of edges with an endpoint at distance less than \(d\) from \(s\)) or against a path weight defined per paper. Help counts any external help the agent receives: bits of advice from an oracle that knows the instance, or pebbles (objects left on nodes) placed by it. Unless a variant says otherwise the agent knows nothing about the graph, \(d\) or \(v^*\).

Measures: Cost, edge traversals until the treasure is reached; Help, bits of advice, or pebbles placed in advance by an oracle.

Dynamic graphs, connected at every step

verified
Cost: impossibleHelp: unknown

If the edges may change at every step while every snapshot stays connected, no agent ever finds the treasure, even when every snapshot is a ring; if every two nodes become adjacent within every \(\xi\) steps and agents flag the nodes they visit, \(\Theta(\xi n)\) steps are necessary and sufficient on such rings.

Assumed (added on the last edge are outlined)

+Graph dynamicsdynamic graph, connected in every round (1-interval connected)+Edge directionundirected+Graph sizefinite

Not assumed

Node identifiersanonymous nodesExternal helpno helpTopologyarbitrary connected graph
Formal definitions of this setting
Graph dynamics: connected every round
\(\mathcal G=(G_t)_{t\ge0}\) is 1-interval connected if every snapshot \(G_t=(V,E_t)\) is connected. More generally it is \(T\)-interval connected if for every \(t\) the graph \(\bigl(V,\bigcap_{i=t}^{t+T-1}E_i\bigr)\) is connected.
Edge direction: undirected
\(G=(V,E)\) with \(E\subseteq\binom V2\); every edge can be traversed in both directions.
Graph size: finite graph
\(G\) has finitely many nodes.
Node identifiers: anonymous nodes
Nodes have no identifiers; an agent at \(v\) sees only \(\deg(v)\) and the port numbers \(1,\dots,\deg(v)\), which are assigned locally and independently at each endpoint of an edge.
External help: no help
No information beyond the agent's own observations.
Topology: any topology
\(G\) is any connected graph in the class allowed by the other axes.

Statement for this variant

The graph is dynamic on a fixed set of \(n\) nodes: an adversary chooses the edges at every step \(t\), and every snapshot is connected (1-interval connectivity). The known results concern vertex-permuted rings, a special case: every snapshot is a cycle through all \(n\) nodes, and the adversary may place the nodes on this cycle in a new order at every step. The treasure stays at one node. The agent chooses each move online, from what it sees at that step, without knowing the snapshots to come. Flags, used by the algorithms described in the notes, are marks that an agent plants on every node it visits and that agents on neighbouring nodes see.

What is known

Cost · edge traversals until the treasure is reached
impossible
Impossible already when every snapshot is a ring whose nodes the adversary may reorder freely (Theorem 1 of Ayoubi et al. 2026); the notes describe the restricted class VP(\(\xi\)), in which it becomes solvable.
lower bound
\(\text{impossible}\) Ayoubi et al. 2026 preprint
bottleneckadversarial edge changes
holds when
  • Theorem 1: vertex-permuted rings, so it holds in every class of dynamic graphs that contains them; when the agent moves from a node \(u\) to a neighbour \(v\), the next snapshot swaps \(u\) and \(v\), so the agent stays in the middle of the same three consecutive nodes and the treasure is elsewhere
  • holds for deterministic and randomized agents, even with memory, chirality, a view of the whole snapshot and knowledge of the node labels
  • holds for up to \(n-3\) agents starting at one node
introductory—
current best—
Help · bits of advice, or pebbles placed in advance by an oracle
unknown
External help (advice, pebbles placed by an oracle) is not studied for dynamic graphs.
lower boundnone known
introductory—
current best—

Results, in order of publication

No result recorded yet.

Open questions

  1. With flags in VP(\(\xi\)), the lower bound of \(\xi(n-3)\) steps for one deterministic agent is proved for \(\xi\ge 2n\); does \(\Omega(\xi n)\) hold for every \(\xi\ge\lceil (n-1)/2\rceil\), the smallest window for which VP(\(\xi\)) is non-empty? Ayoubi et al. 2026

  2. What is the competitive ratio of randomized agents in VP(\(\xi\)) against an adaptive online adversary? Ayoubi et al. 2026

  3. Which of these results extend to vertex-permuted graphs other than rings? Ayoubi et al. 2026

Notes

Ayoubi, Mans and Narayanan make the problem solvable with two restrictions. In the class VP(\(\xi\)) (their VP(\(\delta\)); their \(\delta\) is \(\xi\) here) every two nodes are adjacent in at least one step of each window of \(\xi\) consecutive steps; the class is non-empty if and only if \(\xi\ge\lceil (n-1)/2\rceil\) (Proposition 1, through Walecki's decomposition of the complete graph into Hamiltonian cycles). With flags, a memoryless agent that moves to an unflagged neighbour whenever it sees one finds the treasure within \(\xi(n-1)\) steps (Theorem 2), and for \(\xi\ge 2n\) every deterministic agent needs \(\xi(n-3)\) steps on some input, even with memory, chirality, a view of the whole snapshot and knowledge of the node labels (Theorem 3); without node labels its competitive ratio is \(\Omega(\xi n)\) (Theorem 4). Without flags and without node labels, no deterministic agent succeeds for \(\xi\ge n\), even with memory, chirality and a view of the whole snapshot (Theorem 5), while a randomized agent that stays put with probability \(1-1/\xi\) finds the treasure in expected \(O(\xi^2)\) steps (Theorem 6), even without knowing \(n\) or \(\xi\) (Remark 1). With \(k\) agents, flags, and access to each port by mutual exclusion, \(\xi\lceil 2n/k\rceil\) steps suffice for \(\xi\ge\lceil (n-1)/2\rceil\) (Theorem 8), and \((\lceil (n-2)/k\rceil-2)\,\xi\) steps are necessary for \(1\le k\le n/2-2\) and \(\xi\ge (k+1)(n-k-2)\) (Theorem 9). If each snapshot is a ring in a uniformly random order (R-VP), an agent that always moves to its clockwise neighbour finds the treasure in expected \(\Theta(n)\) steps when the treasure is placed in advance, and \(\Theta(n\log n)\) when an adversary that knows the sequence of snapshots places it (Theorem 7). These results need flags, the window \(\xi\) or random snapshots, which the axes do not record, so they are described here rather than listed as bounds. Checked against the full text (preprint, v1).

What carries over from neighbouring settings

Read off the order of assumptions, not checked case by case: results may carry extra assumptions (shown on their pages), and asynchronous time is measured in epochs.

Algorithms from weaker settings work here

No catalogued weaker setting.

Lower bounds from stronger settings hold here

Know a better result for this setting, or found a mistake? Suggest a result · Report an error. Accepted contributions are acknowledged.