2,454 research outputs found
Simulations of collision times in gravity driven granular flow
We use simulations to investigate collision time distributions as one
approaches the static limit of steady-state flow of dry granular matter. The
collision times fall in a power-law distribution with an exponent dictated by
whether the grains are ordered or disordered. Remarkably, the exponents have
almost no dependence on dimension. We are also able to resolve a disagreement
between simulation and experiments on the exponent of the collision time
power-law distribution.Comment: 7 pages, 5 figure
Parallel Batch-Dynamic Graph Connectivity
In this paper, we study batch parallel algorithms for the dynamic
connectivity problem, a fundamental problem that has received considerable
attention in the sequential setting. The most well known sequential algorithm
for dynamic connectivity is the elegant level-set algorithm of Holm, de
Lichtenberg and Thorup (HDT), which achieves amortized time per
edge insertion or deletion, and time per query. We
design a parallel batch-dynamic connectivity algorithm that is work-efficient
with respect to the HDT algorithm for small batch sizes, and is asymptotically
faster when the average batch size is sufficiently large. Given a sequence of
batched updates, where is the average batch size of all deletions, our
algorithm achieves expected amortized work per
edge insertion and deletion and depth w.h.p. Our algorithm
answers a batch of connectivity queries in expected
work and depth w.h.p. To the best of our knowledge, our algorithm
is the first parallel batch-dynamic algorithm for connectivity.Comment: This is the full version of the paper appearing in the ACM Symposium
on Parallelism in Algorithms and Architectures (SPAA), 201
An evaluation of two distributed deployment algorithms for Mobile Wireless Sensor Networks
Deployment is important in large wireless sensor networks (WSN), specially because nodes may fall due to failure or battery issues. Mobile WSN cope with deployment and reconfiguration at the same time: nodes may move autonomously: i) to achieve a good area coverage; and ii) to distribute as homogeneously as possible. Optimal distribution is computationally expensive and implies high tra c load, so local, distributed approaches may be preferable. This paper presents an experimental evaluation of role-based and behavior based ones. Results show that the later
are better, specially for a large number of nodes in areas with obstacles.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech
A Paradox of State-Dependent Diffusion and How to Resolve It
Consider a particle diffusing in a confined volume which is divided into two
equal regions. In one region the diffusion coefficient is twice the value of
the diffusion coefficient in the other region. Will the particle spend equal
proportions of time in the two regions in the long term? Statistical mechanics
would suggest yes, since the number of accessible states in each region is
presumably the same. However, another line of reasoning suggests that the
particle should spend less time in the region with faster diffusion, since it
will exit that region more quickly. We demonstrate with a simple microscopic
model system that both predictions are consistent with the information given.
Thus, specifying the diffusion rate as a function of position is not enough to
characterize the behaviour of a system, even assuming the absence of external
forces. We propose an alternative framework for modelling diffusive dynamics in
which both the diffusion rate and equilibrium probability density for the
position of the particle are specified by the modeller. We introduce a
numerical method for simulating dynamics in our framework that samples from the
equilibrium probability density exactly and is suitable for discontinuous
diffusion coefficients.Comment: 21 pages, 6 figures. Second round of revisions. This is the version
that will appear in Proc Roy So
Quantum Interactive Proofs with Competing Provers
This paper studies quantum refereed games, which are quantum interactive
proof systems with two competing provers: one that tries to convince the
verifier to accept and the other that tries to convince the verifier to reject.
We prove that every language having an ordinary quantum interactive proof
system also has a quantum refereed game in which the verifier exchanges just
one round of messages with each prover. A key part of our proof is the fact
that there exists a single quantum measurement that reliably distinguishes
between mixed states chosen arbitrarily from disjoint convex sets having large
minimal trace distance from one another. We also show how to reduce the
probability of error for some classes of quantum refereed games.Comment: 13 pages, to appear in STACS 200
Restricted random walk model as a new testing ground for the applicability of q-statistics
We present exact results obtained from Master Equations for the probability
function P(y,T) of sums of the positions x_t of a discrete
random walker restricted to the set of integers between -L and L. We study the
asymptotic properties for large values of L and T. For a set of position
dependent transition probabilities the functional form of P(y,T) is with very
high precision represented by q-Gaussians when T assumes a certain value
. The domain of y values for which the q-Gaussian apply
diverges with L. The fit to a q-Gaussian remains of very high quality even when
the exponent of the transition probability g(x)=|x/L|^a+p with 0<p<<1 is
different from 1, all though weak, but essential, deviation from the q-Gaussian
does occur for . To assess the role of correlations we compare the T
dependence of P(y,T) for the restricted random walker case with the equivalent
dependence for a sum y of uncorrelated variables x each distributed according
to 1/g(x).Comment: 5 pages, 7 figs, EPL (2011), in pres
Self-replication and evolution of DNA crystals
Is it possible to create a simple physical system that is capable of replicating itself? Can such a system evolve interesting behaviors, thus allowing it to adapt to a wide range of environments? This paper presents a design for such a replicator constructed exclusively from synthetic DNA. The basis for the replicator is crystal growth: information is stored in the spatial arrangement of monomers and copied from layer to layer by templating. Replication is achieved by fragmentation of crystals, which produces new crystals that carry the same information. Crystal replication avoids intrinsic problems associated with template-directed mechanisms for replication of one-dimensional polymers. A key innovation of our work is that by using programmable DNA tiles as the crystal monomers, we can design crystal growth processes that apply interesting selective pressures to the evolving sequences. While evolution requires that copying occur with high accuracy, we show how to adapt error-correction techniques from algorithmic self-assembly to lower the replication error rate as much as is required
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