73 research outputs found

    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

    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

    A Minimal Time Solution to the Firing Squad Synchronization Problem with Von Neumann Neighborhood of Extent 2

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    Cellular automata provide a simple environment in which to study global behaviors. One example of a problem that utilizes cellular automata is the Firing Squad Synchronization Problem, first proposed in 1957. This paper provides an overview of the standard Firing Squad Synchronization Problem and a commonly used technique in solving it. This paper also provides a statement of a new extension of the Standard Firing Squad Synchronization Problem to a different neighborhood definition - a Von Neumann neighborhood of extent 2. An 8 state 651 rule minimal time solution to the extended problem is described, presented and proven, along with Python code used in running simulations of the solution

    Acta Cybernetica : Tomus 3. Fasciculus 4.

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    A Simple Optimum-Time FSSP Algorithm for Multi-Dimensional Cellular Automata

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    The firing squad synchronization problem (FSSP) on cellular automata has been studied extensively for more than forty years, and a rich variety of synchronization algorithms have been proposed for not only one-dimensional arrays but two-dimensional arrays. In the present paper, we propose a simple recursive-halving based optimum-time synchronization algorithm that can synchronize any rectangle arrays of size m*n with a general at one corner in m+n+max(m, n)-3 steps. The algorithm is a natural expansion of the well-known FSSP algorithm proposed by Balzer [1967], Gerken [1987], and Waksman [1966] and it can be easily expanded to three-dimensional arrays, even to multi-dimensional arrays with a general at any position of the array.Comment: In Proceedings AUTOMATA&JAC 2012, arXiv:1208.249

    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

    The Complexity of Iterated Reversible Computation

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    We study a class of functional problems reducible to computing f(n)(x)f^{(n)}(x) for inputs nn and xx, where ff is a polynomial-time bijection. As we prove, the definition is robust against variations in the type of reduction used in its definition, and in whether we require ff to have a polynomial-time inverse or to be computible by a reversible logic circuit. These problems are characterized by the complexity class FPPSPACE\mathsf{FP}^{\mathsf{PSPACE}}, and include natural FPPSPACE\mathsf{FP}^{\mathsf{PSPACE}}-complete problems in circuit complexity, cellular automata, graph algorithms, and the dynamical systems described by piecewise-linear transformations
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