Collision-based computing implemented by soldier crab swarms

Yuta Nishiyama*, Yukio Pegio Gunji, Andrew Adamatzky

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

7 Citations (Scopus)

Abstract

Collision-based computing schemes are implemented using propagating and interacting localisations. When two or more travelling localisations collide, they may reflect or merge into a new localisation. Presence/absence of a localisation in a specified site of a physical space represents True/False values of Boolean variables. Incoming trajectories symbolise inputs and outgoing trajectories are outputs. Logical gates are implemented by collisions between the localisations. We demonstrate how primitives of the collision-based computing can be implemented using swarms of soldier crabs in laboratory experiments. Soldier crabs, Mictyris guinotae, exhibit coherent collective behaviour on an intertidal flat at a daytime low-tide period. The soldier crabs' swarm often moves as a single entity with definite yet dynamically changing boundary. We utilise swarms of soldier crabs to implement a Boolean logic gate. The gate has two inputs and three outputs. Values of the inputs and outputs are represented by crab swarm size or a proportion of crabs in the input and output channels. We demonstrate that the gate performs logical conjunction and negation.

Original languageEnglish
Pages (from-to)67-74
Number of pages8
JournalInternational Journal of Parallel, Emergent and Distributed Systems
Volume28
Issue number1
DOIs
Publication statusPublished - 2013 Feb 1
Externally publishedYes

Keywords

  • Mictyris guinotae
  • animal swarm
  • collective behaviour
  • collision-based computing
  • logical gate
  • soldier crab

ASJC Scopus subject areas

  • Software
  • Computer Networks and Communications

Fingerprint

Dive into the research topics of 'Collision-based computing implemented by soldier crab swarms'. Together they form a unique fingerprint.

Cite this