Freezing Simulates Non-Freezing Tile Automata

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1 Freezing Simulates Non-Freezing Tile Automata ameron halk 1, Austin Luhsinger 2, Eri Martinez 2, Robert Shweller 2, Andrew Winslow 2, and Tim Wylie 2 1 Department of Eletrial and omputer Engineering, University of Texas - Austin thalk@utexas.edu 2 Department of omputer Siene, University of Texas - Rio Grande Valley {austin.luhsinger01,robert.shweller,andrew.winslow,timothy.wylie}@utrgv.edu Abstrat. Self-assembly is the proess by whih a system of partiles randomly agitate and ombine, through loal interations, to form larger omplex strutures. In this work, we fuse a partiular well-studied generalization of tile assembly (the 2-Handed or Hierarhial Tile Assembly Model) with onepts from ellular automata suh as states and state transitions haraterized by neighboring states. This allows for a simplifiation of the onepts from ative self-assembly, and gives us mahinery to relate the disparate existing models. We show that this model, oined Tile Automata, is invariant with respet to freezing and non-freezing transition rules via a simulation theorem showing that any non-freezing tile automata system an be simulated by a freezing one. Freezing tile automata systems restrit state transitions suh that eah tile may visit a state only one, i.e., a tile may undergo only a finite number of transitions. We onjeture that this result an be used to show that the Signal-passing Tile Assembly Model is also invariant to this onstraint via a series of simulation results between that model and the Tile Automata model. Further, we onjeture that this model an be used to onsolidate the several oft-studied models of self-assembly wherein assemblies may break apart, suh as the Signal-passing Tile Assembly Model, the negative-glue 2-Handed Tile Assembly Model, and the Size-Dependent Tile Assembly Model. Lastly, the Tile Automata model may prove useful in ombining results in ellular automata with self-assembly. 1 Introdution A diverse olletion of different algorithmi self-assembly models have emerged in reent years to explore the theoretial power of self-assembling systems under a wide variety of experimentally motivated onstraints. While many important results ontinue to develop within these models, relatively little is known about how models whih allow ative self assembly and/or disassembly relate to eah other. In this paper we propose to develop a tool set for proving onnetions between a large set of diverse self-assembly models. Our approah is based on the proposal of a new mathematial abstration we term Tile Automata (TA) whih ombines elements of passive tile self-assembly (suh as the 2HAM [2]) This author s researh is supported in part by National Siene Foundation Grant F

2 with loal state hange rules similar to asynhronous ellular automata (see [9] for a survey on ellular automata). Our goal is to study fundamental properties of ative self-assembly and onnet the disparate models with this new abstrat model and a powerful tool set. Ative Self-Assembly. Self-assembly is the proess by whih a system of partiles randomly agitate and ombine through loal interations to form larger and more omplex strutures. Many forms of self-assembly are passive in nature, meaning the omponent system monomers are stati with no internal hanging of state, and simply interat based on a fixed surfae hemistry. Newer models of self-assembly add an ative omponent where system partiles store an internal state that may adjust based on loal interations. These state hanges affet how a partile interats with others. Ative self-assembly models may inlude substantial power (suh as movement [4,12]) with an eye toward future tehnologies and swarm robotis. Other models fous on experimental tehniques within emerging tehnologies suh as DNA strand displaement asades whih permit a form of signal passing within tile systems [8, 10, 11]. Tile Automata. Tile Automata omponents are stateful square tiles living in a 2D grid. Pairs of states may be assigned an affinity value, allowing assembled olletions of tiles to ombine if a required threshold of affinity between the two assemblies is reahed. In this way, Tile Automata inorporates 2-handed selfassembly. Similar to asynhronous ellular automata, a olletion of transition rules ditate state hanges based on loal neighbor states. Thus, tiles within an assembly may undergo state hanges, altering the internal affinities by whih the assembly is bound. If new affinities are added, new ombination events may our. If affinities are removed, previously stable assemblies may beome unstable and break apart. The Tile Automata model is similar and partially inspired by the nubots model [12]. However, an important limitation with Tile Automata is the absene of a movement rule, whih is a key feature prominent in nubot literature. Instead, Tile Automata is losely linked to models suh as the signal tile model [10], and the ative self-assembly model [8], in whih tile self-assembly is augmented with a signal passing sheme permitting glues on tile edges to flip on and off dynamially. The Tile Automata model attempts to abstrat away some of the speifis of these models to allow for a leaner mathematial approah to understanding fundamental apabilities within this type of ative self-assembly. Our ontribution. Our primary result in this work is proving that freezing 3 Tile Automata systems, in whih a tile must never revisit the same state twie, an simulate non-freezing systems, whih have no suh restrition. This shows that within self-assembly, freezing and non-freezing systems are equiv- 3 We borrow the notion of freezing from the ellular automata literature [1,6,7]. There are two informal perspetives towards freezing that are equivalent in A but not equivalent in TA. One is that a ell (tile) must never revisit the same state twie. The other is that a position in Z 2 must never revisit the same state twie. Intuitively, in TA, a position may see several tiles due to tiles attahing and detahing. Thus, the perspetives are different. We hoose the first perspetive, mathing the notion that tiles themselves are stateful, and positions in spae are not stateful.

