605 research outputs found

    A Minimal Time Solution to the Firing Squad Synchronization Problem with Von Neumann Neighborhood of Extent 2

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    Cellular automata provide a simple environment in which to study global behaviors. One example of a problem that utilizes cellular automata is the Firing Squad Synchronization Problem, first proposed in 1957. This paper provides an overview of the standard Firing Squad Synchronization Problem and a commonly used technique in solving it. This paper also provides a statement of a new extension of the Standard Firing Squad Synchronization Problem to a different neighborhood definition - a Von Neumann neighborhood of extent 2. An 8 state 651 rule minimal time solution to the extended problem is described, presented and proven, along with Python code used in running simulations of the solution

    New Solutions to the Firing Squad Synchronization Problems for Neural and Hyperdag P Systems

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    We propose two uniform solutions to an open question: the Firing Squad Synchronization Problem (FSSP), for hyperdag and symmetric neural P systems, with anonymous cells. Our solutions take e_c+5 and 6e_c+7 steps, respectively, where e_c is the eccentricity of the commander cell of the dag or digraph underlying these P systems. The first and fast solution is based on a novel proposal, which dynamically extends P systems with mobile channels. The second solution is substantially longer, but is solely based on classical rules and static channels. In contrast to the previous solutions, which work for tree-based P systems, our solutions synchronize to any subset of the underlying digraph; and do not require membrane polarizations or conditional rules, but require states, as typically used in hyperdag and neural P systems

    An Optimal Self-Stabilizing Firing Squad

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    Consider a fully connected network where up to tt processes may crash, and all processes start in an arbitrary memory state. The self-stabilizing firing squad problem consists of eventually guaranteeing simultaneous response to an external input. This is modeled by requiring that the non-crashed processes "fire" simultaneously if some correct process received an external "GO" input, and that they only fire as a response to some process receiving such an input. This paper presents FireAlg, the first self-stabilizing firing squad algorithm. The FireAlg algorithm is optimal in two respects: (a) Once the algorithm is in a safe state, it fires in response to a GO input as fast as any other algorithm does, and (b) Starting from an arbitrary state, it converges to a safe state as fast as any other algorithm does.Comment: Shorter version to appear in SSS0

    A Simple Optimum-Time FSSP Algorithm for Multi-Dimensional Cellular Automata

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    The firing squad synchronization problem (FSSP) on cellular automata has been studied extensively for more than forty years, and a rich variety of synchronization algorithms have been proposed for not only one-dimensional arrays but two-dimensional arrays. In the present paper, we propose a simple recursive-halving based optimum-time synchronization algorithm that can synchronize any rectangle arrays of size m*n with a general at one corner in m+n+max(m, n)-3 steps. The algorithm is a natural expansion of the well-known FSSP algorithm proposed by Balzer [1967], Gerken [1987], and Waksman [1966] and it can be easily expanded to three-dimensional arrays, even to multi-dimensional arrays with a general at any position of the array.Comment: In Proceedings AUTOMATA&JAC 2012, arXiv:1208.249

    The Firing Squad Problem Revisited

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    In the classical firing squad problem, an unknown number of nodes represented by identical finite state machines is arranged on a line and in each time unit each node may change its state according to its neighbors\u27 states. Initially all nodes are passive, except one specific node located at an end of the line, which issues a fire command. This command needs to be propagated to all other nodes, so that eventually all nodes simultaneously enter some designated ``firing" state. A natural extension of the firing squad problem, introduced in this paper, allows each node to postpone its participation in the squad for an arbitrary time, possibly forever, and firing is allowed only after all nodes decided to participate. This variant is highly relevant in the context of decentralized distributed computing, where processes have to coordinate for initiating various tasks simultaneously. The main goal of this paper is to study the above variant of the firing squad problem under the assumptions that the nodes are infinite state machines, and that the inter-node communication links can be changed arbitrarily in each time unit, i.e., are defined by a dynamic graph. In this setting, we study the following fundamental question: what connectivity requirements enable a solution to the firing squad problem? Our main result is an exact characterization of the dynamic graphs for which the firing squad problem can be solved. When restricted to static directed graphs, this characterization implies that the problem can be solved if and only if the graph is strongly connected. We also discuss how information on the number of nodes or on the diameter of the network, and the use of randomization, can improve the solutions to the problem

    Dynamic neighbourhood cellular automata.

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    We propose a definition of cellular automaton in which each cell can change its neighbourhood during a computation. This is done locally by looking not farther than neighbours of neighbours and the number of links remains bounded by a constant throughout. We suggest that dynamic neighbourhood cellular automata can serve as a theoretical model in studying algorithmic and computational complexity issues of ubiquitous computations. We illustrate our approach by giving an optimal, logarithmic time solution of the Firing Squad Synchronization problem in this setting

    self-stabilizing

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    Consider a fully-connected synchronous distributed system consisting of n nodes, where up to f nodes may be faulty and every node starts in an arbitrary initial state. In the synchronous C-counting problem, all nodes need to eventually agree on a counter that is increased by one modulo C in each round for given C>1. In the self-stabilising firing squad problem, the task is to eventually guarantee that all non-faulty nodes have simultaneous responses to external inputs: if a subset of the correct nodes receive an external “go” signal as input, then all correct nodes should agree on a round (in the not-too-distant future) in which to jointly output a “fire” signal. Moreover, no node should generate a “fire” signal without some correct node having previously received a “go” signal as input. We present a framework reducing both tasks to binary consensus at very small cost. For example, we obtain a deterministic algorithm for self-stabilising Byzantine firing squads with optimal resilience f<n/3, asymptotically optimal stabilisation and response time O(f), and message size O(log f). As our framework does not restrict the type of consensus routines used, we also obtain efficient randomised solutions
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