183 research outputs found

    A morphological adaptation approach to path planning inspired by slime mould

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    Path planning is a classic problem in computer science and robotics which has recently been implemented in unconventional computing substrates such as chemical reaction–diffusion computers. These novel computing schemes utilise the parallel spatial propagation of information and often use a two-stage method involving diffusive propagation to discover all paths and a second stage to highlight or visualise the path between two particular points in the arena. The true slime mould Physarum polycephalum is known to construct efficient transport networks between nutrients in its environment. These networks are continuously remodelled as the organism adapts its body plan to changing spatial stimuli. It can be guided towards attractant stimuli (nutrients, warm regions) and it avoids locations containing hazardous stimuli (light irradiation, repellents, or regions occupied by predatory threats). Using a particle model of slime mould we demonstrate scoping experiments which explore how path planning may be performed by morphological adaptation. We initially demonstrate simple path planning by a shrinking blob of virtual plasmodium between two attractant sources within a polygonal arena. We examine the case where multiple paths are required and the subsequent selection of a single path from multiple options. Collision-free paths are implemented via repulsion from the borders of the arena. Finally, obstacle avoidance is implemented by repulsion from obstacles as they are uncovered by the shrinking blob. These examples show proof-of-concept results of path planning by morphological adaptation which complement existing research on path planning in novel computing substrates

    Mechanisms inducing parallel computation in a model of physarum polycephalum transport networks

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    The giant amoeboid organism true slime mould Physarum polycephalum dynamically adapts its body plan in response to changing environmental conditions and its protoplasmic transport network is used to distribute nutrients within the organism. These networks are efficient in terms of network length and network resilience and are parallel approximations of a range of proximity graphs and plane division problems. The complex parallel distributed computation exhibited by this simple organism has since served as an inspiration for intensive research into distributed computing and robotics within the last decade. P. polycephalum may be considered as a spatially represented parallel unconventional computing substrate, but how can this ‘computer’ be programmed? In this paper we examine and catalogue individual low-level mechanisms which may be used to induce network formation and adaptation in a multi-agent model of P. polycephalum. These mechanisms include those intrinsic to the model (particle sensor angle, rotation angle, and scaling parameters) and those mediated by the environment (stimulus location, distance, angle, concentration, engulfment and consumption of nutrients, and the presence of simulated light irradiation, repellents and obstacles). The mechanisms induce a concurrent integration of chemoattractant and chemorepellent gradients diffusing within the 2D lattice upon which the agent population resides, stimulating growth, movement, morphological adaptation and network minimisation. Chemoattractant gradients, and their modulation by the engulfment and consumption of nutrients by the model population, represent an efficient outsourcing of spatial computation. The mechanisms may prove useful in understanding the search strategies and adaptation of distributed organisms within their environment, in understanding the minimal requirements for complex adaptive behaviours, and in developing methods of spatially programming parallel unconventional computers and robotic devices

    When the path is never shortest: a reality check on shortest path biocomputation

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    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

    Approximation of statistical analysis and estimation by morphological adaptation in a model of slime mould

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    True slime mould Physarum polycephalum approximates a range of complex computations via growth and adaptation of its protoplasmic transport network, stimulating a large body of recent research into how such a simple organism can perform such complex feats. The properties of networks constructed by slime mould are known to be influenced by the local distribution of stimuli within its environment. But can the morphological adaptation of slime mould yield any information about the global statistical properties of its environment? We explore this possibility using a particle based model of slime mould.We demonstrate how morphological adaptation in blobs of virtual slime mould may be used as a simple computational mechanism that can coarsely approximate statistical analysis, estimation and tracking. Preliminary results include the approximation of the geometric centroid of 2D shapes, approximation of arithmetic mean from spatially represented sorted and unsorted data distributions, and the estimation and dynamical tracking of moving object position in the presence of noise contaminated input stimuli. The results suggest that it is possible to utilise collectives of very simple components with limited individual computational ability (for example swarms of simple robotic devices) to extract statistical features from complex datasets by means of material adaptation and sensorial fusion

    A physarum-inspired approach to supply chain network design

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    A supply chain is a system which moves products from a supplier to customers, which plays a very important role in all economic activities. This paper proposes a novel algorithm for a supply chain network design inspired by biological principles of nutrients’ distribution in protoplasmic networks of slime mould Physarum polycephalum. The algorithm handles supply networks where capacity investments and product flows are decision variables, and the networks are required to satisfy product demands. Two features of the slime mould are adopted in our algorithm. The first is the continuity of flux during the iterative process, which is used in real-time updating of the costs associated with the supply links. The second feature is adaptivity. The supply chain can converge to an equilibrium state when costs are changed. Numerical examples are provided to illustrate the practicality and flexibility of the proposed method algorithm
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