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Rendezvous problem
Rendezvous problem
from Wikipedia

The rendezvous dilemma is a logical dilemma, typically formulated in this way:

Two people have a date in a park they have never been to before. Arriving separately in the park, they are both surprised to discover that it is a huge area and consequently they cannot find one another. In this situation each person has to choose between waiting in a fixed place in the hope that the other will find them, or else starting to look for the other in the hope that they have chosen to wait somewhere.

If they both choose to wait, they will never meet. If they both choose to walk there are chances that they meet and chances that they do not. If one chooses to wait and the other chooses to walk, then there is a theoretical certainty that they will meet eventually; in practice, though, it may take too long for it to be guaranteed. The question posed, then, is: what strategies should they choose to maximize their probability of meeting?

Examples of this class of problems are known as rendezvous problems. These problems were first introduced informally by Steve Alpern in 1976,[1] and he formalised the continuous version of the problem in 1995.[2] This has led to much recent research in rendezvous search.[3] Even the symmetric rendezvous problem played in n discrete locations (sometimes called the Mozart Cafe Rendezvous Problem)[4] has turned out to be very difficult to solve, and in 1990 Richard Weber and Eddie Anderson conjectured the optimal strategy.[5] In 2012 the conjecture was proved for n = 3 by Richard Weber.[6] This was the first non-trivial symmetric rendezvous search problem to be fully solved. The corresponding asymmetric rendezvous problem has a simple optimal solution: one player stays put and the other player visits a random permutation of the locations.

As well as being problems of theoretical interest, rendezvous problems include real-world problems with applications in the fields of synchronization, operating system design, operations research, and even search and rescue operations planning.

Deterministic rendezvous problem

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The deterministic rendezvous problem is a variant of the rendezvous problem where the players, or robots, must find each other by following a deterministic sequence of instructions. Although each robot follows the same instruction sequence, a unique label assigned to each robot is used for symmetry breaking.[7]

See also

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References

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from Grokipedia
The rendezvous problem, also known as the rendezvous search problem, is a classic challenge in and in which two or more mobile agents, placed at unknown positions relative to each other in a shared environment—such as a continuous space like a line or , or a discrete network modeled as an undirected graph—must devise strategies to meet at the same location within finite time, typically minimizing the expected meeting time or guaranteeing rendezvous under constraints like limited communication, asynchrony, or . The problem was first informally proposed by Steve Alpern in 1976 during a on search games, evolving from coordination dilemmas in and , and later formalized in continuous settings where agents move at unit speed in a compact to address spatial symmetries and uncertainties. In its mathematical formulation, the goal is to optimize strategies that account for randomized initial positions and lack of mutual visibility, with the rendezvous value defined as the infimum of expected meeting times over all possible symmetric or asymmetric search plans. In contexts, the rendezvous problem extends to computational agents or robots navigating anonymous graphs, where agents operate synchronously or asynchronously, often without global labels or clocks, and must gather at a common node to enable tasks like exchange or coordination in networks and . Key variants include deterministic algorithms for labeled networks, achieving rendezvous in O(D log ℓ_min)* time on infinite lines with initial distance D and label constraints, or polynomial-time solutions in arbitrary connected graphs under asynchrony, highlighting challenges like wake-up delays and numbering. Symmetric strategies, where indistinguishable agents use identical plans, contrast with asymmetric ones allowing role differentiation, and applications span networks for channel rendezvous, multi-agent systems in the plane with guidance, and fault-tolerant gathering despite adversarial delays. Open problems persist, such as optimal symmetric rendezvous on infinite lines or cycles with n ≥ 4 locations, underscoring the problem's enduring impact on algorithm design and optimization.

