2,542 research outputs found

    Exploration of High-Dimensional Grids by Finite Automata

    Get PDF
    We consider the problem of finding a treasure at an unknown point of an n-dimensional infinite grid, n >= 3, by initially collocated finite automaton agents (scouts/robots). Recently, the problem has been well characterized for 2 dimensions for deterministic as well as randomized agents, both in synchronous and semi-synchronous models [S. Brandt et al., 2018; Y. Emek et al., 2015]. It has been conjectured that n+1 randomized agents are necessary to solve this problem in the n-dimensional grid [L. Cohen et al., 2017]. In this paper we disprove the conjecture in a strong sense: we show that three randomized synchronous agents suffice to explore an n-dimensional grid for any n. Our algorithm is optimal in terms of the number of the agents. Our key insight is that a constant number of finite automaton agents can, by their positions and movements, implement a stack, which can store the path being explored. We also show how to implement our algorithm using: four randomized semi-synchronous agents; four deterministic synchronous agents; or five deterministic semi-synchronous agents. We give a different algorithm that uses 4 deterministic semi-synchronous agents for the 3-dimensional grid. This is provably optimal, and surprisingly, matches the result for 2 dimensions. For n >= 4, the time complexity of the solutions mentioned above is exponential in distance D of the treasure from the starting point of the agents. We show that in the deterministic case, one additional agent brings the time down to a polynomial. Finally, we focus on algorithms that never venture much beyond the distance D. We describe an algorithm that uses O(sqrt{n}) semi-synchronous deterministic agents that never go beyond 2D, as well as show that any algorithm using 3 synchronous deterministic agents in 3 dimensions, if it exists, must travel beyond Omega(D^{3/2}) from the origin

    Patrolling Grids with a Bit of Memory

    Full text link
    We study the following problem in elementary robotics: can a mobile agent with bb bits of memory, which is able to sense only locations at Manhattan distance VV or less from itself, patrol a dd-dimensional grid graph? We show that it is impossible to patrol some grid graphs with 00 bits of memory, regardless of VV, and give an exact characterization of those grid graphs that can be patrolled with 00 bits of memory and visibility range VV. On the other hand, we show that, surprisingly, an algorithm exists using 11 bit of memory and V=1V=1 that patrols any dd-dimensional grid graph

    Steering in computational science: mesoscale modelling and simulation

    Full text link
    This paper outlines the benefits of computational steering for high performance computing applications. Lattice-Boltzmann mesoscale fluid simulations of binary and ternary amphiphilic fluids in two and three dimensions are used to illustrate the substantial improvements which computational steering offers in terms of resource efficiency and time to discover new physics. We discuss details of our current steering implementations and describe their future outlook with the advent of computational grids.Comment: 40 pages, 11 figures. Accepted for publication in Contemporary Physic

    Computational aerodynamics : advances and challenges

    Get PDF
    Computational aerodynamics, which complement more expensive empirical approaches, are critical for developing aerospace vehicles. During the past three decades, computational aerodynamics capability has improved remarkably, following advances in computer hardware and algorithm development. However, most of the fundamental computational capability realised in recent applications is derived from earlier advances, where specific gaps in solution procedures have been addressed only incrementally. The present article presents our view of the state of the art in computational aerodynamics and assessment of the issues that drive future aerodynamics and aerospace vehicle development. Requisite capabilities for perceived future needs are discussed, and associated grand challenge problems are presented

    Integrated urban evolutionary modeling

    Get PDF
    Cellular automata models have proved rather popular as frameworks for simulating the physical growth of cities. Yet their brief history has been marked by a lack of application to real policy contexts, notwithstanding their obvious relevance to topical problems such as urban sprawl. Traditional urban models which emphasize transportation and demography continue to prevail despite their limitations in simulating realistic urban dynamics. To make progress, it is necessary to link CA models to these more traditional forms, focusing on the explicit simulation of the socio-economic attributes of land use activities as well as spatial interaction. There are several ways of tackling this but all are based on integration using various forms of strong and loose coupling which enable generically different models to be connected. Such integration covers many different features of urban simulation from data and software integration to internet operation, from interposing demand with the supply of urban land to enabling growth, location, and distributive mechanisms within such models to be reconciled. Here we will focus on developin
    • …
    corecore