86 research outputs found
Optimal multi-objective discrete decision making using a multidirectional modified Physarum solver
This paper will address a bio-inspired algorithm able to incrementally grow decision graphs in multiple directions for discrete multi-objective optimization. The algorithm takes inspiration from the slime mould Physarum Polycephalum, an amoeboid organism that in its plasmodium state extends and optimizes a net of veins looking for food. The algorithm is here used to solve multi-objective Traveling Salesman and Vehicle Routing Problems selected as representative examples of multi-objective discrete decision making problems. Simulations on selected test case showed that building decision sequences in two directions and adding a matching ability (multidirectional approach) is an advantageous choice if compared with the choice of building decision sequences in only one direction (unidirectional approach). The ability to evaluate decisions from multiple directions enhances the performance of the solver in the construction and selection of optimal decision sequences
A multidirectional modified Physarum solver for discrete decision making
In this paper, a bio-inspired algorithm able to incrementally grow decision graphs in multiple directions is presented. The heuristic draws inspiration from the behaviour of the slime mould Physarum Polycephalum. In its main vegetative state, the plasmodium, this large single-celled amoeboid organism extends and optimizes a net of veins looking for food. The algorithm is here used to solve classical problems in operations research (symmetric Traveling Salesman and Vehicle Routing Problems). Simulations on selected test cases demonstrate that a multidirectional modied Physarum solver performs better than a unidirectional one. The ability to evaluate decisions from multiple directions enhances the performance of the solver in the construction and selection of optimal decision sequences
When the path is never shortest: a reality check on shortest path biocomputation
Shortest path problems are a touchstone for evaluating the computing
performance and functional range of novel computing substrates. Much has been
published in recent years regarding the use of biocomputers to solve minimal
path problems such as route optimisation and labyrinth navigation, but their
outputs are typically difficult to reproduce and somewhat abstract in nature,
suggesting that both experimental design and analysis in the field require
standardising. This chapter details laboratory experimental data which probe
the path finding process in two single-celled protistic model organisms,
Physarum polycephalum and Paramecium caudatum, comprising a shortest path
problem and labyrinth navigation, respectively. The results presented
illustrate several of the key difficulties that are encountered in categorising
biological behaviours in the language of computing, including biological
variability, non-halting operations and adverse reactions to experimental
stimuli. It is concluded that neither organism examined are able to efficiently
or reproducibly solve shortest path problems in the specific experimental
conditions that were tested. Data presented are contextualised with biological
theory and design principles for maximising the usefulness of experimental
biocomputer prototypes.Comment: To appear in: Adamatzky, A (Ed.) Shortest path solvers. From software
to wetware. Springer, 201
Cellular Automata Applications in Shortest Path Problem
Cellular Automata (CAs) are computational models that can capture the
essential features of systems in which global behavior emerges from the
collective effect of simple components, which interact locally. During the last
decades, CAs have been extensively used for mimicking several natural processes
and systems to find fine solutions in many complex hard to solve computer
science and engineering problems. Among them, the shortest path problem is one
of the most pronounced and highly studied problems that scientists have been
trying to tackle by using a plethora of methodologies and even unconventional
approaches. The proposed solutions are mainly justified by their ability to
provide a correct solution in a better time complexity than the renowned
Dijkstra's algorithm. Although there is a wide variety regarding the
algorithmic complexity of the algorithms suggested, spanning from simplistic
graph traversal algorithms to complex nature inspired and bio-mimicking
algorithms, in this chapter we focus on the successful application of CAs to
shortest path problem as found in various diverse disciplines like computer
science, swarm robotics, computer networks, decision science and biomimicking
of biological organisms' behaviour. In particular, an introduction on the first
CA-based algorithm tackling the shortest path problem is provided in detail.
After the short presentation of shortest path algorithms arriving from the
relaxization of the CAs principles, the application of the CA-based shortest
path definition on the coordinated motion of swarm robotics is also introduced.
Moreover, the CA based application of shortest path finding in computer
networks is presented in brief. Finally, a CA that models exactly the behavior
of a biological organism, namely the Physarum's behavior, finding the
minimum-length path between two points in a labyrinth is given.Comment: To appear in the book: Adamatzky, A (Ed.) Shortest path solvers. From
software to wetware. Springer, 201
On using compressibility to detect when slime mould completed computation
© 2016 Wiley Periodicals, Inc. Slime mould Physarum polycephalum is a single cell visible by an unaided eye. The slime mould optimizes its network of protoplasmic tubes in gradients of attractants and repellents. This behavior is interpreted as computation. Several prototypes of the slime mould computers were designed to solve problems of computation geometry, graphs, transport networks, and to implement universal computing circuits. Being a living substrate, the slime mould does not halt its behavior when a task is solved but often continues foraging the space thus masking the solution found. We propose to use temporal changes in compressibility of the slime mould patterns as indicators of the halting of the computation. Compressibility of a pattern characterizes the pattern's morphological diversity, that is, a number of different local configurations. At the beginning of computation the slime explores the space, thus generating less compressible patterns. After gradients of attractants and repellents are detected the slime spans data sites with its protoplasmic network and retracts scouting branches, thus generating more compressible patterns. We analyze the feasibility of the approach on results of laboratory experiments and computer modelling
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