Searching Trees with Permanently Noisy Advice: Walking and Query Algorithms
arXiv:1611.01403
Abstract
We consider a search problem on trees in which the goal is to find an adversarially placed treasure, while relying on local, partial information. Specifically, each node in the tree holds a pointer to one of its neighbors, termed \emph{advice}. A node is faulty with probability . The advice at a non-faulty node points to the neighbor that is closer to the treasure, and the advice at a faulty node points to a uniformly random neighbor. Crucially, the advice is {\em permanent}, in the sense that querying the same node again would yield the same answer. Let denote the maximal degree. Roughly speaking, when considering the expected number of {\em moves}, i.e., edge traversals, we show that a phase transition occurs when the {\em noise parameter} is about . Below the threshold, there exists an algorithm with expected move complexity , where is the depth of the treasure, whereas above the threshold, every search algorithm has expected number of moves which is both exponential in and polynomial in the number of nodes~. In contrast, if we require to find the treasure with probability at least , then for every fixed , if then there exists a search strategy that with probability finds the treasure using moves. Moreover, we show that moves are necessary. Besides the number of moves, we also study the number of advice {\em queries} required to find the treasure. Roughly speaking, for this complexity, we show similar threshold results to those previously stated, where the parameter is replaced by .