296 research outputs found

    Phenomenology of retained refractoriness: On semi-memristive discrete media

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    We study two-dimensional cellular automata, each cell takes three states: resting, excited and refractory. A resting cell excites if number of excited neighbours lies in a certain interval (excitation interval). An excited cell become refractory independently on states of its neighbours. A refractory cell returns to a resting state only if the number of excited neighbours belong to recovery interval. The model is an excitable cellular automaton abstraction of a spatially extended semi-memristive medium where a cell's resting state symbolises low-resistance and refractory state high-resistance. The medium is semi-memristive because only transition from high- to low-resistance is controlled by density of local excitation. We present phenomenological classification of the automata behaviour for all possible excitation intervals and recovery intervals. We describe eleven classes of cellular automata with retained refractoriness based on criteria of space-filling ratio, morphological and generative diversity, and types of travelling localisations

    Memristive excitable cellular automata

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    The memristor is a device whose resistance changes depending on the polarity and magnitude of a voltage applied to the device's terminals. We design a minimalistic model of a regular network of memristors using structurally-dynamic cellular automata. Each cell gets info about states of its closest neighbours via incoming links. A link can be one 'conductive' or 'non-conductive' states. States of every link are updated depending on states of cells the link connects. Every cell of a memristive automaton takes three states: resting, excited (analog of positive polarity) and refractory (analog of negative polarity). A cell updates its state depending on states of its closest neighbours which are connected to the cell via 'conductive' links. We study behaviour of memristive automata in response to point-wise and spatially extended perturbations, structure of localised excitations coupled with topological defects, interfacial mobile excitations and growth of information pathways.Comment: Accepted to Int J Bifurcation and Chaos (2011

    Implementation of Glider Guns in the Light-Sensitive Belousov-Zhabotinsky Medium

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    In cellular automata models a glider gun is an oscillating pattern of non-quiescent states that periodically emits traveling localizations (gliders). The glider streams can be combined to construct functionally complete systems of logical gates and thus realize universal computation. The glider gun is the only means of ensuring the negation operation without additional external input and therefore is an essential component of a collision-based computing circuit. We demonstrate the existence of glider gun like structures in both experimental and numerical studies of an excitable chemical system -- the light-sensitive Belousov-Zhabotinsky reaction. These discoveries could provide the basis for future designs of collision-based reaction-diffusion computers.Comment: Accepted for publication in Physical Review

    Maze solvers demystified and some other thoughts

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    There is a growing interest towards implementation of maze solving in spatially-extended physical, chemical and living systems. Several reports of prototypes attracted great publicity, e.g. maze solving with slime mould and epithelial cells, maze navigating droplets. We show that most prototypes utilise one of two phenomena: a shortest path in a maze is a path of the least resistance for fluid and current flow, and a shortest path is a path of the steepest gradient of chemoattractants. We discuss that substrates with so-called maze-solving capabilities simply trace flow currents or chemical diffusion gradients. We illustrate our thoughts with a model of flow and experiments with slime mould. The chapter ends with a discussion of experiments on maze solving with plant roots and leeches which show limitations of the chemical diffusion maze-solving approach.Comment: This is a preliminary version of the chapter to be published in Adamatzky A. (Ed.) Shortest path solvers. From software to wetware. Springer, 201

    Universal computation with limited resources: Belousov-Zhabotinsky and Physarum computers

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    Using the examples of an excitable chemical system (Belousov-Zhabotinsky medium) and plasmodium of Physarum polycephalum we show that universal computation in a geometrically unconstrained medium is only possible when resources (excitability or concentration of nutrients) are limited. In situations of limited resources the systems studied develop travelling localizations. The localizations are elementary units of dynamical logical circuits in collision-based computing architectures.Comment: Int. J. Bifurcation and Chaos (2008), accepte

    Localization dynamics in a binary two-dimensional cellular automaton: the Diffusion Rule

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    We study a two-dimensional cellular automaton (CA), called Diffusion Rule (DR), which exhibits diffusion-like dynamics of propagating patterns. In computational experiments we discover a wide range of mobile and stationary localizations (gliders, oscillators, glider guns, puffer trains, etc), analyze spatio-temporal dynamics of collisions between localizations, and discuss possible applications in unconventional computing.Comment: Accepted to Journal of Cellular Automat

    Physarum boats: If plasmodium sailed it would never leave a port

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    Plasmodium of \emph{Physarum polycephalum} is a single huge (visible by naked eye) cell with myriad of nuclei. The plasmodium is a promising substrate for non-classical, nature-inspired, computing devices. It is capable for approximation of shortest path, computation of planar proximity graphs and plane tessellations, primitive memory and decision-making. The unique properties of the plasmodium make it an ideal candidate for a role of amorphous biological robots with massive parallel information processing and distributed inputs and outputs. We show that when adhered to light-weight object resting on a water surface the plasmodium can propel the object by oscillating its protoplasmic pseudopodia. In experimental laboratory conditions and computational experiments we study phenomenology of the plasmodium-floater system, and possible mechanisms of controlling motion of objects propelled by on board plasmodium

    Programmable reconfiguration of Physarum machines

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    Plasmodium of Physarum polycephalum is a large cell capable of solving graph-theoretic, optimization and computational geometry problems due to its unique foraging behavior. Also the plasmodium is unique biological substrate that mimics universal storage modification machines, namely the Kolmogorov-Uspensky machine. In the plasmodium implementation of the storage modification machine data are represented by sources of nutrients and memory structure by protoplasmic tubes connecting the sources. In laboratory experiments and simulation we demonstrate how the plasmodium-based storage modification machine can be programmed. We show execution of the following operations with active zone (where computation occurs): merge two active zones, multiple active zone, translate active zone from one data site to another, direct active zone. Results of the paper bear two-fold value: they provide a basis for programming unconventional devices based on biological substrates and also shed light on behavioral patterns of the plasmodium

    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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