Asynchronous cellular automaton

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Cellular automata, as with other multi-agent system models, usually treat time as discrete and state updates as occurring synchronously. The state of every cell in the model is updated together, before any of the new states influence other cells. In contrast, an asynchronous cellular automaton is able to update individual cells independently, in such a way that the new state of a cell affects the calculation of states in neighbouring cells.

Multi-agent system

A multi-agent system is a computerized system composed of multiple interacting intelligent agents. Multi-agent systems can solve problems that are difficult or impossible for an individual agent or a monolithic system to solve. Intelligence may include methodic, functional, procedural approaches, algorithmic search or reinforcement learning.

The primary focus of this article is asynchronous control in digital electronic systems. In a synchronous system, operations are coordinated by one, or more, centralized clock signals. An asynchronous digital system, in contrast, has no global clock. Asynchronous systems do not depend on strict arrival times of signals or messages for reliable operation. Coordination is achieved via events such as: packet arrival, changes (transitions) of signals, handshake protocols, and other methods.

Contents

Implementations of synchronous updating can be analysed in two phases. The first, interaction, calculates the new state of each cell based on the neighbourhood and the update rule. State values are held in a temporary store. The second phase updates state values by copying the new states to the cells.

In contrast, asynchronous updating does not necessarily separate these two phases: in the simplest case (fully asynchronous updating), changes in state are implemented immediately.

The synchronous approach assumes the presence of a global clock to ensure all cells are updated together. While convenient for preparing computer systems, this might be an unrealistic assumption if the model is intended to represent, for example, a living system where there is no evidence of the presence of such a device.

In electronics and especially synchronous digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is used like a metronome to coordinate actions of digital circuits.

In computer engineering, a hardware description language (HDL) is a specialized computer language used to describe the structure and behavior of electronic circuits, and most commonly, digital logic circuits.

A general method repeatedly discovered independently (by K. Nakamura in the 1970s, by T. Toffoli in the 1980s, and by C. L. Nehaniv in 1998) allows one to emulate exactly the behaviour of a synchronous cellular automaton via an asynchronous one constructed as a simple modification of the synchronous cellular automaton (Nehaniv 2002). Correctness of this method however has only more recently been rigorously proved (Nehaniv, 2004). As a consequence, it follows immediately from results on synchronous cellular automata that asynchronous cellular automata are capable of emulating, e.g., Conway's Game of Life, of universal computation, and of self-replication (e.g., as in a Von Neumann universal constructor). Moreover, the general construction and the proof also applies to the more general class of synchronous automata networks (inhomogeneous networks of automata over directed graphs, allowing external inputs which includes cellular automata as a special case), showing constructively how their behaviour may be asynchronously realized by a corresponding asynchronous automata network.

<i>Conways Game of Life</i> 2D cellular automaton devised by J. H. Conway in 1970

The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970.

Self-replication creation of copies

Self-replication is any behavior of a dynamical system that yields construction of an identical copy of itself. Biological cells, given suitable environments, reproduce by cell division. During cell division, DNA is replicated and can be transmitted to offspring during reproduction. Biological viruses can replicate, but only by commandeering the reproductive machinery of cells through a process of infection. Harmful prion proteins can replicate by converting normal proteins into rogue forms. Computer viruses reproduce using the hardware and software already present on computers. Self-replication in robotics has been an area of research and a subject of interest in science fiction. Any self-replicating mechanism which does not make a perfect copy (mutation) will experience genetic variation and will create variants of itself. These variants will be subject to natural selection, since some will be better at surviving in their current environment than others and will out-breed them.

Von Neumann universal constructor a self-replicating pattern in a cellular automaton, designed by John von Neumann

John von Neumann's universal constructor is a self-replicating machine in a cellular automata (CA) environment. It was designed in the 1940s, without the use of a computer. The fundamental details of the machine were published in von Neumann's book Theory of Self-Reproducing Automata, completed in 1966 by Arthur W. Burks after von Neumann's death.


