Related papers: Greedy walks on two lines
The L\'evy walk, a type of random walk characterized by linear step lengths that follow a power-law distribution, is observed in the migratory behaviors of various organisms, ranging from bacteria to humans. Notably, L\'evy walks with power…
In this paper, we propose the greedy and random Broyden's method for solving nonlinear equations. Specifically, the greedy method greedily selects the direction to maximize a certain measure of progress for approximating the current…
We introduce the concept of a quantum walk with two particles and study it for the case of a discrete time walk on a line. A quantum walk with more than one particle may contain entanglement, thus offering a resource unavailable in the…
We consider the online minimum cost matching problem on the line, in which there are $n$ servers and, at each of $n$ time steps, a request arrives and must be irrevocably matched to a server that has not yet been matched to, with the goal…
We present experimental results obtained for a one-dimensional flow using high precision motion capture. The full pedestrians' trajectories are obtained. In this paper, we focus on the fundamental diagram, and on the relation between the…
This work deals with the stationary analysis of two-dimensional partially homogeneous nearest-neighbour random walks. Such type of random walks in the quarter plane are characterized by the fact that the one-step transition probabilities…
The greedy leaf removal (GLR) procedure on a graph is an iterative removal of any vertex with degree one (leaf) along with its nearest neighbor (root). Its result has two faces: a residual subgraph as a core, and a set of removed roots.…
A deterministic walk in a random environment can be understood as a general random process with finite-range dependence that starts repeating a loop once it reaches a site it has visited before. Such process lacks the Markov property. We…
Random walks are powerful tools to analyze spatial-temporal patterns produced by living organisms ranging from cells to humans. At the same time, it is evident that these patterns are not completely random but are results of a convolution…
We give a deterministic algorithm to construct a graph with no loops (a tree or a forest) whose vertices are the points of a d-dimensional stationary Poisson process S, subset of R^d. The algorithm is independent of the origin of…
An excited random walk is a non-Markovian extension of the simple random walk, in which the walk's behavior at time $n$ is impacted by the path it has taken up to time $n$. The properties of an excited random walk are more difficult to…
We consider the motion of a particle on a Galton Watson tree, when the probabilities of jumping from a vertex to any one of its neighbours is determined by a random process. Given the tree, positive weights are assigned to the edges in such…
The measurement called accessibility has been proposed as a means to quantify the efficiency of the communication between nodes in complex networks. This article reports important results regarding the properties of the accessibility,…
Random walks are a series of up, down, and level steps that enumerate distinct paths from $(0,0)$ to $(2n,0)$, where $n$ is the semi-length of the path. We used these paths to analyze Catalan, Schr\"{o}der, and Motzkin number sequences…
For a random walk defined for a doubly infinite sequence of times, we let the time parameter itself be an integer-valued process, and call the orginal process a random walk at random time. We find the scaling limit which generalizes the…
Quantum walks function as essential means to implement quantum simulators, allowing one to study complex and often directly inaccessible quantum processes in controllable systems. In this contribution, the notion of a driven Gaussian…
We consider simple random walks on random graphs embedded in $\mathbb{R}^d$ and generated by point processes such as Delaunay triangulations, Gabriel graphs and the creek-crossing graphs. Under suitable assumptions on the point process, we…
As a strategy to complete games quickly, we investigate one-dimensional random walks where the step length increases deterministically upon each return to the origin. When the step length after the kth return equals k, the displacement of…
We consider two-player combinatorial games in which the graph of positions is random and perhaps infinite, focusing on directed Galton-Watson trees. As the offspring distribution is varied, a game can undergo a phase transition, in which…
We study the once-reinforced random walk on $\mathbb Z^d$, which is a self-interacting walk that has a higher probability to cross edges that were already visited. We prove that the walk is transient when $d\ge 6$ and when the reinforcement…