260 research outputs found
Complexity and hierarchical game of life
Hierarchical structure is an essential part of complexity, important notion
relevant for a wide range of applications ranging from biological population
dynamics through robotics to social sciences. In this paper we propose a simple
cellular-automata tool for study of hierarchical population dynamics
Combinatorial Games with a Pass: A dynamical systems approach
By treating combinatorial games as dynamical systems, we are able to address
a longstanding open question in combinatorial game theory, namely, how the
introduction of a "pass" move into a game affects its behavior. We consider two
well known combinatorial games, 3-pile Nim and 3-row Chomp. In the case of Nim,
we observe that the introduction of the pass dramatically alters the game's
underlying structure, rendering it considerably more complex, while for Chomp,
the pass move is found to have relatively minimal impact. We show how these
results can be understood by recasting these games as dynamical systems
describable by dynamical recursion relations. From these recursion relations we
are able to identify underlying structural connections between these "games
with passes" and a recently introduced class of "generic (perturbed) games."
This connection, together with a (non-rigorous) numerical stability analysis,
allows one to understand and predict the effect of a pass on a game.Comment: 39 pages, 13 figures, published versio
An Error-Control Code with an Imbalance of Ones and Zeros to Provide a Residual Carrier Component
We consider in this paper a direct sequence spread-spectrum communication system employing an error-control code having an imbalance of ones and zeroes. The primary motivation for using such a code is to provide a carrier component for synchronization as an alternative to the transmisson of a separate pilot tone. We evaluate the performance of this system when a concatenated code whose inner code is a constant-weight subcode of the (24, 12) extended Golay code and whose outer code is a Reed-Solomon code. We consider the effects of both white Gaussian noise and burst jamming, and we evaluate several decoding algorithms with different complexities and different coding gains. Near-maximum-likelihood decoding can be realized at the lowest data rates of interest, while successively less complicated algorithms achieving corresponding smaller coding gains must be used as the data rate increases. The performance of this system compares favorably with that of a more conventional pilot-tone system
Evolving localizations in reaction-diffusion cellular automata
We consider hexagonal cellular automata with immediate cell neighbourhood and
three cell-states. Every cell calculates its next state depending on the
integral representation of states in its neighbourhood, i.e. how many
neighbours are in each one state. We employ evolutionary algorithms to breed
local transition functions that support mobile localizations (gliders), and
characterize sets of the functions selected in terms of quasi-chemical systems.
Analysis of the set of functions evolved allows to speculate that mobile
localizations are likely to emerge in the quasi-chemical systems with limited
diffusion of one reagent, a small number of molecules is required for
amplification of travelling localizations, and reactions leading to stationary
localizations involve relatively equal amount of quasi-chemical species.
Techniques developed can be applied in cascading signals in nature-inspired
spatially extended computing devices, and phenomenological studies and
classification of non-linear discrete systems.Comment: Accepted for publication in Int. J. Modern Physics
Computing Aggregate Properties of Preimages for 2D Cellular Automata
Computing properties of the set of precursors of a given configuration is a
common problem underlying many important questions about cellular automata.
Unfortunately, such computations quickly become intractable in dimension
greater than one. This paper presents an algorithm --- incremental aggregation
--- that can compute aggregate properties of the set of precursors
exponentially faster than na{\"i}ve approaches. The incremental aggregation
algorithm is demonstrated on two problems from the two-dimensional binary Game
of Life cellular automaton: precursor count distributions and higher-order mean
field theory coefficients. In both cases, incremental aggregation allows us to
obtain new results that were previously beyond reach
Dynamical order, disorder and propagating defects in homogeneous system of relaxation oscillators
Reaction-diffusion (RD) mechanisms in chemical and biological systems can
yield a variety of patterns that may be functionally important. We show that
diffusive coupling through the inactivating component in a generic model of
coupled relaxation oscillators give rise to a wide range of spatio-temporal
phenomena. Apart from analytically explaining the genesis of anti-phase
synchronization and spatially patterned oscillatory death regimes in the model
system, we report the existence of a chimera state, characterized by spatial
co-occurrence of patches with distinct dynamics. We also observe propagating
phase defects in both one- and two-dimensional media resembling persistent
structures in cellular automata, whose interactions may be used for computation
in RD systems.Comment: 6 pages, 4 figure
A Two-Player Game of Life
We present a new extension of Conway's game of life for two players, which we
call p2life. P2life allows one of two types of token, black or white, to
inhabit a cell, and adds competitive elements into the birth and survival rules
of the original game. We solve the mean-field equation for p2life and determine
by simulation that the asymptotic density of p2life approaches 0.0362.Comment: 7 pages, 3 figure
On polymorphic logical gates in sub-excitable chemical medium
In a sub-excitable light-sensitive Belousov-Zhabotinsky chemical medium an
asymmetric disturbance causes the formation of localized traveling
wave-fragments. Under the right conditions these wave-fragment can conserve
their shape and velocity vectors for extended time periods. The size and life
span of a fragment depend on the illumination level of the medium. When two or
more wave-fragments collide they annihilate or merge into a new wave-fragment.
In computer simulations based on the Oregonator model we demonstrate that the
outcomes of inter-fragment collisions can be controlled by varying the
illumination level applied to the medium. We interpret these wave-fragments as
values of Boolean variables and design collision-based polymorphic logical
gates. The gate implements operation XNOR for low illumination, and it acts as
NOR gate for high illumination. As a NOR gate is a universal gate then we are
able to demonstrate that a simulated light sensitive BZ medium exhibits
computational universality
Population stability: regulating size in the presence of an adversary
We introduce a new coordination problem in distributed computing that we call
the population stability problem. A system of agents each with limited memory
and communication, as well as the ability to replicate and self-destruct, is
subjected to attacks by a worst-case adversary that can at a bounded rate (1)
delete agents chosen arbitrarily and (2) insert additional agents with
arbitrary initial state into the system. The goal is perpetually to maintain a
population whose size is within a constant factor of the target size . The
problem is inspired by the ability of complex biological systems composed of a
multitude of memory-limited individual cells to maintain a stable population
size in an adverse environment. Such biological mechanisms allow organisms to
heal after trauma or to recover from excessive cell proliferation caused by
inflammation, disease, or normal development.
We present a population stability protocol in a communication model that is a
synchronous variant of the population model of Angluin et al. In each round,
pairs of agents selected at random meet and exchange messages, where at least a
constant fraction of agents is matched in each round. Our protocol uses
three-bit messages and states per agent. We emphasize that
our protocol can handle an adversary that can both insert and delete agents, a
setting in which existing approximate counting techniques do not seem to apply.
The protocol relies on a novel coloring strategy in which the population size
is encoded in the variance of the distribution of colors. Individual agents can
locally obtain a weak estimate of the population size by sampling from the
distribution, and make individual decisions that robustly maintain a stable
global population size
A new heap game
Given heaps of tokens. The moves of the 2-player game introduced
here are to either take a positive number of tokens from at most heaps,
or to remove the {\sl same} positive number of tokens from all the heaps.
We analyse this extension of Wythoff's game and provide a polynomial-time
strategy for it.Comment: To appear in Computer Games 199
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