465 research outputs found

    The firing squad synchronization problem for graphs

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    AbstractIn this paper, we give a solution of the Firing Squad Synchronization Problem for graphs. The synchronization times of solutions which have been obtained are proportional to the number of nodes of a graph. The synchronization time of our solution is proportional to the radius rG of a graph (G (3rG + 1 or 3rG time units, where rG, is the longest distance between the general and any other node of G. This synchronization time is minimum for an infinite number of graphs

    New Solutions to the Firing Squad Synchronization Problems for Neural and Hyperdag P Systems

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    We propose two uniform solutions to an open question: the Firing Squad Synchronization Problem (FSSP), for hyperdag and symmetric neural P systems, with anonymous cells. Our solutions take e_c+5 and 6e_c+7 steps, respectively, where e_c is the eccentricity of the commander cell of the dag or digraph underlying these P systems. The first and fast solution is based on a novel proposal, which dynamically extends P systems with mobile channels. The second solution is substantially longer, but is solely based on classical rules and static channels. In contrast to the previous solutions, which work for tree-based P systems, our solutions synchronize to any subset of the underlying digraph; and do not require membrane polarizations or conditional rules, but require states, as typically used in hyperdag and neural P systems

    An Optimal Self-Stabilizing Firing Squad

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    Consider a fully connected network where up to tt processes may crash, and all processes start in an arbitrary memory state. The self-stabilizing firing squad problem consists of eventually guaranteeing simultaneous response to an external input. This is modeled by requiring that the non-crashed processes "fire" simultaneously if some correct process received an external "GO" input, and that they only fire as a response to some process receiving such an input. This paper presents FireAlg, the first self-stabilizing firing squad algorithm. The FireAlg algorithm is optimal in two respects: (a) Once the algorithm is in a safe state, it fires in response to a GO input as fast as any other algorithm does, and (b) Starting from an arbitrary state, it converges to a safe state as fast as any other algorithm does.Comment: Shorter version to appear in SSS0

    The Firing Squad Synchronization Problems for Number Patterns on a Seven-Segment Display and Segment Arrays

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    The Firing Squad Synchronization Problem (FSSP), one of the most well-known problems related to cellular automata, was originally proposed by Myhill in 1957 and became famous through the work of Moore [1]. The first solution to this problem was given by Minsky and McCarthy [2] and a minimal time solution was given by Goto [3]. A significant amount of research has also dealt with variants of this problem. In this paper, from a theoretical interest, we will extend this problem to number patterns on a seven-segment display. Some of these problems can be generalized as the FSSP for some special trees called segment trees. The FSSP for segment trees can be reduced to a FSSP for a one-dimensional array divided evenly by joint cells that we call segment array. We will give algorithms to solve the FSSPs for this segment array and other number patterns, respectively. Moreover, we will clarify the minimal time to solve these problems and show that there exists no such solution

    The Firing Squad Problem Revisited

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    In the classical firing squad problem, an unknown number of nodes represented by identical finite state machines is arranged on a line and in each time unit each node may change its state according to its neighbors\u27 states. Initially all nodes are passive, except one specific node located at an end of the line, which issues a fire command. This command needs to be propagated to all other nodes, so that eventually all nodes simultaneously enter some designated ``firing" state. A natural extension of the firing squad problem, introduced in this paper, allows each node to postpone its participation in the squad for an arbitrary time, possibly forever, and firing is allowed only after all nodes decided to participate. This variant is highly relevant in the context of decentralized distributed computing, where processes have to coordinate for initiating various tasks simultaneously. The main goal of this paper is to study the above variant of the firing squad problem under the assumptions that the nodes are infinite state machines, and that the inter-node communication links can be changed arbitrarily in each time unit, i.e., are defined by a dynamic graph. In this setting, we study the following fundamental question: what connectivity requirements enable a solution to the firing squad problem? Our main result is an exact characterization of the dynamic graphs for which the firing squad problem can be solved. When restricted to static directed graphs, this characterization implies that the problem can be solved if and only if the graph is strongly connected. We also discuss how information on the number of nodes or on the diameter of the network, and the use of randomization, can improve the solutions to the problem
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