121 research outputs found

    Geospatial Data Modeling to Support Energy Pipeline Integrity Management

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    Several hundred thousand miles of energy pipelines span the whole of North America -- responsible for carrying the natural gas and liquid petroleum that power the continent\u27s homes and economies. These pipelines, so crucial to everyday goings-on, are closely monitored by various operating companies to ensure they perform safely and smoothly. Happenings like earthquakes, erosion, and extreme weather, however -- and human factors like vehicle traffic and construction -- all pose threats to pipeline integrity. As such, there is a tremendous need to measure and indicate useful, actionable data for each region of interest, and operators often use computer-based decision support systems (DSS) to analyze and allocate resources for active and potential hazards. We designed and implemented a geospatial data service, REST API for Pipeline Integrity Data (RAPID) to improve the amount and quality of data available to DSS. More specifically, RAPID -- built with a spatial database and the Django web framework -- allows third-party software to manage and query an arbitrary number of geographic data sources through one centralized REST API. Here, we focus on the process and peculiarities of creating RAPID\u27s model and query interface for pipeline integrity management; this contribution describes the design, implementation, and validation of that model, which builds on existing geospatial standards

    Self-Assembly of Any Shape with Constant Tile Types using High Temperature

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    Inspired by nature and motivated by a lack of top-down tools for precise nanoscale manufacture, self-assembly is a bottom-up process where simple, unorganized components autonomously combine to form larger more complex structures. Such systems hide rich algorithmic properties - notably, Turing universality - and a self-assembly system can be seen as both the object to be manufactured as well as the machine controlling the manufacturing process. Thus, a benchmark problem in self-assembly is the unique assembly of shapes: to design a set of simple agents which, based on aggregation rules and random movement, self-assemble into a particular shape and nothing else. We use a popular model of self-assembly, the 2-handed or hierarchical tile assembly model, and allow the existence of repulsive forces, which is a well-studied variant. The technique utilizes a finely-tuned temperature (the minimum required affinity required for aggregation of separate complexes). We show that calibrating the temperature and the strength of the aggregation between the tiles, one can encode the shape to be assembled without increasing the number of distinct tile types. Precisely, we show one tile set for which the following holds: for any finite connected shape S, there exists a setting of binding strengths between tiles and a temperature under which the system uniquely assembles S at some scale factor. Our tile system only uses one repulsive glue type and the system is growth-only (it produces no unstable assemblies). The best previous unique shape assembly results in tile assembly models use O(K(S)/(log K(S))) distinct tile types, where K(S) is the Kolmogorov (descriptional) complexity of the shape S

    Signal Passing Self-Assembly Simulates Tile Automata

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    The natural process of self-assembly has been studied through various abstract models due to the abundant applications that benefit from self-assembly. Many of these different models emerged in an effort to capture and understand the fundamental properties of different physical systems and the mechanisms by which assembly may occur. A newly proposed model, known as Tile Automata, offers an abstract toolkit to analyze and compare the algorithmic properties of different self-assembly systems. In this paper, we show that for every Tile Automata system, there exists a Signal-passing Tile Assembly system that can simulate it. Finally, we connect our result with a recent discovery showing that Tile Automata can simulate Amoebot programmable matter systems, thus showing that the Signal-passing Tile Assembly can simulate any Amoebot system

    Covert Computation in Self-Assembled Circuits

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    Traditionally, computation within self-assembly models is hard to conceal because the self-assembly process generates a crystalline assembly whose computational history is inherently part of the structure itself. With no way to remove information from the computation, this computational model offers a unique problem: how can computational input and computation be hidden while still computing and reporting the final output? Designing such systems is inherently motivated by privacy concerns in biomedical computing and applications in cryptography. In this paper we propose the problem of performing "covert computation" within tile self-assembly that seeks to design self-assembly systems that "conceal" both the input and computational history of performed computations. We achieve these results within the growth-only restricted abstract tile assembly model (aTAM) with positive and negative interactions. We show that general-case covert computation is possible by implementing a set of basic covert logic gates capable of simulating any circuit (functionally complete). To further motivate the study of covert computation, we apply our new framework to resolve an outstanding complexity question; we use our covert circuitry to show that the unique assembly verification problem within the growth-only aTAM with negative interactions is coNP-complete

    Building Patterned Shapes in Robot Swarms with Uniform Control Signals

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    This paper investigates a restricted version of robot motion planning, in which particles on a board uniformly respond to global signals that cause them to move one unit distance in a particular direction. We look at the problem of assembling patterns within this model. We first derive upper and lower bounds on the worst-case number of steps needed to reconfigure a general purpose board into a target pattern. We then show that the construction of k-colored patterns of size-n requires ℩(n log k) steps in general, and ℩(n log k + √ k) steps if the constructed shape must always be placed in a designated output location. We then design algorithms to approach these lower bounds: We show how to construct k-colored 1 × n lines in O(n log k + k) steps with unique output locations. For general colored shapes within a w×h bounding box, we achieve O(wh log k+hk) steps

