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13th International Conference on Membrane Computing - MTA Sztaki

13th International Conference on Membrane Computing - MTA Sztaki

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2D P col<strong>on</strong>ies<br />

5. when there are three live neighbouring automata - fifty-six eight possible<br />

〈 ⎡ ⎤<br />

S S S<br />

〉<br />

programs for dead as well as live automata ⎣ D e D ⎦ → ⇑; Z → O and<br />

D D D<br />

other fifty-five combinati<strong>on</strong>s.<br />

6. when there are four live neighbouring automata - eight possible programs<br />

〈 ⎡ ⎤<br />

S S S<br />

〉<br />

for dead as well as live automata ⎣ S e D ⎦ → ⇑; Z → M and other<br />

D D D<br />

sixty-nine combinati<strong>on</strong>s.<br />

7. when there are at least five live neighbouring automata - fifty- eight possible<br />

〈 ⎡<br />

programs for dead as well as live automata ⎣ S S S ⎤<br />

〉<br />

S e S ⎦ → ⇑; Z → M and<br />

∗ ∗ ∗<br />

other fifty-five combinati<strong>on</strong>s.<br />

After the executi<strong>on</strong> of <strong>on</strong>e of the above programs, all agents move <strong>on</strong>e step<br />

forward and rewrite <strong>on</strong>e of their objects e to object M (automat<strong>on</strong> will be dead)<br />

or to object O (automat<strong>on</strong> will be live). The following programs are for downward<br />

movement and for refreshing the state of an automat<strong>on</strong> - i.e., the replacement<br />

of the object in the cell for an object in the agent to change the state of the<br />

automat<strong>on</strong>.<br />

〈 ⎡ ⎣ ∗ ∗ ∗<br />

⎤<br />

〉 〈 ⎡<br />

∗ e ∗ ⎦ → ⇓; O → S ; ⎣ ∗ ∗ ∗<br />

⎤<br />

〉<br />

∗ e ∗ ⎦ → ⇓; M → D ;<br />

∗ ∗ ∗<br />

∗ ∗ ∗<br />

〈e → L; S ↔ S〉 ; 〈e → N; D ↔ S〉 ; 〈S → e; L → e〉 ; 〈S → e; N → e〉 ;<br />

〈e → L; S ↔ D〉 ; 〈e → N; D ↔ D〉 ; 〈D → e; L → e〉 ; 〈D → e; N → e〉 .<br />

It is easy to see that in such a way we can simulate every classical cellular<br />

automat<strong>on</strong>.<br />

In the third example we discuss the problem of ants.<br />

Example 3. The aim is to c<strong>on</strong>struct a 2D P col<strong>on</strong>y that will simulate the movement<br />

of ants in searching for food. The agents - ants - are placed in the home<br />

cell from which they are looking for food. Their search is n<strong>on</strong>deterministic until<br />

they encounter food or a track. If they find food, they take <strong>on</strong>e piece (<strong>on</strong>e object)<br />

and return by the shortest route to the home cell. They mark this route using a<br />

specific object. If they find the track, they follow it.<br />

Agents in this 2D P col<strong>on</strong>y have so many programs that to list and describe them<br />

takes more than a single sheet of paper. One agent has fifty-seven programs.<br />

We have compiled an agent-ant that was using fifty-seven programs. An agent<br />

explores the envir<strong>on</strong>ment. If it finds food, it carries <strong>on</strong>e object of food to the<br />

home cell. On the way back it places the object-tag into each cell <strong>on</strong> the path.<br />

Then, after returning to the food source, the agent carries it to the home cell<br />

again. The c<strong>on</strong>figurati<strong>on</strong> with four agents and two paths is shown <strong>on</strong> the figure<br />

3. When the food source is exhausted, the agent stops If we added an agent<br />

program which would enable it to return to the home cell, follow its marks and<br />

167

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