3 alent up to onstant sale simulation. This is in ontrast to freezing within ellular automata [6, 7], in whih freezing systems are substantially weaker than non-freezing. The intuition for this ontrast is that ellular automata ells are stuk in plae, and thus frozen ells beome useless, whereas frozen tiles may detah and be replaed by new ones. A freezing lemma suh as this for TA has the potential to resolve open problems in established models. onsider the Signal Tile Assembly Model (STAM), where signals are fire-one, i.e., not reusable. A generalized variant allowing perpetual reuse of signals would plausibly yield substantial power and ease system design. This freezing result in TA will give us the first tool needed in proving the onjeture that single-fire STAM is just as powerful as the perpetual-fire STAM. 2 Model and Definitions A Tile Automata system is a marriage between ellular automata and 2-handed self-assembly. Systems onsist of a set of monomer tile states, along with loal affinities between states denoting the strength of attration between adjaent monomer tiles in those states. A set of loal state-hange rules are inluded for pairs of adjaent states. Assemblies (olletions of edge-onneted tiles) in the model are reated from an initial set of starting assemblies by ombining previously built assemblies given suffiient binding strength from the affinity funtion. Further, existing assemblies may hange states of internal monomer tiles aording to any appliable state hange rules. An example system is shown in Figure States, tiles, and assemblies Tiles and States. onsider an alphabet of state types 4 Σ. A tile t is an axisaligned unit square entered at a point L(t) Z 2. Further, tiles are assigned a state type from Σ, where S(t) denotes the state type for a given tile t. We say two tiles t 1 and t 2 are of the same tile type if S(t 1 ) = S(t 2 ). Affinity Funtion. An affinity funtion takes as input an element in Σ 2 D, where D = {, }, and outputs an element in N. This output is referred to as the affinity strength between two states, given diretion d D. Diretions and indiate above-below and side-by-side orientations of states, respetively. Transition Rules. Transition rules allow states to hange based on their neighbors. Formally, a transition rule is a 5-tuple (S 1a, S 2a, S 1b, S 2b, d) with eah S 1a, S 2a, S 1b, S 2b Σ and d D = {, }. Essentially, a transition rule says that if states S 1a and S 2a are adjaent to eah other, with a given orientation d, they an transition to states S 1b and S 2b respetively. Assemblies. A positioned shape is any subset of Z 2. A positioned assembly is a set of tiles at unique oordinates in Z 2, and the positioned shape of a positioned assembly A is the set of oordinates of those tiles, denoted as SHAPE A. For a positioned assembly A, let A(x, y) denote the state type of the tile with loation (x, y) Z 2 in A. 4 We note that Σ does not inlude an empty state. In tile self-assembly, unlike ellular automata, positions in Z 2 may have no tile (and thus no state).

