19,222 research outputs found

    The Reachability Problem for Petri Nets is Not Elementary

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    Petri nets, also known as vector addition systems, are a long established model of concurrency with extensive applications in modelling and analysis of hardware, software and database systems, as well as chemical, biological and business processes. The central algorithmic problem for Petri nets is reachability: whether from the given initial configuration there exists a sequence of valid execution steps that reaches the given final configuration. The complexity of the problem has remained unsettled since the 1960s, and it is one of the most prominent open questions in the theory of verification. Decidability was proved by Mayr in his seminal STOC 1981 work, and the currently best published upper bound is non-primitive recursive Ackermannian of Leroux and Schmitz from LICS 2019. We establish a non-elementary lower bound, i.e. that the reachability problem needs a tower of exponentials of time and space. Until this work, the best lower bound has been exponential space, due to Lipton in 1976. The new lower bound is a major breakthrough for several reasons. Firstly, it shows that the reachability problem is much harder than the coverability (i.e., state reachability) problem, which is also ubiquitous but has been known to be complete for exponential space since the late 1970s. Secondly, it implies that a plethora of problems from formal languages, logic, concurrent systems, process calculi and other areas, that are known to admit reductions from the Petri nets reachability problem, are also not elementary. Thirdly, it makes obsolete the currently best lower bounds for the reachability problems for two key extensions of Petri nets: with branching and with a pushdown stack.Comment: Final version of STOC'1

    Bounded Counter Languages

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    We show that deterministic finite automata equipped with kk two-way heads are equivalent to deterministic machines with a single two-way input head and k1k-1 linearly bounded counters if the accepted language is strictly bounded, i.e., a subset of a1a2...ama_1^*a_2^*... a_m^* for a fixed sequence of symbols a1,a2,...,ama_1, a_2,..., a_m. Then we investigate linear speed-up for counter machines. Lower and upper time bounds for concrete recognition problems are shown, implying that in general linear speed-up does not hold for counter machines. For bounded languages we develop a technique for speeding up computations by any constant factor at the expense of adding a fixed number of counters

    Self-Replication and Self-Assembly for Manufacturing

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    It has been argued that a central objective of nanotechnology is to make products inexpensively, and that self-replication is an effective approach to very low-cost manufacturing. The research presented here is intended to be a step towards this vision. We describe a computational simulation of nanoscale machines floating in a virtual liquid. The machines can bond together to form strands (chains) that self-replicate and self-assemble into user-specified meshes. There are four types of machines and the sequence of machine types in a strand determines the shape of the mesh they will build. A strand may be in an unfolded state, in which the bonds are straight, or in a folded state, in which the bond angles depend on the types of machines. By choosing the sequence of machine types in a strand, the user can specify a variety of polygonal shapes. A simulation typically begins with an initial unfolded seed strand in a soup of unbonded machines. The seed strand replicates by bonding with free machines in the soup. The child strands fold into the encoded polygonal shape, and then the polygons drift together and bond to form a mesh. We demonstrate that a variety of polygonal meshes can be manufactured in the simulation, by simply changing the sequence of machine types in the seed

    Counter Machines and Distributed Automata: A Story about Exchanging Space and Time

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    We prove the equivalence of two classes of counter machines and one class of distributed automata. Our counter machines operate on finite words, which they read from left to right while incrementing or decrementing a fixed number of counters. The two classes differ in the extra features they offer: one allows to copy counter values, whereas the other allows to compute copyless sums of counters. Our distributed automata, on the other hand, operate on directed path graphs that represent words. All nodes of a path synchronously execute the same finite-state machine, whose state diagram must be acyclic except for self-loops, and each node receives as input the state of its direct predecessor. These devices form a subclass of linear-time one-way cellular automata.Comment: 15 pages (+ 13 pages of appendices), 5 figures; To appear in the proceedings of AUTOMATA 2018

    Self-Replicating Strands that Self-Assemble into User-Specified Meshes

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    It has been argued that a central objective of nanotechnology is to make products inexpensively, and that self-replication is an effective approach to very low-cost manufacturing. The research presented here is intended to be a step towards this vision. In previous work (JohnnyVon 1.0), we simulated machines that bonded together to form self-replicating strands. There were two types of machines (called types 0 and 1), which enabled strands to encode arbitrary bit strings. However, the information encoded in the strands had no functional role in the simulation. The information was replicated without being interpreted, which was a significant limitation for potential manufacturing applications. In the current work (JohnnyVon 2.0), the information in a strand is interpreted as instructions for assembling a polygonal mesh. There are now four types of machines and the information encoded in a strand determines how it folds. A strand may be in an unfolded state, in which the bonds are straight (although they flex slightly due to virtual forces acting on the machines), or in a folded state, in which the bond angles depend on the types of machines. By choosing the sequence of machine types in a strand, the user can specify a variety of polygonal shapes. A simulation typically begins with an initial unfolded seed strand in a soup of unbonded machines. The seed strand replicates by bonding with free machines in the soup. The child strands fold into the encoded polygonal shape, and then the polygons drift together and bond to form a mesh. We demonstrate that a variety of polygonal meshes can be manufactured in the simulation, by simply changing the sequence of machine types in the seed

