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Collision-based Computing


Collision-based computing is an implementation of logical circuits, mathematical machines or other computing and information processing devices in homogeneous uniform unstructured media with traveling mobile localizations. A quanta of information is represented by a compact propagating pattern (glider in cellular automata, soliton in optical system, wave-fragment in excitable chemical system). Logical truth corresponds to presence of the localization, logical false to absence of the localization; logical values can be also represented by a particular state of the localization. When two more or more traveling localizations collide they change their velocity vectors and/or states. Post-collision trajectories and/or states of the localizations represent results of a logical operations implemented by the collision. One of the principle advantages of the a collision-based computing medium —hidden in 1D systems but obvious in 2D and 3D media— is that the medium is architecture-less: nothing is hardwired, there are no stationary wires or gates, a trajectory of a propagating information quanta can be see as a momentary wire. We introduce basics of collision-based computing, and overview the collision-based computing schemes in 1D and 2D cellular automata and continuous excitable media. Also we provide an overview of collision-based schemes where particles/collisions are dimensionless.
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hal-00461197 , version 1 (16-02-2017)



Andrew Adamatzky, Jérôme Durand-Lose. Collision-based Computing. Grzegorz Rozenberg, Thomas Bäck, Joost N. Kok Handbook of Natural Computing, Section VII: Broader Perspective --- Alternative Models of Computation, Springer, pp.1949-1978, 2012, 978-3-540-92909-3. ⟨10.1007/978-3-540-92910-9_58⟩. ⟨hal-00461197⟩
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