4 For a given positioned assembly A and affinity funtion Π, define the bond graph G A to be the weighted grid graph in whih: eah tile of A is a vertex, no edge exists between non-adjaent tiles, the weight of an edge between adjaent tiles T 1 and T 2 with loations (x 1, y 1 ) and (x 2, y 2 ), respetively, is Π(S(T 1 ), S(T 2 ), ) if y 1 > y 2, Π(S(T 2 ), S(T 1 ), ) if y 1 < y 2, Π(S(T 1 ), S(T 2 ), ) if x 1 < x 2, Π(S(T 2 ), S(T 1 ), ) if x 1 > x 2. A positioned assembly A is said to be τ-stable for positive integer τ provided the bond graph G A has min-ut at least τ. For a positioned assembly A and integer vetor v = (v 1, v 2 ), let A v denote the positioned assembly obtained by translating eah tile in A by vetor v. An assembly is a set of all translations A v of a positioned assembly A. A shape is the set of all integer translations for some subset of Z 2, and the shape of an assembly A is defined to be the set of the positioned shapes of all positioned assemblies in A. The size of either an assembly or shape X, denoted as X, refers to the number of elements of any positioned assembly of X. Breakable Assemblies. An assembly is τ-breakable if it an be split into two assemblies along a ut whose total affinity strength sums to less than τ. Formally, an assembly is breakable into assemblies A and B if the bond graph G for some positioned assembly has a ut (A, B) for positioned assemblies A A and B B of affinity strength less than τ. We all assemblies A and B piees of the breakable assembly. ombinable Assemblies. Two assemblies are τ-ombinable provided they may attah along a border whose strength sums to at least τ. Formally, two assemblies A and B are τ-ombinable into an assembly provided G for any has a ut (A, B) of strength at least τ for some positioned assemblies A A and B B. We all a ombination of A and B. Transitionable Assemblies. onsider some set of transition rules. An assembly A is transitionable, with respet to, into assembly B if and only if there exist A A and B B suh that for some pair of adjaent tiles t i, t j A: a pair of adjaent tiles t h, t k B with L(t i ) = L(t h ) and L(t j ) = L(t k ) a transition rule δ s.t. δ = (S(t i ), S(t j ), S(t h ), S(t k ), ) or δ = (S(t i ), S(t j ), S(t h ), S(t k ), ) A {t i, t j } = B {t h, t k } 2.2 Tile Automata model (TA) A tile automata system is a 5-tuple (Σ, Π, Λ,, τ) where Σ is an alphabet of state types, Π is an affinity funtion, Λ is a set of initial assemblies with eah tile assigned a state from Σ, is a set of transition rules for states in Σ, and τ N is the stability threshold. When the affinity funtion and state types are implied, let (Λ,, τ) denote a tile automata system. An example tile automata system an be seen in Figure 1.

5 States A B D E Transition Rules B D B E Initial Assemblies A B D Affinity Funtions A =1 B D =1 B E =2 A B =2 D =2 Stability Threshold=2 Produibles A B D A B D A B D A B E A B E Terminals A B E (a) Tile Automata System Γ. (b) The produibles and terminals of Γ. Fig. 1: An example of a tile automata system Γ. Reursively applying the transition rules and affinity funtions to the initial assemblies of a system yields a set of produible assemblies. Any produibles that annot ombine with, break into, or transition to another assembly are onsidered to be terminal. Definition 1 (Tile Automata Produibility). For a given tile automata system Γ = (Σ, Λ, Π,, τ), the set of produible assemblies of Γ, denoted PROD Γ, is defined reursively: (Base) Λ PROD Γ (Reursion) Any of the following: (ombinations) For any A, B PROD Γ suh that A and B are τ-ombinable into, then PROD Γ. (Breaks) For any PROD Γ suh that is τ-breakable into A and B, then A, B PROD Γ. (Transitions) For any A PROD Γ suh that A is transitionable into B (with respet to ), then B PROD Γ. For a system Γ = (Σ, Λ, Π,, τ), we say A Γ 1 B for assemblies A and B if A is τ-ombinable with some produible assembly to form B, if A is transitionable into B (with respet to ), if A is τ-breakable into assembly B and some other assembly, or if A = B. Intuitively this means that A may grow into assembly B through one or fewer ombinations, transitions, and breaks. We define the relation Γ to be the transitive losure of Γ 1, ie., A Γ B means that A may grow into B through a sequene of ombinations, transitions, and/or breaks. Definition 2 (Terminal Assemblies). A produible assembly A of a tile automata system Γ = (Σ, Λ, Π,, τ) is terminal provided A is not τ-ombinable with any produible assembly of Γ, A is not τ-breakable, and A is not transitionable to any produible assembly of Γ. Let TERM Γ PROD Γ denote the set of produible assemblies of Γ whih are terminal. Definition 3 (Unique Assembly). A tile automata system Γ uniquely produes an assembly A if A TERM Γ and for all B PROD Γ, B Γ A. Definition 4 (Unique Shape Assembly). A tile automata system Γ uniquely assembles a shape S provided that for all A PROD Γ, there exists some B TERM Γ of shape S suh that A Γ B. Definition 5 (Freezing). onsider a tile automata system Γ = (Σ, Λ, Π,, τ) and a direted graph G onstruted as follows: eah state type σ Σ is a vertex

