5 research outputs found

    Particle computation: Designing worlds to control robot swarms with only global signals

    Get PDF
    Micro- and nanorobots are often controlled by global input signals, such as an electromagnetic or gravitational field. These fields move each robot maximally until it hits a stationary obstacle or another stationary robot. This paper investigates 2D motion-planning complexity for large swarms of simple mobile robots (such as bacteria, sensors, or smart building material). In previous work we proved it is NP-hard to decide whether a given initial configuration can be transformed into a desired target configuration; in this paper we prove a stronger result: the problem of finding an optimal control sequence is PSPACE-complete. On the positive side, we show we can build useful systems by designing obstacles. We present a reconfigurable hardware platform and demonstrate how to form arbitrary permutations and build a compact absolute encoder. We then take the same platform and use 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.National Science Foundation (U.S.) (CPS-1035716

    Hardness of Reconfiguring Robot Swarms with Uniform External Control in Limited Directions

    Get PDF
    Motivated by advances is nanoscale applications and simplistic robot agents, we look at problems based on using a global signal to move all agents when given a limited number of directional signals and immovable geometry. We study a model where unit square particles move within a 2D grid based on uniform external forces. Movement is based on a sequence of uniform commands which cause all particles to move 1 step in a specific direction. The 2D grid board additionally contains \blocked spaces which prevent particles from entry. Within this model, we investigate the complexity of deciding 1) whether a target location on the board can be occupied (by any) particle (occupancy problem), 2) whether a specific particle can be relocated to another specific position in the board (relocation problem), and 3) whether a board configuration can be transformed into another configuration (reconfiguration problem). We prove that while occupancy is solvable in polynomial time, the relocation and reconfiguration problems are both NP-Complete even when restricted to only 2 or 3 movement directions. We further define a hierarchy of board geometries and show that this hardness holds for even very restricted classes of board geometry

    Particle Computation: Complexity, Algorithms, and Logic

    Full text link
    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

    Interlocking structure design and assembly

    Get PDF
    Many objects in our life are not manufactured as whole rigid pieces. Instead, smaller components are made to be later assembled into larger structures. Chairs are assembled from wooden pieces, cabins are made of logs, and buildings are constructed from bricks. These components are commonly designed by many iterations of human thinking. In this report, we will look at a few problems related to interlocking components design and assembly. Given an atomic object, how can we design a package that holds the object firmly without a gap in-between? How many pieces should the package be partitioned into? How can we assemble/extract each piece? We will attack this problem by first looking at the lower bound on the number of pieces, then at the upper bound. Afterwards, we will propose a practical algorithm for designing these packages. We also explore a special kind of interlocking structure which has only one or a small number of movable pieces. For example, a burr puzzle. We will design a few blocks with joints whose combination can be assembled into almost any voxelized 3D model. Our blocks require very simple motions to be assembled, enabling robotic assembly. As proof of concept, we also develop a robot system to assemble the blocks. In some extreme conditions where construction components are small, controlling each component individually is impossible. We will discuss an option using global controls. These global controls can be from gravity or magnetic fields. We show that in some special cases where the small units form a rectangular matrix, rearrangement can be done in a small space following a technique similar to bubble sort algorithm
    corecore