153,502 research outputs found

    Simulation of Rapidly-Exploring Random Trees in Membrane Computing with P-Lingua and Automatic Programming

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    Methods based on Rapidly-exploring Random Trees (RRTs) have been widely used in robotics to solve motion planning problems. On the other hand, in the membrane computing framework, models based on Enzymatic Numerical P systems (ENPS) have been applied to robot controllers, but today there is a lack of planning algorithms based on membrane computing for robotics. With this motivation, we provide a variant of ENPS called Random Enzymatic Numerical P systems with Proteins and Shared Memory (RENPSM) addressed to implement RRT algorithms and we illustrate it by simulating the bidirectional RRT algorithm. This paper is an extension of [21]a. The software presented in [21] was an ad-hoc simulator, i.e, a tool for simulating computations of one and only one model that has been hard-coded. The main contribution of this paper with respect to [21] is the introduction of a novel solution for membrane computing simulators based on automatic programming. First, we have extended the P-Lingua syntax –a language to define membrane computing models– to write RENPSM models. Second, we have implemented a new parser based on Flex and Bison to read RENPSM models and produce source code in C language for multicore processors with OpenMP. Finally, additional experiments are presented.Ministerio de Economía, Industria y Competitividad TIN2017-89842-

    Solving Sudoku with Membrane Computing

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    Sudoku is a very popular puzzle which consists on placing several numbers in a squared grid according to some simple rules. In this paper we present an efficient family of P systems which solve sudokus of any order verifying a specific property. The solution is searched by using a simple human-style method. If the sudoku cannot be solved by using this strategy, the P system detects this drawback and then the computations stops and returns No. Otherwise, the P system encodes the solution and returns Yes in the last computation step.Ministerio de Ciencia e Innovación TIN2008-04487-EMinisterio de Ciencia e Innovación TIN2009–13192Junta de Andalucía P08-TIC-0420

    Computing with cells: membrane systems - some complexity issues.

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    Membrane computing is a branch of natural computing which abstracts computing models from the structure and the functioning of the living cell. The main ingredients of membrane systems, called P systems, are (i) the membrane structure, which consists of a hierarchical arrangements of membranes which delimit compartments where (ii) multisets of symbols, called objects, evolve according to (iii) sets of rules which are localised and associated with compartments. By using the rules in a nondeterministic/deterministic maximally parallel manner, transitions between the system configurations can be obtained. A sequence of transitions is a computation of how the system is evolving. Various ways of controlling the transfer of objects from one membrane to another and applying the rules, as well as possibilities to dissolve, divide or create membranes have been studied. Membrane systems have a great potential for implementing massively concurrent systems in an efficient way that would allow us to solve currently intractable problems once future biotechnology gives way to a practical bio-realization. In this paper we survey some interesting and fundamental complexity issues such as universality vs. nonuniversality, determinism vs. nondeterminism, membrane and alphabet size hierarchies, characterizations of context-sensitive languages and other language classes and various notions of parallelism

    Drip and Mate Operations Acting in Test Tube Systems and Tissue-like P systems

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    The operations drip and mate considered in (mem)brane computing resemble the operations cut and recombination well known from DNA computing. We here consider sets of vesicles with multisets of objects on their outside membrane interacting by drip and mate in two different setups: in test tube systems, the vesicles may pass from one tube to another one provided they fulfill specific constraints; in tissue-like P systems, the vesicles are immediately passed to specified cells after having undergone a drip or mate operation. In both variants, computational completeness can be obtained, yet with different constraints for the drip and mate operations

    Membrane Computing Schema: A New Approach to Computation Using String Insertions

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    In this paper, we introduce the notion of a membrane computing schema for string objects. We propose a computing schema for a membrane network (i.e., tissue-like membrane system) where each membrane performs unique type of operations at a time and sends the result to others connected through the channel. The distinguished features of the computing models obtained from the schema are: 1. only context-free insertion operations are used for string generation, 2. some membranes assume filtering functions for structured objects (molecules), 3. generating model and accepting model are obtained in the same schema, and both are computationally universal, 4. several known rewriting systems with universal computability can be reformulated by the membrane computing schema in a uniform manner. The first feature provides the model with a simple uniform structure which facilitates a biological implementation of the model, while the second feature suggests further feasibility of the model in terms of DNA complementarity. Through the third and fourth features, one may have a unified view of a variety of existing rewriting systems with Turing computability in the framework of membrane computing paradigm.Ministerio de Educación y Ciencia TIN2006-13425Junta de Andalucía TIC-58

    An apparently innocent problem in Membrane Computing

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    The search for effcient solutions of computationally hard problems by means of families of membrane systems has lead to a wide and prosperous eld of research. The study of computational complexity theory in Membrane Computing is mainly based on the look for frontiers of effciency between different classes of membrane systems. Every frontier provides a powerful tool for tackling the P versus NP problem in the following way. Given two classes of recognizer membrane systems R1 and R2, being systems from R1 non-effcient (that is, capable of solving only problems from the class P) and systems from R2 presumably e cient (that is, capable of solving NP-complete problems), and R2 the same class that R1 with some ingredients added, passing from R1 to R2 is comparable to passing from the non effciency to the presumed effciency. In order to prove that P = NP, it would be enough to, given a solution of an NP-complete problem by means of a family of recognizer membrane systems from R2, try to remove the added ingredients to R2 from R1. In this paper, we study if it is possible to solve SAT by means of a family of recognizer P systems from AM0(�����d;+n), whose non-effciency was demonstrated already

    Search Based Software Engineering in Membrane Computing

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    This paper presents a testing approach for kernel P Systems (kP systems), based on test data generation for a given scenario. This method uses Genetic Algorithms to generate the input sets needed to trigger the given computation steps

    Iso-array rewriting P systems with context-free iso-array rules

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    A new computing model called P system is a highly distributed and parallel theoretical model, which is proposed in the area of membrane computing. Ceterchi et al. initially proposed array rewriting P systems by extending the notion of string rewriting P systems to arrays (2003). A theoretical model for picture generation using context-free iso-array grammar rules and puzzle iso-array grammar rules are introduced by Kalyani et al. (2004, 2006). Also iso-array rewriting P systems for iso-picture languages have been studied by Annadurai et al. (2008). In this paper we consider the context-free iso-array rules and context-free puzzle iso-array rules in iso-array rewriting P systems and examine the generative powers of these P systems
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