Introduction

Definition and Overview

The rendezvous problem is a foundational challenge in and , involving two or more agents—such as people, animals, or robots—who start at unknown positions within a bounded and known search region and must coordinate to meet at the same location as quickly as possible, typically by minimizing the expected meeting time. The core dilemma arises from the agents' inability to communicate or observe each other directly in a "dark" environment where visibility is limited until they are in close proximity, forcing them to select movement strategies like waiting in place or traversing the region in predefined patterns without prior knowledge of the others' locations or actions. The problem was first proposed by Steve Alpern in 1976 during a talk on search games in , including the discrete " problem" formulation. Key assumptions in the rendezvous problem include the absence of any communication between agents, identical or limited shared about the search (which is typically known in shape and size but not the starting points), and movement models that are either synchronous (agents act simultaneously in discrete time steps) or asynchronous (continuous time with unit speeds). Initial positions are often drawn from a known , and agents move at equal maximum speeds, emphasizing coordination under rather than adversarial intent. The problem encompasses several high-level variants, broadly categorized as symmetric, where agents are indistinguishable and must employ identical strategies, versus asymmetric, where agents have differing roles or capabilities; and deterministic, relying on fixed paths, versus , incorporating to hedge against . A classic illustrative example is the "" scenario, where two hikers become separated in a forest and must reunite without cell service or signaling devices, each deciding independently whether to stay put, search in a certain direction, or follow a looping path to increase the chances of crossing paths.

Historical Development

The rendezvous problem originated in 1976 when Steve Alpern introduced the rendezvous search problem during a talk on search games in , framing it as a scenario where two agents, separated in a known region, must coordinate movements to meet without communication. This initial conceptualization highlighted the game's symmetric nature and its roots in search games, where players aim to minimize expected meeting time under uncertainty about each other's positions. Alpern's presentation laid the groundwork for later formal developments, though it remained conceptual until the . This included the discrete " problem" formulation, later analyzed by Anderson and Weber (1990). A key early advancement came in 1990 with the work of Eddie Anderson and Richard Weber, who formalized the discrete-location version and conjectured optimal symmetric strategies for the general case of nn locations. Their analysis established expected meeting times for small nn (e.g., 2 and 3 locations) and proposed a strategy where players alternate between staying and moving, suspecting it to be optimal across larger nn. This conjecture spurred significant interest in the problem's discrete formulations within . Alpern provided a rigorous formalization in through his seminal paper on the continuous-space version, defining the problem as a branch of where two unit-speed agents, starting from random points in a known bounded , seek to minimize the expected rendezvous time using identical mixed strategies. This work solidified the rendezvous problem's mathematical structure, emphasizing symmetry and probabilistic expectations. Building on this, Alpern and Shmuel Gal's 2002 book further expanded the field, integrating it with broader and exploring connections to synchronization challenges in distributed systems. Post-1995 research intensified, particularly in , with the 2012 proof by Weber resolving the 1990 conjecture for n=3n=3 locations in the symmetric discrete case; he demonstrated that the alternating "wait-move" strategy achieves the minimal expected time of 8/38/3 steps, marking the first non-trivial complete solution. This milestone highlighted the problem's complexity for larger nn and fostered links to practical issues, such as in multi-agent coordination.

