29 research outputs found
On plant roots logical gates
© 2017 Elsevier B.V. Theoretical constructs of logical gates implemented with plant roots are morphological computing asynchronous devices. Values of Boolean variables are represented by plant roots. A presence of a plant root at a given site symbolises the logical TRUE, an absence the logical FALSE. Logical functions are calculated via interaction between roots. Two types of two-inputs–two-outputs gates are proposed: a gate 〈x, y〉→〈xy, x+y〉 where root apexes are guided by gravity and a gate 〈x,y〉→〈x¯y,x〉 where root apexes are guided by humidity. We propose a design of binary half-adder based on the gates
Computers from plants we never made. Speculations
We discuss possible designs and prototypes of computing systems that could be
based on morphological development of roots, interaction of roots, and analog
electrical computation with plants, and plant-derived electronic components. In
morphological plant processors data are represented by initial configuration of
roots and configurations of sources of attractants and repellents; results of
computation are represented by topology of the roots' network. Computation is
implemented by the roots following gradients of attractants and repellents, as
well as interacting with each other. Problems solvable by plant roots, in
principle, include shortest-path, minimum spanning tree, Voronoi diagram,
-shapes, convex subdivision of concave polygons. Electrical properties
of plants can be modified by loading the plants with functional nanoparticles
or coating parts of plants of conductive polymers. Thus, we are in position to
make living variable resistors, capacitors, operational amplifiers,
multipliers, potentiometers and fixed-function generators. The electrically
modified plants can implement summation, integration with respect to time,
inversion, multiplication, exponentiation, logarithm, division. Mathematical
and engineering problems to be solved can be represented in plant root networks
of resistive or reaction elements. Developments in plant-based computing
architectures will trigger emergence of a unique community of biologists,
electronic engineering and computer scientists working together to produce
living electronic devices which future green computers will be made of.Comment: The chapter will be published in "Inspired by Nature. Computing
inspired by physics, chemistry and biology. Essays presented to Julian Miller
on the occasion of his 60th birthday", Editors: Susan Stepney and Andrew
Adamatzky (Springer, 2017
Liquid marble interaction gate for collision-based computing
© 2017 Elsevier Ltd Liquid marbles are microliter droplets of liquid, encapsulated by self-organized hydrophobic particles at the liquid/air interface. They offer an efficient approach for manipulating liquid droplets and compartmentalizing reactions in droplets. Digital fluidic devices employing liquid marbles might benefit from having embedded computing circuits without electronics and moving mechanical parts (apart from the marbles). We present an experimental implementation of a collision gate with liquid marbles. Mechanics of the gate follows principles of Margolus’ soft-sphere collision gate. Boolean values of the inputs are given by the absence (FALSE) or presence (TRUE) of a liquid marble. There are three outputs: two outputs are trajectories of undisturbed marbles (they only report TRUE when just one marble is present at one of the inputs), one output is represented by trajectories of colliding marbles (when two marbles collide they lose their horizontal momentum and fall), this output reports TRUE only when two marbles are present at inputs. Thus the gate implements AND and AND-NOT logical functions. We speculate that by merging trajectories representing AND-NOT output into a single channel one can produce a one-bit half-adder. Potential design of a one-bit full-adder is discussed, and the synthesis of both a pure nickel metal and a hybrid nickel/polymer liquid marble is reported
On half-adders based on fusion of signal carriers: Excitation, fluidics, and electricity
Likely outcomes of a collision between two objects are annihilation, reflection or fusion. We show how to construct a one-bit adder with pattern that fuse on impact. A fusion gate has two inputs and three outputs. When a signal is generated on a single input the object propagates along its own output trajectory. When both inputs are activethe objects collide at a junction of input trajectories, fuse and propagate along dedicated output trajectory. Thus two outputs produce conjunction of one signal with negation of another signal; and, third output produces conjunction of input signals. By merging two outputs in one we make a one-bit half adder: one output is the conjunction of input signals, another output is the exclusive disjunction of the signals. We discuss blue-prints of the half-adders realised with two types of physical signal careers ---wave-fragments in excitable medium and high-velocity jet streams. We also propose an electrical circuits analogous of a fusion half-adder. By running fusion half-adders in reverse we find that, despite realising the same functions when in a straight mode, all devices implement different functions when their inputs swapped with outputs
Stabilized RPA Flight in Building Proximity Operations
The thesis seeks a solution to the requirement for a highly reliable and capable Unmanned Air Vehicle (UAV) to support a wide array of missions and applications that require close proximity flight to structures. The scope of the project includes the drafting of a concept of operations (CONOPs) describing how the mission requirements might be met using the sensor, operators, and air vehicle described here in. The demonstration of the wall-following section of that CONOPs is performed by cart testing a custom algorithm and evaluating its ability to react to its environment. Finally, a flight test was performed to characterize the capabilities of an RTK-GPS system to stably hold a UAV in a single position, and minimize vehicle yaw, as a potential means of minimizing environmental sensing requirements in GPS permissive environments. The results for RTK-GPS were, position hold standard of deviation 8.0 x 10.1cm at a 5m flight altitude, and 17cm x 12.7cm at 8m flight altitude. Yaw variation results were a standard of deviation of 1.7° at 5m and 3.7° at 8m. The LIDAR wall-following tests proved the feasibility of using a decision tree style coding approach to proximity flight near a structure, but still has some changes that should be considered before being used operationally
A general architecture for robotic swarms
Swarms are large groups of simplistic individuals that collectively solve disproportionately complex tasks. Individual swarm agents are limited in perception,
mechanically simple, have no global knowledge and are cheap, disposable and fallible. They rely exclusively on local observations and local communications. A swarm has no centralised control.
These features are typifed by eusocial insects such as ants and termites, who construct nests, forage and build complex societies comprised of primitive agents.
This project created the basis of a general swarm architecture for the control of insect-like robots. The Swarm Architecture is inspired by threshold models
of insect behaviour and attempts to capture the salient features of the hive in a closely defined computer program that is hardware agnostic, swarm size indifferent and intended to be applicable to a wide range of swarm tasks.
This was achieved by exploiting the inherent limitations of swarm agents. Individual insects were modelled as a machine capable only of perception, locomotion and manipulation. This approximation reduced behaviour primitives
to a fixed tractable number and abstracted sensor interpretation. Cooperation was achieved through stigmergy and decisions made via a behaviour threshold model.
The Architecture represents an advance on previous robotic swarms in its generality - swarm control software has often been tied to one task and robot configuration. The Architecture's exclusive focus on swarms, sets it apart from
existing general cooperative systems, which are not usually explicitly swarm orientated.
The Architecture was implemented successfully on both simulated and real-world swarms
A complex systems approach to education in Switzerland
The insights gained from the study of complex systems in biological, social, and engineered systems enables us not only to observe and understand, but also to actively design systems which will be capable of successfully coping with complex and dynamically changing situations. The methods and mindset required for this approach have been applied to educational systems with their diverse levels of scale and complexity. Based on the general case made by Yaneer Bar-Yam, this paper applies the complex systems approach to the educational system in Switzerland. It confirms that the complex systems approach is valid. Indeed, many recommendations made for the general case have already been implemented in the Swiss education system. To address existing problems and difficulties, further steps are recommended. This paper contributes to the further establishment complex systems approach by shedding light on an area which concerns us all, which is a frequent topic of discussion and dispute among politicians and the public, where billions of dollars have been spent without achieving the desired results, and where it is difficult to directly derive consequences from actions taken. The analysis of the education system's different levels, their complexity and scale will clarify how such a dynamic system should be approached, and how it can be guided towards the desired performance