6 x R X A B R ' A B A B R ' A B (a) An example entry in R: an m-blok representation funtion with m = 9. (b) An example entry in R : a positioned assembly replaement funtion. () An example entry in R : the same replaement funtion with -Fuzz. Fig. 2: Examples of m-blok representation and mapping. (a) Essentially, the partial funtion R, alled an m-blok representation funtion, takes a maroblok and maps it to a state in the state spae of some other system. (b) The funtion R takes a positioned assembly, ontaining m-bloks, and maps it to a positioned assembly over the state spae of the other system using the m-blok representation funtion to perform the mapping. () The lighter tiles represent -fuzz whih does not hange the mapping of the maro-blok. for any two state types α, β Σ, an edge from α to β exists if and only if there exists a transition rule in s.t. α transitions to β Γ is said to be freezing if G is ayli and non-freezing otherwise. Intuitively, a tile automata system is freezing if any one tile in the system an never return to a state whih it held previously. This implies that any given tile in the system an only undergo a finite number of state transitions. 2.3 Simulation Definitions In this subsetion we formally define what it means for one tile automata system to simulate another. We use a standard blok-representation sheme, similar to what is done in [5], in whih the simulating system maps m m bloks of states (for a sale fator m simulation) to single states within the simulated system s state spae. With this blok mapping we an generate an assembly mapping as shown in Figure 2. A system is said to simulate another system at sale fator m if suh a blok mapping exists suh that it follows the rules laid out in this setion. The purpose of these rules is to provide a reasonable definition for simulating the dynamis of a partiular system. More exhaustive definitions for simulation have been onsidered before (see [3]); however, our intent is to provide relatively straightforward rules that allow for some flexibility while still apturing the essene of what it means for one system to simulate another. onsider two tile automata systems Γ and Γ. Let Σ Γ and Σ Γ denote the set of state types used in Γ and Γ, respetively. Maro-bloks and assemblies. An m-blok assembly, or maro-blok, is a partial funtion λ : Z m Z m Σ Γ, where Z m = {0, 1,..., m 1}. Let B Σ Γ m be the set of all m-blok assemblies over Σ Γ. The m-blok with no domain of definition is said to be empty. For an arbitrary positioned assembly A over state spae Σ Γ, define A m x,y to be the m-blok defined by A m x,y(i, j) = A(mx + i, my + j) for 0 i, j < m.

7 Maro-blok representation and mapping. As demonstrated in Figure 2, our simulation definition uses a maro-blok representation and mapping sheme. For a partial funtion R : B Σ Γ m Σ Γ, known as an m-blok representation funtion, define the partial funtion R that takes as input a positioned assembly A over state spae Σ Γ and outputs a positioned assembly over state spae Σ Γ. With T denoting a funtion whose input is an element in Σ Z 2 and T (σ, x, y) outputting a tile with state σ and loation (x, y), define R (A) = {T (R(A m x,y), x, y) for all non-empty bloks A m x,y s.t. A m x,y dom(r)}. -Fuzz. The onept of -fuzz is essentially the idea that a maro-blok an have a bounded number of extra tiles attahed to it without altering its mapping. This allows a simulating system to make minor intermediate attahments while enating the simulation. Another way to think of -fuzz is as a reasonable allowane for limited-size non-empty maro-bloks (that map to an empty tile in the simulated system) to be used in the simulation proess. Formally, a mapping R (A) = A is said to have -fuzz, for some onstant, if and only if for all non-empty bloks A m x,y, it is the ase that (x + u, y + v) dom(a ) for some u, v [, ]. R is said to have -fuzz if and only if every suh mapping R (A) = A has -fuzz for all A dom(r ). R has -fuzz if R has -fuzz. Assembly Replaement. For a -fuzz R, define the assembly replaement funtion R : PROD Γ PROD Γ suh that R (A) = A if and only if there exists a positioned assembly A A s.t. R (A) A. When disussing the appliation of R to a set of assemblies Υ, we use the notation R (Υ ), where R (Υ ) = {R (A) A Υ }. Validity. A -fuzz assembly replaement R (A) is alled valid if and only if: (1) R (A) = A, A A, or (2) R (A) = and the minimum-diameter bounding square of A is 2m, A A. The assembly replaement funtion R is said to be Γ -valid if R (A) is valid for all A Γ. The m-blok representation funtion R is said to be Γ -valid if and only if R is Γ -valid. Simulation. Given a tile automata system Γ, a tile automata system Γ, a onstant, and a Γ -valid -fuzz m-blok representation funtion R : B Σ Γ m Σ Γ we say Γ simulates tile automata system Γ under the -fuzz rule if and only if: R (PROD Γ ) Λ Γ. For any two assemblies A, B PROD Γ s.t. R (A) = and R (B) =, A and B an ombine to form only if the following is true: R () = or, R () Λ Γ For any two assemblies A, B PROD Γ, the following is true: if A Γ B then it must be that A,B PROD Γ s.t. R (A) = A, R (B) = B, and A Γ B. if A Γ B then it must be that A,B PROD Γ where R (A) = A, and R (B) = B, A Γ B. A TERM Γ : if R (A) = A PROD Γ, then it must also be that A TERM Γ. Observation. It is important to note that with R (PROD Γ ) Λ Γ, it follows diretly from the appliation of our dynamis simulation definitions that R (PROD Γ ) = PROD Γ.

