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Andrew Winslow

Publications and source records attributed to Andrew Winslow.

24 records · Page 2Linked to original sources

Intrinsic universality in tile self-assembly requires cooperation

We prove a negative result on the power of a model of algorithmic self-assembly for which it has been notoriously difficult to find general techniques and results. Specifically, we prove that Winfree's abstract Tile Assembly Model, when restricted to use noncooperative tile binding, is not intrinsically universal. This stands in stark contrast to the recent result that, via cooperative binding, the abstract Tile Assembly Model is indeed intrinsically universal. Noncooperative self-assembly, also known as "temperature 1", is where tiles bind to each other if they match on one or more sides, whereas cooperative binding requires binding on multiple sides. Our result shows that the change from single- to multi-sided binding qualitatively improves the kinds of dynamics and behavior that these models of nanoscale self-assembly are capable of. Our lower bound on simulation power holds in both two and three dimensions; the latter being quite surprising given that three-dimensional noncooperative tile assembly systems simulate Turing machines. On the positive side, we exhibit a three-dimensional noncooperative self-assembly tile set capable of simulating any two-dimensional noncooperative self-assembly system. Our negative result can be interpreted to mean that Turing universal algorithmic behavior in self-assembly does not imply the ability to simulate arbitrary algorithmic self-assembly processes.

cs.CC↗

One Tile to Rule Them All: Simulating Any Turing Machine, Tile Assembly System, or Tiling System with a Single Puzzle Piece

In this paper we explore the power of tile self-assembly models that extend the well-studied abstract Tile Assembly Model (aTAM) by permitting tiles of shapes beyond unit squares. Our main result shows the surprising fact that any aTAM system, consisting of many different tile types, can be simulated by a single tile type of a general shape. As a consequence, we obtain a single universal tile type of a single (constant-size) shape that serves as a "universal tile machine": the single universal tile type can simulate any desired aTAM system when given a single seed assembly that encodes the desired aTAM system. We also show how to adapt this result to convert any of a variety of plane tiling systems (such as Wang tiles) into a "nearly" plane tiling system with a single tile (but with small gaps between the tiles). All of these results rely on the ability to both rotate and translate tiles; by contrast, we show that a single nonrotatable tile, of arbitrary shape, can produce assemblies which either grow infinitely or cannot grow at all, implying drastically limited computational power. On the positive side, we show how to simulate arbitrary cellular automata for a limited number of steps using a single nonrotatable tile and a linear-size seed assembly.

cs.DS↗

Inapproximability of the Smallest Superpolyomino Problem

We consider the \emph{smallest superpolyomino problem}: given a set of colored polyominoes, find the smallest polyomino containing each input polyomino as a subshape. This problem is shown to be NP-hard, even when restricted to a set of polyominoes using a single common color. Moreover, for sets of polyominoes using two or more colors, the problem is shown to be NP-hard to approximate within a $O(n^{1/3-\varepsilon})$-factor for any $\varepsilon > 0$.

cs.CG↗

Hidden Mobile Guards in Simple Polygons

We consider guarding classes of simple polygons using mobile guards (polygon edges and diagonals) under the constraint that no two guards may see each other. In contrast to most other art gallery problems, existence is the primary question: does a specific type of polygon admit some guard set? Types include simple polygons and the subclasses of orthogonal, monotone, and starshaped polygons. Additionally, guards may either exclude or include the endpoints (so-called open and closed guards). We provide a nearly complete set of answers to existence questions of open and closed edge, diagonal, and mobile guards in simple, orthogonal, monotone, and starshaped polygons, with some surprising results. For instance, every monotone or starshaped polygon can be guarded using hidden open mobile (edge or diagonal) guards, but not necessarily with hidden open edge or hidden open diagonal guards.

cs.CG↗

Two Hands Are Better Than One (up to constant factors)

We study the difference between the standard seeded model of tile self-assembly, and the "seedless" two-handed model of tile self-assembly. Most of our results suggest that the two-handed model is more powerful. In particular, we show how to simulate any seeded system with a two-handed system that is essentially just a constant factor larger. We exhibit finite shapes with a busy-beaver separation in the number of distinct tiles required by seeded versus two-handed, and exhibit an infinite shape that can be constructed two-handed but not seeded. Finally, we show that verifying whether a given system uniquely assembles a desired supertile is co-NP-complete in the two-handed model, while it was known to be polynomially solvable in the seeded model.

cs.CC↗

Algorithms for Solving Rubik's Cubes

The Rubik's Cube is perhaps the world's most famous and iconic puzzle, well-known to have a rich underlying mathematical structure (group theory). In this paper, we show that the Rubik's Cube also has a rich underlying algorithmic structure. Specifically, we show that the n x n x n Rubik's Cube, as well as the n x n x 1 variant, has a "God's Number" (diameter of the configuration space) of Theta(n^2/log n). The upper bound comes from effectively parallelizing standard Theta(n^2) solution algorithms, while the lower bound follows from a counting argument. The upper bound gives an asymptotically optimal algorithm for solving a general Rubik's Cube in the worst case. Given a specific starting state, we show how to find the shortest solution in an n x O(1) x O(1) Rubik's Cube. Finally, we show that finding this optimal solution becomes NP-hard in an n x n x 1 Rubik's Cube when the positions and colors of some of the cubies are ignored (not used in determining whether the cube is solved).

cs.DS↗