Classic Formulations

In the symmetric rendezvous search problem, two indistinguishable agents are initially placed at unknown, distinct positions within a search space and must employ identical strategies to meet as quickly as possible, without communication or labels to differentiate their roles. The search space may consist of nn discrete locations, modeled as a complete graph where agents can instantaneously relocate to any location at each discrete time step, or a continuous domain such as the real line or plane, where agents move at constant speed. Initial positions are chosen uniformly at random, and the objective is to minimize the expected meeting time, averaged over starting locations and any randomness in the strategies. Since the agents cannot coordinate asymmetrically, they must select the same mixed strategy from a symmetric perspective, ensuring that the probability distribution over possible actions remains invariant under permutation of agent identities. A primary challenge in this setup is the risk of perpetual evasion due to movements: if both agents follow the same deterministic path relative to their starting points, they may symmetrically avoid each other indefinitely, as their relative positions remain unchanged. To overcome this, strategies incorporate to break , either through probabilistic choices of actions or by leveraging external factors like time-varying signals if available, though pure symmetric policies often rely on internal randomness alone. In discrete spaces, agents plan visits to locations in a balanced manner, ensuring that the strategy covers potential relative positions equitably; for instance, policies may involve periodic cycling through subsets of locations with equal probability to avoid bias toward any particular starting configuration. In continuous spaces, such as the line, symmetric strategies typically involve randomized trajectories, like spiraling outward or alternating directions with certain probabilities, to hedge against unknown initial distances and orientations. This constraint elevates the problem's compared to the asymmetric variant, where differentiated roles allow simpler solutions like one agent waiting. Mathematically, the problem is framed as a zero-sum game where the expected meeting time R(π)R(\pi) for a symmetric mixed strategy π\pi is minimized, with R(π)=ij1n(n1)E[Tijπ]R(\pi) = \sum_{i \neq j} \frac{1}{n(n-1)} E[T_{ij} | \pi], where TijT_{ij} is the meeting time starting from locations ii and jj, and the expectation accounts for π\pi's randomness. For nn discrete locations, optimal strategies seek to balance waiting and searching phases to cover the n1n-1 possible relative positions efficiently. A seminal approach divides time into blocks of n1n-1 steps: with probability θ\theta, the agent stays at its current location for the entire block, or with probability 1θ1-\theta, it visits the other n1n-1 locations in random order. This ensures that, in expectation, the agents align on relative displacements without favoring any direction. For continuous spaces, the model extends to minimizing R(f)=E[T(x,y)f]μ(dx)μ(dy)R(f) = \int \int E[T(x,y) | f] \mu(dx) \mu(dy), where ff is the common motion strategy and μ\mu is the prior distribution on initial positions, often leading to strategies that expand search radii proportionally to time. A key result originates from Anderson and Weber (1990), who that the above block strategy with θ=1/n\theta = 1/n is optimal for general nn, achieving an expected meeting time bounded above by approximately 0.829n0.829n for large nn, though the exact rendezvous value remains open beyond small nn. This was verified for n=3n=3 in 2012 by Krieger, , and Weber, where the optimal symmetric strategy yields a rendezvous value of 5/25/2, confirming that agents should, in blocks of 2 steps, either wait with probability 1/31/3 or cycle through the other two locations with probability 2/32/3. For n=2n=2, the optimal expected time is 2, achieved by randomizing between staying and moving each step. These results highlight the strategy's efficiency in discrete settings, with waiting probabilities scaling as 1/n1/n to balance exploration against the symmetry-induced coordination difficulty. In continuous domains, symmetric policies achieve finite expected times but often at higher multiples of the initial separation compared to asymmetric counterparts. In the asymmetric rendezvous search problem, two agents are assigned distinct roles in advance: one serves as the waiter and remains stationary at its starting , while the other acts as the searcher and systematically visits potential locations where the waiter might be situated. This setup presupposes that the roles are known to both agents prior to separation, but their initial positions are unknown and selected uniformly at random from a of nn discrete, indistinguishable locations. The goal is to minimize the expected time until the agents meet, with time measured in discrete steps where each agent occupies one location per step. The searcher's optimal strategy involves generating a random permutation of the nn locations and visiting them in that order, ensuring complete coverage without revisiting sites prematurely. Under this policy, the meeting occurs exactly when the searcher reaches the waiter's location. Since the waiter's position is equally likely to be any of the nn sites, the probability of meeting at step kk (for k=1,2,,nk = 1, 2, \dots, n) is P(T=k)=1nP(T = k) = \frac{1}{n}, where TT denotes the meeting time. The expected meeting time is thus E[T]=k=1nk1n=n+12E[T] = \sum_{k=1}^n k \cdot \frac{1}{n} = \frac{n+1}{2}. This result holds as the minimal achievable expected time in the discrete asymmetric setting, as no strategy can guarantee a meeting before step nn in the worst case. Mathematically, the problem can be formalized as minimizing E[T]E[T] over search policies, where the waiter's strategy is fixed (stationary), and the searcher's path is a permutation π\pi of the locations. For continuous spaces like the infinite line, the formulation extends to agents starting at unknown positions separated by a random distance dd drawn from a known distribution, with the waiter stationary and the searcher moving at unit speed in both directions. Optimal policies, such as alternating explorations with increasing distances, minimize the worst-case or average meeting time, yielding bounds involving the harmonic number Hmlnm+γH_m \approx \ln m + \gamma (where γ\gamma is the Euler-Mascheroni constant) for discretized approximations or exponential backtracking strategies that achieve expected times on the order of O(Hd/ϵ)O(H_{d/\epsilon}) under bounded initial separation dd and precision ϵ\epsilon. This role-differentiated approach mitigates the coordination difficulties of symmetric rendezvous by eliminating the need for identical strategies, proving particularly useful in applications where pre-separation communication enables role assignment, such as coordinating a mobile robot with a fixed beacon in unknown environments.

