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 strongly 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 motion planning in this model. We consider the problems of deciding if a board location can be occupied by any particle (occupancy problem), deciding if a specific particle may be relocated to another position (relocation problem), and deciding if a given configuration of particles may be transformed into a second given configuration (reconfiguration problem). We show all of these problems to be PSPACE-complete with the allowance of a single 2 × 2 polyomino in addition to 1 × 1 tiles. We further show that relocation and occupancy remain PSPACE-complete even when the board geometry is a simple rectangle if domino polyominos are included.
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(n 4 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.
Motivated by advances in microscale 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.
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.
Following the recent advancements in radar technologies, research on automatic target recognition using Inverse Synthetic Aperture Radar (ISAR) has correspondingly seen more attention and activity. ISAR automatic target recognition researchers aim to fully automate recognition and classification of military vehicles, but because radar images often do not present a clear image of what they detect, it is considered a challenging process to do this. Here we present a novel approach to fully automate a system with Convolutional Neural Networks (CNNs) that results in better target recognition and requires less training time. Specifically, we developed a simulator to generate images with complex values to train our CNN. The simulator is capable of accurately replicating real ISAR configurations and thus can be used to determine the optimal number of radars needed to detect and classify targets. Testing with seven distinct targets, we achieve higher recognition accuracy while reducing the time constraints that the training and testing processes traditionally entail.
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