Title: Computing Motion Plans for Assembling Particles with Global Control
We investigate motion planning algorithms for the assembly of shapes in the tilt model in which unit-square tiles move in a grid world under the influence of uniform external forces and self-assemble according to certain rules. We provide several heuristics and experimental evaluation of their success rate, solution length, and runtime. Video: https://youtu.be/VU1SZYzeaXw Transcript: This animation shows colored tiles moved by a global signal so they all move in the same direction unless blocked. This simple example is solved using the Greatest Distance heuristic, which finds the shortest path in 21 steps. Each tile has glue on the four sides that only stick to compatible glues. Glue type is denoted by color. The objective is to manipulate the tiles to bond in the shape of the connected polyomino target outlined in red. The Polyomino Assembly Problem is PSPACE-hard, so optimal solutions are difficult to find. This more complicated workspace was solved using the Minimum Move to Polyomino or Target. This approach is not optimal, but is a best-first search that attempts to keep tiles not involved in the present construction step separated from each other. This is done by pruning configurations with undesired subassemblies from the search tree. The solution requires 473 steps. more »« less
Alpert, Hannah; Roldán, Érika
(, Graphs and Combinatorics)
null
(Ed.)
Abstract How many chess rooks or queens does it take to guard all squares of a given polyomino, the union of square tiles from a square grid? This question is a version of the art gallery problem in which the guards can “see” whichever squares the rook or queen attacks. We show that $$\lfloor {\frac{n}{2}} \rfloor $$ ⌊ n 2 ⌋ rooks or $$\lfloor {\frac{n}{3}} \rfloor $$ ⌊ n 3 ⌋ queens are sufficient and sometimes necessary to guard a polyomino with n tiles. We then prove that finding the minimum number of rooks or queens needed to guard a polyomino is NP-hard. These results also apply to d -dimensional rooks and queens on d -dimensional polycubes. Finally, we use bipartite matching theorems to describe sets of non-attacking rooks on polyominoes.
Balanza-Martinez, Jose; Luchsinger, Austin; Caballero, David; Reyes, Rene; Cantu, Angel; Schweller, Robert; Garcia, Luis; Wylie, Tim
(, Proceedings of the annual ACM-SIAM Symposium on Discrete Algorithms)
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.
Gozon, Marcus; Yu, Jingjin
(, Proceedings of the AAAI Conference on Artificial Intelligence)
In the 15-puzzle game, 15 labeled square tiles are reconfigured on a 4 × 4 board through an escort, wherein each (time) step, a single tile neighboring it may slide into it, leaving the space previously occupied by the tile as the new escort. We study a generalized sliding-tile puzzle (GSTP) in which (1) there are 1+ escorts and (2) multiple tiles can move synchronously in a single time step. Compared with popular discrete multi-agent/robot motion models, GSTP provides a more accurate model for a broad array of high-utility applications, including warehouse automation and autonomous garage parking, but is less studied due to the more involved tile interactions. In this work, we analyze optimal GSTP solution structures, establishing that computing makespan optimal solutions for GSTP is NP-complete and developing polynomial time algorithms yielding makespans approximating the minimum with expected/high probability constant factors, assuming randomized start and goal configurations.
Drake, Phillip; Hader, Daniel; Patitz, Matthew J
(, Schloss Dagstuhl – Leibniz-Zentrum für Informatik)
Seki, Shinnosuke; Stewart, Jaimie Marie
(Ed.)
