374 research outputs found

    Powers and Behaviors of Directed Self-assembly

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    In nature there are a variety of self-assembling systems occurring at varying scales which give rise to incredibly complex behaviors. Theoretical models of self-assembly allow us to gain insight into the fundamental nature of self-assembly independent of the specific physical implementation. In Winfree\u27s abstract tile assembly model (aTAM), the atomic components are unit square tiles which have glues on their four sides. Beginning from a seed assembly, these tiles attach one at a time during the assembly process in an asynchronous and nondeterministic manner. We can gain valuable insights into the nature of self-assembly by comparing different models of self-assembly which use fundamentally different mechanisms for local interactions. A powerful notion which allows us to compare models of self-assembly is simulation. The first result of this thesis examines the role of non-determinism in simulation. It shows that the universal simulation of directed aTAM systems requires undirectedness. A tile assembly model is said to be directed if it always assembles the same final assembly. We distinguish between two types of aTAM systems: cooperative systems and non-cooperative systems. In cooperative aTAM systems, we are able to enforce that in order for a tile to attach to an assembly, the glues of a tile must match two or more glues of neighboring tiles. On the other hand, in non-cooperative aTAM systems, tiles are able to attach to an assembly provided that one of the tile\u27s glues match an exposed glue on the assembly. It is well known that the cooperative aTAM is computationally universal, and it is conjectured that the non-cooperative aTAM is not computationally universal. For our second result, we show that if we allow tiles to be polygons with six or more sides, then the class of non-cooperative systems is capable of universal computation. On the other hand, we show that the class of systems consisting of polygons with six or less sides is not capable of computing using any of the currently known methods

    Self-Assembly of 4-sided Fractals in the Two-handed Tile Assembly Model

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    We consider the self-assembly of fractals in one of the most well-studied models of tile based self-assembling systems known as the Two-handed Tile Assembly Model (2HAM). In particular, we focus our attention on a class of fractals called discrete self-similar fractals (a class of fractals that includes the discrete Sierpi\'nski carpet). We present a 2HAM system that finitely self-assembles the discrete Sierpi\'nski carpet with scale factor 1. Moreover, the 2HAM system that we give lends itself to being generalized and we describe how this system can be modified to obtain a 2HAM system that finitely self-assembles one of any fractal from an infinite set of fractals which we call 4-sided fractals. The 2HAM systems we give in this paper are the first examples of systems that finitely self-assemble discrete self-similar fractals at scale factor 1 in a purely growth model of self-assembly. Finally, we show that there exists a 3-sided fractal (which is not a tree fractal) that cannot be finitely self-assembled by any 2HAM system

    Self-Replication via Tile Self-Assembly (Extended Abstract)

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    In this paper we present a model containing modifications to the Signal-passing Tile Assembly Model (STAM), a tile-based self-assembly model whose tiles are capable of activating and deactivating glues based on the binding of other glues. These modifications consist of an extension to 3D, the ability of tiles to form "flexible" bonds that allow bound tiles to rotate relative to each other, and allowing tiles of multiple shapes within the same system. We call this new model the STAM*, and we present a series of constructions within it that are capable of self-replicating behavior. Namely, the input seed assemblies to our STAM* systems can encode either "genomes" specifying the instructions for building a target shape, or can be copies of the target shape with instructions built in. A universal tile set exists for any target shape (at scale factor 2), and from a genome assembly creates infinite copies of the genome as well as the target shape. An input target structure, on the other hand, can be "deconstructed" by the universal tile set to form a genome encoding it, which will then replicate and also initiate the growth of copies of assemblies of the target shape. Since the lengths of the genomes for these constructions are proportional to the number of points in the target shape, we also present a replicator which utilizes hierarchical self-assembly to greatly reduce the size of the genomes required. The main goals of this work are to examine minimal requirements of self-assembling systems capable of self-replicating behavior, with the aim of better understanding self-replication in nature as well as understanding the complexity of mimicking it

    Probabilistic Analysis of Self-assembly

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    Probabilistic Analysis of Self-assembl

    Particle Computation: Complexity, Algorithms, and Logic

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    We investigate algorithmic control of a large swarm of mobile particles (such as robots, sensors, or building material) that move in a 2D workspace using a global input signal (such as gravity or a magnetic field). We show that a maze of obstacles to the environment can be used to create complex systems. We provide a wide range of results for a wide range of questions. These can be subdivided into external algorithmic problems, in which particle configurations serve as input for computations that are performed elsewhere, and internal logic problems, in which the particle configurations themselves are used for carrying out computations. For external algorithms, we give both negative and positive results. If we are given a set of stationary obstacles, we prove that it is NP-hard to decide whether a given initial configuration of unit-sized particles can be transformed into a desired target configuration. Moreover, we show that finding a control sequence of minimum length is PSPACE-complete. We also work on the inverse problem, providing constructive algorithms to design workspaces that efficiently implement arbitrary permutations between different configurations. For internal logic, we investigate how arbitrary computations can be implemented. We demonstrate how to encode dual-rail logic to build a universal logic gate that concurrently evaluates and, nand, nor, and or operations. Using many of these gates and appropriate interconnects, we can evaluate any logical expression. However, we establish that simulating the full range of complex interactions present in arbitrary digital circuits encounters a fundamental difficulty: a fan-out gate cannot be generated. We resolve this missing component with the help of 2x1 particles, which can create fan-out gates that produce multiple copies of the inputs. Using these gates we provide rules for replicating arbitrary digital circuits.Comment: 27 pages, 19 figures, full version that combines three previous conference article
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