119 research outputs found

    Brief Announcement: Fault-Tolerant Shape Formation in the Amoebot Model

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    The amoebot model is a distributed computing model of programmable matter. It envisions programmable matter as a collection of computational units called amoebots or particles that utilize local interactions to achieve tasks of coordination, movement and conformation. In the geometric amoebot model the particles operate on a hexagonal tessellation of the plane. Within this model, numerous problems such as leader election, shape formation or object coating have been studied. One area that has not received much attention so far, but is highly relevant for a practical implementation of programmable matter, is fault tolerance. The existing literature on that aspect allows particles to crash but assumes that crashed particles do not recover. We propose a new model in which a crash causes the memory of a particle to be reset and a crashed particle can detect that it has crashed and try to recover using its local information and communication capabilities. We propose an algorithm that solves the hexagon shape formation problem in our model if a finite number of crashes occur and a designated leader particle does not fail. At the heart of our solution lies a fault-tolerant implementation of the spanning forest primitive, which, since other algorithms in the amoebot model also make use of it, is also of general interest

    Homotopy Measures for Representative Trajectories

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    An important task in trajectory analysis is defining a meaningful representative for a cluster of similar trajectories. Formally defining and computing such a representative r is a challenging problem. We propose and discuss two new definitions, both of which use only the geometry of the input trajectories. The definitions are based on the homotopy area as a measure of similarity between two curves, which is a minimum area swept by all possible deformations of one curve into the other. In the first definition we wish to minimize the maximum homotopy area between r and any input trajectory, whereas in the second definition we wish to minimize the sum of the homotopy areas between r and the input trajectories. For both definitions computing an optimal representative is NP-hard. However, for the case of minimizing the sum of the homotopy areas, an optimal representative can be found efficiently in a natural class of restricted inputs, namely, when the arrangement of trajectories forms a directed acyclic graph

    Fast Reconfiguration for Programmable Matter

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    The concept of programmable matter envisions a very large number of tiny and simple robot particles forming a smart material. Even though the particles are restricted to local communication, local movement, and simple computation, their actions can nevertheless result in the global change of the material's physical properties and geometry. A fundamental algorithmic task for programmable matter is to achieve global shape reconfiguration by specifying local behavior of the particles. In this paper we describe a new approach for shape reconfiguration in the amoebot model. The amoebot model is a distributed model which significantly restricts memory, computing, and communication capacity of the individual particles. Thus the challenge lies in coordinating the actions of particles to produce the desired behavior of the global system. Our reconfiguration algorithm is the first algorithm that does not use a canonical intermediate configuration when transforming between arbitrary shapes. We introduce new geometric primitives for amoebots and show how to reconfigure particle systems, using these primitives, in a linear number of activation rounds in the worst case. In practice, our method exploits the geometry of the symmetric difference between input and output shape: it minimizes unnecessary disassembly and reassembly of the particle system when the symmetric difference between the initial and the target shapes is small. Furthermore, our reconfiguration algorithm moves the particles over as many parallel shortest paths as the problem instance allows

    Universal Coating in the 3D Hybrid Model

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    Motivated by the prospect of nano-robots that assist human physiological functions at the nanoscale, we investigate the coating problem in the three-dimensional model for hybrid programmable matter. In this model, a single agent with strictly limited viewing range and the computational capability of a deterministic finite automaton can act on passive tiles by picking up a tile, moving, and placing it at some spot. The goal of the coating problem is to fill each node of some surface graph of size nn with a tile. We first solve the problem on a restricted class of graphs with a single tile type, and then use constantly many tile types to encode this graph in certain surface graphs capturing the surface of 3D objects. Our algorithm requires O(n2)\mathcal{O}(n^2) steps, which is worst-case optimal compared to an agent with global knowledge and no memory restrictions.Comment: 23 pages, 20 figure

    Brief Announcement: An Effective Geometric Communication Structure for Programmable Matter

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    The concept of programmable matter envisions a very large number of tiny and simple robot particles forming a smart material that can change its physical properties and shape based on the outcome of computation and movement performed by the individual particles in a concurrent manner. We use geometric insights to develop a new type of shortest path tree for programmable matter systems. Our feather trees utilize geometry to allow particles and information to traverse the programmable matter structure via shortest paths even in the presence of multiple overlapping trees

    Turning Machines

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    Molecular robotics is challenging, so it seems best to keep it simple. We consider an abstract molecular robotics model based on simple folding instructions that execute asynchronously. Turning Machines are a simple 1D to 2D folding model, also easily generalisable to 2D to 3D folding. A Turning Machine starts out as a line of connected monomers in the discrete plane, each with an associated turning number. A monomer turns relative to its neighbours, executing a unit-distance translation that drags other monomers along with it, and through collective motion the initial set of monomers eventually folds into a programmed shape. We fully characterise the ability of Turning Machines to execute line rotations, and to do so efficiently: computing an almost-full line rotation of 5?/3 radians is possible, yet a full 2? rotation is impossible. We show that such line-rotations represent a fundamental primitive in the model, by using them to efficiently and asynchronously fold arbitrarily large zig-zag-rastered squares and y-monotone shapes

    Non-Crossing Geometric Steiner Arborescences

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    Motivated by the question of simultaneous embedding of several flow maps, we consider the problem of drawing multiple geometric Steiner arborescences with no crossings in the rectilinear and in the angle-restricted setting. When terminal-to-root paths are allowed to turn freely, we show that two rectilinear Steiner arborescences have a non-crossing drawing if neither tree necessarily completely disconnects the other tree and if the roots of both trees are "free". If the roots are not free, then we can reduce the decision problem to 2SAT. If terminal-to-root paths are allowed to turn only at Steiner points, then it is NP-hard to decide whether multiple rectilinear Steiner arborescences have a non-crossing drawing. The setting of angle-restricted Steiner arborescences is more subtle than the rectilinear case. Our NP-hardness result extends, but testing whether there exists a non-crossing drawing if the roots of both trees are free requires additional conditions to be fulfilled
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