153,502 research outputs found
Simulation of Rapidly-Exploring Random Trees in Membrane Computing with P-Lingua and Automatic Programming
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
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.
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
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
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
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
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
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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