Collision-Based Computing

Collision-Based Computing
复制标题

基于碰撞的计算

DOI:
--
复制
发表时间:
2002
期刊:
Springer London
影响因子:
--
通讯作者:
J. Durand
J. Durand
中科院分区:
--
文献类型:
--
作者:
A. Adamatzky;J. Durand

文献摘要

被引文献

相似文献

基于碰撞的计算是在具有移动移动的局部化的均匀非结构化介质中实现逻辑电路、数学机器或其他计算和信息处理设备。一个信息量子可以用一个紧凑的传播模式(细胞自动机中的滑翔机,光学系统中的孤子,激发化学系统中的波碎片)来表示。逻辑真对应于局部化的存在,逻辑假对应于局部化的不存在;逻辑值也可以由局部化的特定状态表示。当两个或多个移动局部化碰撞时,它们改变它们的速度矢量和/或状态。碰撞后轨迹和/或定位的状态表示由碰撞实现的逻辑运算的结果。基于碰撞的计算介质的主要优点之一-隐藏在1D系统中,但在2D和3D介质中很明显-是该介质是无架构的:没有任何东西是硬连线的,没有固定的电线或门,传播信息量子的轨迹可以被视为瞬时电线。我们介绍了基于碰撞的计算的基础知识,并概述了基于碰撞的计算方案在1D和2D细胞自动机和连续可激发介质。此外,我们提供了一个基于碰撞的方案,粒子/碰撞是无量纲的概述。
Collision-based computing is an implementation of logical circuits, mathematical machines or other computing and information processing devices in homogeneous uniform unstructured media with traveling mobile localizations. A quanta of information is represented by a compact propagating pattern (glider in cellular automata, soliton in optical system, wave-fragment in excitable chemical system). Logical truth corresponds to presence of the localization, logical false to absence of the localization; logical values can be also represented by a particular state of the localization. When two more or more traveling localizations collide they change their velocity vectors and/or states. Post-collision trajectories and/or states of the localizations represent results of a logical operations implemented by the collision. One of the principle advantages of the a collision-based computing medium —hidden in 1D systems but obvious in 2D and 3D media— is that the medium is architecture-less: nothing is hardwired, there are no stationary wires or gates, a trajectory of a propagating information quanta can be see as a momentary wire. We introduce basics of collision-based computing, and overview the collision-based computing schemes in 1D and 2D cellular automata and continuous excitable media. Also we provide an overview of collision-based schemes where particles/collisions are dimensionless.