2,454 research outputs found

    Simulations of collision times in gravity driven granular flow

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    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

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    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 O(log2n)O(\log^2 n) amortized time per edge insertion or deletion, and O(logn/loglogn)O(\log n / \log\log n) 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 Δ\Delta is the average batch size of all deletions, our algorithm achieves O(lognlog(1+n/Δ))O(\log n \log(1 + n / \Delta)) expected amortized work per edge insertion and deletion and O(log3n)O(\log^3 n) depth w.h.p. Our algorithm answers a batch of kk connectivity queries in O(klog(1+n/k))O(k \log(1 + n/k)) expected work and O(logn)O(\log n) 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

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    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

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    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

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    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

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    We present exact results obtained from Master Equations for the probability function P(y,T) of sums y=t=1Txty=\sum_{t=1}^T x_t 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 TL2T^*\propto L^2. 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 aa 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 a1a\neq1. 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

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    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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