Deterministic Approaches

In Continuous Spaces

In continuous spaces, the rendezvous problem involves two mobile agents starting from unknown positions separated by an initial distance dd in unbounded environments such as the infinite real line R\mathbb{R} or the Euclidean plane R2\mathbb{R}^2. Agents move at unit speed without communication or visibility of each other, and the initial distance dd is unknown. To enable deterministic symmetry breaking, agents are equipped with unique positive integer labels, which serve as identifiers known only to each agent individually. These labels, often represented in binary form, allow agents to independently compute consistent roles (e.g., leader or follower) and coordinate trajectories, ensuring rendezvous regardless of initial orientation or relative positions. On the infinite line, the model typically assumes asynchrony, where agents may activate at different times and an adversary controls their movement speeds (between 0 and 1) to maximize rendezvous time. Unique labels break by enabling agents to derive a shared orientation and movement sequence from their binary representations; for instance, the agent with the smaller acts as the "leader" by initially moving in one direction, while the other follows a complementary pattern. A seminal "go-to-the-left" strategy, based on scanning neighborhoods using patterns like ZWalk derived from labels, guarantees rendezvous. This achieves a meeting time of d/2d/2 in synchronous settings with known orientation, as the relative closure rate of 2 closes the distance dd in time d/2d/2. More generally, recent results show rendezvous in O(Dlogmin)O(D \log^* \ell_{\min}) time in the asynchronous model with initial distance DD and minimum label min\ell_{\min}, using colored ruling sets for . In the plane, agents employ search patterns based on label-transformed bits, such as and Cloudberry routes in phases that estimate and double the distance. These ensure coverage of all possible relative positions, with rendezvous time bounded by O(dpolylog(d,))O(d \cdot \mathrm{polylog}(d, \ell)) in the worst case, leveraging label-based to avoid symmetric loops.

In Discrete Locations

In discrete locations, the rendezvous problem is formulated on a of n points modeled as nodes in an unknown, connected, anonymous graph, where two mobile agents start at arbitrary, unknown nodes and must meet at some node using deterministic movement strategies. The agents move along edges in synchronous rounds, with the goal of minimizing the worst-case time to rendezvous, defined as the maximum number of steps until both occupy the same node. Unlike continuous spaces, which involve unbounded paths and geometric distances, discrete settings emphasize complete node visitation through structured traversals to guarantee meeting regardless of initial positions. When agents possess distinct labels (unique identifiers known only to themselves), these labels enable in the strategy. The agent with the higher label serves as the leader, performing a systematic of the graph by constructing an implicit via or a universal traversal sequence, thereby visiting every node. Meanwhile, the agent with the lower label adopts a passive , remaining stationary at its starting node—a approach known as "wait-for-mommy." This ensures the leader eventually reaches the waiter's position, achieving rendezvous in O(n) time in the worst case for trees and general connected graphs of n nodes, as the traversal covers the entire structure without redundancy beyond factors in label size. For anonymous agents without labels in anonymous graphs, deterministic rendezvous is possible if and only if the initial positions are not symmetric with respect to any . In such cases, agents can use universal traversal sequences or position-dependent explorations to meet, with in n. Coordinated strategies rely on the inherent of starting positions rather than wait phases, which cannot break for identical executions. This extends the time to in n but guarantees rendezvous in admissible (non-symmetric) initial configurations. A representative result applies to cycle graphs, where the n nodes form a ring. The higher-label agent explores by traversing clockwise, systematically visiting all nodes in sequence, while the lower-label agent waits at its start; this yields rendezvous in O(n) time, as the leader covers the full cycle diameter at most once.

Stochastic and Randomized Strategies

Probabilistic Models

In probabilistic models of the rendezvous problem, agents are typically assumed to start at positions drawn uniformly at random from a known search space, reflecting in their initial locations. Their movements are modeled as Markov processes, where actions at each step or time interval are governed by transition probabilities that dictate the likelihood of moving to adjacent states or locations. This framework captures the nature of search strategies, allowing for the analysis of expected outcomes under . Common assumptions in these models include a bounded search area to ensure finite expected times, zero visibility range such that agents cannot detect each other until they occupy the same position, and no , permitting instantaneous changes in direction or up to a maximum speed of one. These conditions simplify the problem to focus on strategic movement without external constraints like communication or physical limitations. The key performance metric is the expected rendezvous time E[T]E[T], computed as E[T]=pitiE[T] = \sum p_i t_i, where pip_i represents the probability of meeting at discrete time tit_i, or via integrals in continuous time formulations to aggregate meeting probabilities over the trajectory. For the line formulation, serves as an approximation for diffusive or randomized movements, leading to a probability of not having met by time t that decays asymptotically as 1/t1/\sqrt{t}
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