    Hardness of Reconfiguring Robot Swarms with Uniform External Control in Limited Directions

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    Motivated by advances is nanoscale applications and simplistic robot agents, we look at problems based on using a global signal to move all agents when given a limited number of directional signals and immovable geometry. We study a model where unit square particles move within a 2D grid based on uniform external forces. Movement is based on a sequence of uniform commands which cause all particles to move 1 step in a specific direction. The 2D grid board additionally contains \blocked spaces which prevent particles from entry. Within this model, we investigate the complexity of deciding 1) whether a target location on the board can be occupied (by any) particle (occupancy problem), 2) whether a specific particle can be relocated to another specific position in the board (relocation problem), and 3) whether a board configuration can be transformed into another configuration (reconfiguration problem). We prove that while occupancy is solvable in polynomial time, the relocation and reconfiguration problems are both NP-Complete even when restricted to only 2 or 3 movement directions. We further define a hierarchy of board geometries and show that this hardness holds for even very restricted classes of board geometry

    Relocating Units in Robot Swarms with Uniform Control Signals is PSPACE-Complete

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    This paper investigates a restricted version of robot motion planning, in which particles on a board uniformly respond to global signals that cause them to move one unit distance in a particular direction on a 2D grid board with geometric obstacles. We show that the problem of deciding if a particular particle can be relocated to a specified location on the board is PSPACE-complete when only allowing 1x1 particles. This shows a separation between this problem, called the relocation problem, and the occupancy problem in which we ask whether a particular location can be occupied by any particle on the board, which is known to be in P with only 1x1 particles. We then consider both the occupancy and relocation problems for the case of extremely simple rectangular geometry, but slightly more complicated pieces consisting of 1x2 and 2x1 domino particles, and show that in both cases the problems are PSPACE-complete

    Hierarchical Shape Construction and Complexity for Slidable Polyominoes under Uniform External Forces

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    Advances in technology have given us the ability to create and manipulate robots for numerous applications at the molecular scale. At this size, fabrication tool limitations motivate the use of simple robots. The individual control of these simple objects can be infeasible. We investigate a model of robot motion planning, based on global external signals, known as the tilt model. Given a board and initial placement of polyominoes, the board may be tilted in any of the 4 cardinal directions, causing all slidable polyominoes to move maximally in the specified direction until blocked. We propose a new hierarchy of shapes and design a single configuration that is strongly universal for any w × h bounded shape within this hierarchy (it can be reconfigured to construct any w × h bounded shape in the hierarchy). This class of shapes constitutes the most general set of buildable shapes in the literature, with most previous work consisting of just the first-level of our hierarchy. We accompany this result with a O(n4 log n)-time algorithm for deciding if a given hole-free shape is a member of the hierarchy. For our second result, we resolve a long-standing open problem within the field: We show that deciding if a given position may be covered by a tile for a given initial board configuration is PSPACEcomplete, even when all movable pieces are 1 × 1 tiles with no glues. We achieve this result by a reduction from Non-deterministic Constraint Logic for a one-player unbounded game

    Full Tilt: Universal Constructors for General Shapes with Uniform External Forces

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    We investigate the problem of assembling general shapes and patterns in a model in which particles move based on uniform external forces until they encounter an obstacle. In this model, corresponding particles may bond when adjacent with one another. Succinctly, this model considers a 2D grid of “open” and “blocked” spaces, along with a set of slidable polyominoes placed at open locations on the board. The board may be tilted in any of the 4 cardinal directions, causing all slidable polyominoes to move maximally in the specified direction until blocked. By successively applying a sequence of such tilts, along with allowing different polyominoes to stick when adjacent, tilt sequences provide a method to reconfigure an initial board configuration so as to assemble a collection of previous separate polyominoes into a larger shape. While previous work within this model of assembly has focused on designing a specific board configuration for the assembly of a specific given shape, we propose the problem of designing universal configurations that are capable of constructing a large class of shapes and patterns. For these constructions, we present the notions of weak and strong universality which indicate the presence of “excess” polyominoes after the shape is constructed. In particular, for given integers h, w, we show that there exists a weakly universal configuration with O(hw) 1 × 1 slidable particles that can be reconfigured to build any h × w patterned rectangle. We then expand this result to show that there exists a weakly universal configuration that can build any h × w-bounded size connected shape. Following these results, which require an admittedly relaxed assembly definition, we go on to show the existence of a strongly universal configuration (no excess particles) which can assemble any shape within a previously studied “drop” class, while using quadratically less space than previous results. Finally, we include a study of the complexity of deciding if a particle within a configuration may be relocated to another position, and deciding if a given configuration may be transformed into a second given configuration. We show both problems to be PSPACE-complete even when no particles stick to one another and movable particles are restricted to 1 × 1 tiles and a single 2 × 2 polyomino
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