227 research outputs found

    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

    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

    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

    Analysis of reaction and timing attacks against cryptosystems based on sparse parity-check codes

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    In this paper we study reaction and timing attacks against cryptosystems based on sparse parity-check codes, which encompass low-density parity-check (LDPC) codes and moderate-density parity-check (MDPC) codes. We show that the feasibility of these attacks is not strictly associated to the quasi-cyclic (QC) structure of the code but is related to the intrinsically probabilistic decoding of any sparse parity-check code. So, these attacks not only work against QC codes, but can be generalized to broader classes of codes. We provide a novel algorithm that, in the case of a QC code, allows recovering a larger amount of information than that retrievable through existing attacks and we use this algorithm to characterize new side-channel information leakages. We devise a theoretical model for the decoder that describes and justifies our results. Numerical simulations are provided that confirm the effectiveness of our approach

    Codes for the Quantum Erasure Channel

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    The quantum erasure channel (QEC) is considered. Codes for the QEC have to correct for erasures, i. e., arbitrary errors at known positions. We show that four qubits are necessary and sufficient to encode one qubit and correct one erasure, in contrast to five qubits for unknown positions. Moreover, a family of quantum codes for the QEC, the quantum BCH codes, that can be efficiently decoded is introduced.Comment: 6 pages, RevTeX, no figures, submitted to Physical Review A, code extended to encode 2 qubits, references adde

    Strategic Insights From Playing the Quantum Tic-Tac-Toe

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    In this paper, we perform a minimalistic quantization of the classical game of tic-tac-toe, by allowing superpositions of classical moves. In order for the quantum game to reduce properly to the classical game, we require legal quantum moves to be orthogonal to all previous moves. We also admit interference effects, by squaring the sum of amplitudes over all moves by a player to compute his or her occupation level of a given site. A player wins when the sums of occupations along any of the eight straight lines we can draw in the 3×33 \times 3 grid is greater than three. We play the quantum tic-tac-toe first randomly, and then deterministically, to explore the impact different opening moves, end games, and different combinations of offensive and defensive strategies have on the outcome of the game. In contrast to the classical tic-tac-toe, the deterministic quantum game does not always end in a draw. In contrast also to most classical two-player games of no chance, it is possible for Player 2 to win. More interestingly, we find that Player 1 enjoys an overwhelming quantum advantage when he opens with a quantum move, but loses this advantage when he opens with a classical move. We also find the quantum blocking move, which consists of a weighted superposition of moves that the opponent could use to win the game, to be very effective in denying the opponent his or her victory. We then speculate what implications these results might have on quantum information transfer and portfolio optimization.Comment: 20 pages, 3 figures, and 3 tables. LaTeX 2e using iopart class, and braket, color, graphicx, multirow, subfig, url package

    LEDAkem: a post-quantum key encapsulation mechanism based on QC-LDPC codes

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    This work presents a new code-based key encapsulation mechanism (KEM) called LEDAkem. It is built on the Niederreiter cryptosystem and relies on quasi-cyclic low-density parity-check codes as secret codes, providing high decoding speeds and compact keypairs. LEDAkem uses ephemeral keys to foil known statistical attacks, and takes advantage of a new decoding algorithm that provides faster decoding than the classical bit-flipping decoder commonly adopted in this kind of systems. The main attacks against LEDAkem are investigated, taking into account quantum speedups. Some instances of LEDAkem are designed to achieve different security levels against classical and quantum computers. Some performance figures obtained through an efficient C99 implementation of LEDAkem are provided.Comment: 21 pages, 3 table

    An iterative algorithm for parametrization of shortest length shift registers over finite rings

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    The construction of shortest feedback shift registers for a finite sequence S_1,...,S_N is considered over the finite ring Z_{p^r}. A novel algorithm is presented that yields a parametrization of all shortest feedback shift registers for the sequence of numbers S_1,...,S_N, thus solving an open problem in the literature. The algorithm iteratively processes each number, starting with S_1, and constructs at each step a particular type of minimal Gr\"obner basis. The construction involves a simple update rule at each step which leads to computational efficiency. It is shown that the algorithm simultaneously computes a similar parametrization for the reciprocal sequence S_N,...,S_1.Comment: Submitte

    Computing with Liquid Crystal Fingers: Models of geometric and logical computation

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    When a voltage is applied across a thin layer of cholesteric liquid crystal, fingers of cholesteric alignment can form and propagate in the layer. In computer simulation, based on experimental laboratory results, we demonstrate that these cholesteric fingers can solve selected problems of computational geometry, logic and arithmetics. We show that branching fingers approximate a planar Voronoi diagram, and non-branching fingers produce a convex subdivision of concave polygons. We also provide a detailed blue-print and simulation of a one-bit half-adder functioning on the principles of collision-based computing, where the implementation is via collision of liquid crystal fingers with obstacles and other fingers.Comment: submitted Sept 201
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