    Power of Quantum Computation with Few Clean Qubits

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    This paper investigates the power of polynomial-time quantum computation in which only a very limited number of qubits are initially clean in the |0> state, and all the remaining qubits are initially in the totally mixed state. No initializations of qubits are allowed during the computation, nor intermediate measurements. The main results of this paper are unexpectedly strong error-reducible properties of such quantum computations. It is proved that any problem solvable by a polynomial-time quantum computation with one-sided bounded error that uses logarithmically many clean qubits can also be solvable with exponentially small one-sided error using just two clean qubits, and with polynomially small one-sided error using just one clean qubit. It is further proved in the case of two-sided bounded error that any problem solvable by such a computation with a constant gap between completeness and soundness using logarithmically many clean qubits can also be solvable with exponentially small two-sided error using just two clean qubits. If only one clean qubit is available, the problem is again still solvable with exponentially small error in one of the completeness and soundness and polynomially small error in the other. As an immediate consequence of the above result for the two-sided-error case, it follows that the TRACE ESTIMATION problem defined with fixed constant threshold parameters is complete for the classes of problems solvable by polynomial-time quantum computations with completeness 2/3 and soundness 1/3 using logarithmically many clean qubits and just one clean qubit. The techniques used for proving the error-reduction results may be of independent interest in themselves, and one of the technical tools can also be used to show the hardness of weak classical simulations of one-clean-qubit computations (i.e., DQC1 computations).Comment: 44 pages + cover page; the results in Section 8 are overlapping with the main results in arXiv:1409.677

    Quantum computation with devices whose contents are never read

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    In classical computation, a "write-only memory" (WOM) is little more than an oxymoron, and the addition of WOM to a (deterministic or probabilistic) classical computer brings no advantage. We prove that quantum computers that are augmented with WOM can solve problems that neither a classical computer with WOM nor a quantum computer without WOM can solve, when all other resource bounds are equal. We focus on realtime quantum finite automata, and examine the increase in their power effected by the addition of WOMs with different access modes and capacities. Some problems that are unsolvable by two-way probabilistic Turing machines using sublogarithmic amounts of read/write memory are shown to be solvable by these enhanced automata.Comment: 32 pages, a preliminary version of this work was presented in the 9th International Conference on Unconventional Computation (UC2010

    Quantum Branching Programs and Space-Bounded Nonuniform Quantum Complexity

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    In this paper, the space complexity of nonuniform quantum computations is investigated. The model chosen for this are quantum branching programs, which provide a graphic description of sequential quantum algorithms. In the first part of the paper, simulations between quantum branching programs and nonuniform quantum Turing machines are presented which allow to transfer lower and upper bound results between the two models. In the second part of the paper, different variants of quantum OBDDs are compared with their deterministic and randomized counterparts. In the third part, quantum branching programs are considered where the performed unitary operation may depend on the result of a previous measurement. For this model a simulation of randomized OBDDs and exponential lower bounds are presented.Comment: 45 pages, 3 Postscript figures. Proofs rearranged, typos correcte

    The Computational Power of Beeps

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    In this paper, we study the quantity of computational resources (state machine states and/or probabilistic transition precision) needed to solve specific problems in a single hop network where nodes communicate using only beeps. We begin by focusing on randomized leader election. We prove a lower bound on the states required to solve this problem with a given error bound, probability precision, and (when relevant) network size lower bound. We then show the bound tight with a matching upper bound. Noting that our optimal upper bound is slow, we describe two faster algorithms that trade some state optimality to gain efficiency. We then turn our attention to more general classes of problems by proving that once you have enough states to solve leader election with a given error bound, you have (within constant factors) enough states to simulate correctly, with this same error bound, a logspace TM with a constant number of unary input tapes: allowing you to solve a large and expressive set of problems. These results identify a key simplicity threshold beyond which useful distributed computation is possible in the beeping model.Comment: Extended abstract to appear in the Proceedings of the International Symposium on Distributed Computing (DISC 2015
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