260 research outputs found

    Complexity and hierarchical game of life

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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 NN. 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 ω(log2N)\omega(\log^2 N) 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

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    Given k3k\ge 3 heaps of tokens. The moves of the 2-player game introduced here are to either take a positive number of tokens from at most k1k-1 heaps, or to remove the {\sl same} positive number of tokens from all the kk 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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