Every time a UAV flying over vertex v identifies v or one of its neighbors to be a
part of the area to be searched, if f
i
(v) = off it sets the corresponding vertices of G
i
to
1, sets f
i
(v) to be on, and broadcasts this information to the other UAVs. Once a UAV
receives a transmission that vertex v is part of the area to be searched, it sets f
i
(v) to
on and sets the corresponding vertex in G
i
to 1. Every time a UAV moves it broadcasts
the direction of its movement to the rest of the UAVs (north, south, west or east).
Notice that every time step each UAV broadcasts the new squares which are parts
of G (which are set to 1 in G
i
), and the squares it “cleaned” by flying over them (which
are set to 0). Thus, the G
i
and f
i
of all UAVs are kept synchronized. Since v
target
is known to the UAVs, they can simulate the spreading contamination, by performing
(∀v ∈ G
i
, ∀u ∈ Neighbors(v) : state(u) = 1) every
1
v
target
time steps. Thus, the
bitmaps G
i
always represent the correct representation of the area still to be cleaned.
The direction of movement and the decision whether or not to clean a vertex are
determined using some cleaning protocol (for example, the SWEEP protocol of [3]).
Notice that all the analytic bounds over the cleaning time of a cleaning protocol are
immediately applicable for our hunting protocol. Whenever a UAV cleans a certain
vertex, it sets this vertex in G
i
to be 0, and broadcasts this information. Once a UAV
receives such a transmission, it sets the vertex corresponding to the new location of the
transmitting UAV to 0.
The UAVs are assume to be placed on the boundary of the area to be searched. Thus,
each G
i
immediately contains at least one vertex whose value is 1. As a result, for G
i
to contains only zeros, the UAVs must have visited all the vertices of G and had made
sure that no target could have escaped and “re-contaminated” a clean square. When G
i
becomes all zeros UAV i knows that the targets have been found, and stops searching.
Since each time step, each UAV can move in at most 4 directions (i.e. 2 bits of
information), clean at most a single vertex (i.e. 1 bit of information), and broadcast the
status of 8 neighbor vertices (i.e. 3 bits of information), the communication is limited
to 6 bits of information per UAV per time step.
References
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