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Theoretical and Experimental DNA Computation (Natural ...

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3.5 Membrane Models 67<br />

objects, <strong>and</strong> are of the form before → after, meaning “evolve every instance of<br />

before into an instance of after.” Note that, as we are considering multi-sets,<br />

this rule may be applied to multiple objects. Evolution rules are represented<br />

by a pair (u, v) of strings over the alphabet V . v may be either v ′ or v ′ δ,where<br />

δ is a special symbol not in V . v ′ is a string over {ahere,aout,ainj } where j is<br />

a membrane identifier. ahere means “a copy of a remains in this region”, aout<br />

means “send a copy of a through the membrane <strong>and</strong> out of this region”, <strong>and</strong><br />

ainj means “send a copy of a through the membrane of the region labelled<br />

j” (i.e., place a copy of a in membrane j, noting that this is only possible if<br />

the current region featuring this rule contains j). When the special symbol δ<br />

is encountered, the membrane defining the current region (assuming it is not<br />

the skin membrane) is “dissolved”, <strong>and</strong> the contents of the current region are<br />

placed in the “parent” region (with reference to Fig. 3.8, if membrane 5 were<br />

to be dissolved, then region 3 would contain the accessible regions 4, 6 <strong>and</strong> 7,<br />

whereas only regions 4 <strong>and</strong> 5 are accessible with membrane 5 intact).<br />

In order to simplify the notation, we omit the subscript “here”, as it is<br />

largely redundant for our purposes. Thus the rule a → ab means “retain a<br />

copy of a here <strong>and</strong> create a copy of b here”, whereas a → bδ means “transform<br />

every instance of a into b <strong>and</strong> then dissolve the membrane.” Note that objects<br />

on the left h<strong>and</strong> side of evolution rules are “consumed”, or removed, during<br />

the process of evaluation.<br />

We may also impose priorities upon rules. This is denoted by >, <strong>and</strong>may<br />

be read as follows, using the example (ff → f) > (f → δ): “transform ff to<br />

f as often as possible (halving the number of occurrences of f in the process)<br />

until no instances of ff remain, <strong>and</strong> then transform the one remaining f to<br />

δ, dissolving the membrane.”<br />

We assume the existence of a “clock” that synchronizes the operation of the<br />

system. At each time step, the configuration of the system is transformed by<br />

the application of rules in each region in a nondeterministic, maximally parallel<br />

fashion. This means that objects are assigned to rules nondeterministically in<br />

parallel, until no further assignment is possible (hence maximal). This series<br />

of transitions from one configuration to another forms the computation. A<br />

computation halts if no rules may be applied in any region (i.e., nothing can<br />

happen). The result of a halting computation is the number of objects sent<br />

out through the skin membrane to the outside environment.<br />

We now give a small worked example, taken from [118] <strong>and</strong> depicted in<br />

Fig. 3.9.<br />

This P system calculates n 2 for any given n ≥ 0. The alphabet V =<br />

{a, b, d, e, f}. Region 3 contains one copy each of objects a <strong>and</strong> f, <strong>and</strong>three<br />

evolution rules. No objects are present in regions 1 <strong>and</strong> 2, so no rules can be<br />

applied until we reach region 3. We iterate the rules a → ab <strong>and</strong> f → ff n<br />

times in parallel, where n ≥ 0 is the number we wish to square. This gives n<br />

copies of b <strong>and</strong> 2 n copies of f. Wethenusea → bδ instead of a → ab, replacing<br />

the single a with b <strong>and</strong> dissolving the membrane. This leaves n + 1 copies of b<br />

<strong>and</strong> 2 n+1 copies of f in region 2; the rules from region 3 are “destroyed” <strong>and</strong>

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