Almost-Optimal Deterministic Treasure Hunt in Arbitrary Graphs
S\'ebastien Bouchard, Yoann Dieudonn\'e, Arnaud Labourel, Andrzej Pelc

TL;DR
This paper presents a new deterministic treasure hunt algorithm in arbitrary graphs that nearly matches the theoretical lower bound, refuting a long-standing conjecture and improving upon previous methods.
Contribution
It introduces an almost-optimal deterministic algorithm for treasure hunt in arbitrary graphs, achieving near-linear complexity and addressing a 20-year-old open problem.
Findings
Algorithm operates in O(e(d) log d) time
Refutes the conjecture that treasure hunt cost cannot be nearly linear in e(d)
Algorithms are proven to be almost optimal
Abstract
A mobile agent navigating along edges of a simple connected graph, either finite or countably infinite, has to find an inert target (treasure) hidden in one of the nodes. This task is known as treasure hunt. The agent has no a priori knowledge of the graph, of the location of the treasure or of the initial distance to it. The cost of a treasure hunt algorithm is the worst-case number of edge traversals performed by the agent until finding the treasure. Awerbuch, Betke, Rivest and Singh [3] considered graph exploration and treasure hunt for finite graphs in a restricted model where the agent has a fuel tank that can be replenished only at the starting node . The size of the tank is , for some positive real constant , where , called the radius of the graph, is the maximum distance from to any other node. The tank of size allows the agent to make at…
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