The abstract Tile Assembly Model (aTAM) provides an excellent foundation for the mathematical study of DNA-tile-based self-assembling systems, especially those wherein logic is embedded within the designs of the tiles so that they follow prescribed algorithms. While such algorithmic self-assembling systems are theoretically powerful, being computationally universal and capable of building complex shapes using information-theoretically optimal numbers of tiles, physical DNA-based implementations of these systems still encounter formidable error rates and undesired nucleation that hinder this theoretical potential. Slat-based self-assembly is a recent development wherein DNA forms long slats that combine together in 2 layers, rather than square tiles in a plane. In this approach, the length of the slats is key; while tiles typically only bind to 2 neighboring tiles at a time, slats may bind to dozens of other slats. This increased coordination between slats means that several mismatched slats must coincidentally meet in just the right way for errors to persist, unlike tiles where only a few are required. Consequently, while still a novel technology, large slat-based DNA constructions have been successfully implemented in the lab with resilience to many tile-based construction problems. These improved error characteristics come at a cost however, as slat-based systems are often more difficult to design and simulate than tile-based ones. Moreover, it has not been clear whether slats, with their larger sizes and different geometries, have the same theoretical capabilities as tiles. In this paper, we show that slats are capable of doing anything that tiles can, at least at scale. We demonstrate that any aTAM system may be converted to and simulated by an effectively equivalent system of slats. Furthermore, we show that these simulating slat systems can be made more efficiently, using shorter slats and a smaller scale factor, if the simulated tile system avoids certain uncommon growth patterns. Specifically, we consider 5 classes of aTAM systems with increasing complexity, from zig-zag systems which grow in a rigid pattern to the full class of all aTAM systems, and show how they may be converted to equivalent slat systems. We show that the simplest class may be simulated by slats at only a 2c × 2c scale, where c is the freely chosen coordination number of the slats, and further show that the full class of aTAM systems can be simulated at only a 5c × 5c scale. These results prove that slats have the full theoretical power of aTAM tiles while also providing constructions that are compact enough for potential DNA-based implementations of slat systems that are both capable of powerful algorithmic self-assembly and possessing of the strong error resilience of slats.
Chalk, Cameron; Luchsinger, Austin; Schweller, Robert; Wylie, Tim
(, Leibniz international proceedings in informatics)
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.
Blumenberg, Patrick, Schmidt, Arne, and Becker, Aaron T. Computing Motion Plans for Assembling Particles with Global Control. 2023 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) . Web. doi:10.1109/IROS55552.2023.10341556.
Blumenberg, Patrick, Schmidt, Arne, & Becker, Aaron T. Computing Motion Plans for Assembling Particles with Global Control. 2023 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), (). https://doi.org/10.1109/IROS55552.2023.10341556
Blumenberg, Patrick, Schmidt, Arne, and Becker, Aaron T.
"Computing Motion Plans for Assembling Particles with Global Control". 2023 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) (). Country unknown/Code not available: IEEE. https://doi.org/10.1109/IROS55552.2023.10341556.https://par.nsf.gov/biblio/10484717.
@article{osti_10484717,
place = {Country unknown/Code not available},
title = {Computing Motion Plans for Assembling Particles with Global Control},
url = {https://par.nsf.gov/biblio/10484717},
DOI = {10.1109/IROS55552.2023.10341556},
abstractNote = {We investigate motion planning algorithms for the assembly of shapes in the tilt model in which unit-square tiles move in a grid world under the influence of uniform external forces and self-assemble according to certain rules. We provide several heuristics and experimental evaluation of their success rate, solution length, and runtime. Video: https://youtu.be/VU1SZYzeaXw Transcript: This animation shows colored tiles moved by a global signal so they all move in the same direction unless blocked. This simple example is solved using the Greatest Distance heuristic, which finds the shortest path in 21 steps. Each tile has glue on the four sides that only stick to compatible glues. Glue type is denoted by color. The objective is to manipulate the tiles to bond in the shape of the connected polyomino target outlined in red. The Polyomino Assembly Problem is PSPACE-hard, so optimal solutions are difficult to find. This more complicated workspace was solved using the Minimum Move to Polyomino or Target. This approach is not optimal, but is a best-first search that attempts to keep tiles not involved in the present construction step separated from each other. This is done by pruning configurations with undesired subassemblies from the search tree. The solution requires 473 steps.},
journal = {2023 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS)},
publisher = {IEEE},
author = {Blumenberg, Patrick and Schmidt, Arne and Becker, Aaron T.},
}
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