Update Schemes

Several studies have implemented asynchronous models and found that their behaviour differs from the synchronous ones. Bersini and Detours (1994) have shown how sensitive Conway's Game of Life is to the updating scheme. Any interesting behaviour disappears in the asynchronous case. Harvey and Bossomaier (1997) pointed out that stochastic updating in random boolean networks results in the expression of point attractors only: there is no repeatable cyclic behaviour, although they introduced the concept of loose cyclic attractors. Kanada (1994) has shown that some one-dimensional CA models that generate non-chaotic patterns when updated synchronously generate edge of chaos patterns when randomised. Orponen (1997) has demonstrated that any synchronously updated network of threshold logic units (see Artificial neuron) can be simulated by a network that has no constraints on the order of updates. Sipper et al. (1997) investigated the evolution of non-uniform CAs that perform specific computing tasks. These models relax the normal requirement of all nodes having the same update rule. In their models, nodes were organised into blocks. Nodes within a block were updated synchronously, but blocks were updated asynchronously. They experimented with three schemes: (1) at each time step, a block is chosen at random with replacement; (2) at each time step, a block is chosen at random without replacement; (3) at each time step, a block is chosen according to a fixed update order.

Attractor

In the mathematical field of dynamical systems, an attractor is a set of numerical values toward which a system tends to evolve, for a wide variety of starting conditions of the system. System values that get close enough to the attractor values remain close even if slightly disturbed.

Chaos theory field of mathematics about dynamical systems highly sensitive to initial conditions

Chaos theory is a branch of mathematics focusing on the behavior of dynamical systems that are highly sensitive to initial conditions. "Chaos" is an interdisciplinary theory stating that within the apparent randomness of chaotic complex systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, self-organization, and reliance on programming at the initial point known as sensitive dependence on initial conditions. The butterfly effect describes how a small change in one state of a deterministic nonlinear system can result in large differences in a later state, e.g. a butterfly flapping its wings in Brazil can cause a hurricane in Texas.

An artificial neuron is a mathematical function conceived as a model of biological neurons, a neural network. Artificial neurons are elementary units in an artificial neural network. The artificial neuron receives one or more inputs and sums them to produce an output. Usually each input is separately weighted, and the sum is passed through a non-linear function known as an activation function or transfer function. The transfer functions usually have a sigmoid shape, but they may also take the form of other non-linear functions, piecewise linear functions, or step functions. They are also often monotonically increasing, continuous, differentiable and bounded. The thresholding function has inspired building logic gates referred to as threshold logic; applicable to building logic circuits resembling brain processing. For example, new devices such as memristors have been extensively used to develop such logic in recent times.

There are different types of asynchronous updating, and different authors have described these in different ways. The schemes shown in the images below are as follows (Cornforth et al. 2005):

The time-state diagrams below show the differences that are caused by changing the update scheme of the cellular automata model without changing any other parameters. The rule used, rule 30, is the same for each diagram.

Rule 30 a one-dimensional cellular automaton rule with chaotic behavior

Rule 30 is a one-dimensional binary cellular automaton rule introduced by Stephen Wolfram in 1983. Using Wolfram's classification scheme, Rule 30 is a Class III rule, displaying aperiodic, chaotic behaviour.

Rule30 sync.png
Rule30 RAI.png
Original rule 30Rule 30 updated randomly
Rule30 RAO.png
Rule30 cyclic.png
Rule 30 updated in random orderRule 30 updated in cyclic order
Rule30 clock.png
Rule30 self.png
Self-clocked rule 30Self-synchronous rule 30

Implications

Often, models like cellular automata are used to help understanding of processes that work in real life. By building simplified models, new insights can be learned. There is always a question of how simple these models should be in order to adequately describe what is being modelled. The use of asynchronous models can allow an extra level of realism in the model. All of the schemes described above have their part in real life. The random independent scheme could be appropriate for modelling social networks or communication in computer networks. The clocked scheme could be appropriate for modelling insect colonies, while the self-synchronous scheme could be applied to neural tissue.

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