8 A A B * S S S S B S S S S B * B (1) (2) (3) Fig. 3: A simplified overview of simulating the transition AB B. indiates a sequene of ombination, breaking, and/or transition events ourring. The middle tile in the bloks are the lok tiles, and the rest are wires. Before (1) ours, the bloks are attahed at the adjaent wire tiles with affinity Π(A, B, ) from the original system. During (1), a signal proeeds down the wire from B to A. One the signal reahes A, A detahes. (2) is the attahment event where is plaed within the formerly-a blok. (3) indiates a signal returning down the wire after the blok has finished its transition. During (3), when the signal passes bak through the boundary between the bloks, tiles are left where the wires meet with affinities mathing Π(A, B, ), allowing ombination/breaking events to follow mathing the original system. 3 Simulating Non-freezing with Freezing Tile Automata Here, we present the main result of the paper: for any non-freezing TA system, there is a freezing TA system that simulates it. Subsetion 3.1 gives an overview of the onstrution. Subsetion 3.2 presents some primitives for the onstrution. Subsetion 4 gives a formal statement of the theorem and its proof. 3.1 Simulation Overview At a high-level, the approah is to simulate state transitions between tiles with a proess whereby a tile detahes from the assembly and is replaed by a new tile. In this way, any yli state transitions are simulated by instead detahing the tile whose state is to be transitioned and attahing a tile with the new state in its plae. One immediate issue with a naïve, sale-1 version of this approah is onnetivity e.g., in a 1 3 assembly, replaing the middle tile while keeping the assembly onneted is non-trivial. This issue motivates using a blok sheme wherein eah tile in the original system is simulated by a larger square blok of tiles. The larger sale fator allows bloks to stay onneted while some interior tiles detah and are replaed. In the enter of the bloks is a lok tile, whih determines whih tile in the original system the blok maps to in the m-blok representation funtion. Extending from the lok tile to the four edges of the blok are wires, a onneted path of tiles whih (1) send information via token-passing to adjaent bloks about initiating state transitions and (2) attah to wires on other bloks with affinities orresponding to the original system. A high-level overview omitting some partiular details follows. Attahment and detahment events are simulated by the wires exposing affinities mathing that of the original system. To simulate state transitions, several steps our. A simplified summary is in Figure 3. It begins with a sequene of state transitions, alled signals, beginning from a lok tile proeeding down a wire to an adjaent blok s lok tile. Upon reeiving signals from all neighbors, the lok

9 lok Fillers x Wires (a) Primary omponents of a blok. x N,E, S,W Seek (b) lok tile. X N,E, S,W Fig. 4: Bloks and lok tiles. (a) The primary omponents of a blok are the filler tiles (used for onnetivity), the wire tiles (used for the passing of signals), and the lok tile (used to ontrol signal flow). (b) The lok tile ontains information about whih of its tokens (N,E,S,W) it has, whih of its neighbors tokens (N,E,S,W) it has, whih mode it is in (seeking, sending, off), and how many of the onstant number of transitions have ourred. 74 tile detahes from the blok, and a new lok tile representing the new state of the blok takes its plae. The wires are designed to be replaeable; in some ases, while sending a sequene of state transitions down the wire, the wire tiles detah (one-by-one) and are replaed with new tiles. This alleviates the issue of the wires themselves dissatisfying the freezing onstraint. When a signal passes the boundary of one blok and enters another, these tiles have full τ-strength affinity. This ensures the tiles may not detah while the transition ours. After the lok tile is replaed and the signal passes bak through this boundary, it leaves a tile with affinity mathing the post-transition tile in the original system. 3.2 Simulation Primitives Bloks. One blok is onstruted for eah of the initial tile types in the original system. Eah blok onsists of 3 portions; filler tiles, wire tiles, and a lok tile. The filler tiles are simply needed for the blok to maintain onnetivity when replaing the lok or portions of the wire. The filler tiles undergo no state transitions, save for one during the initial assembling of the blok. The wires are responsible for propagating a blok s inoming and outgoing signals to initiate transition rules between bloks loks. The wires in a blok are used to maintain the affinities between bloks (all affinity between two bloks is between wire tiles) The lok tiles are the middle tile of eah blok, and send/reeive signals to/from the wire tiles whih an initiate a state transition of that lok or another lok. The lok tile is the main determinant used in the m-blok replaement funtion (disussed in the simulation definition). A lok tile is designed to represent exatly one state x of the system to be simulated. We label the lok tiles states aording to the state they represent. We say a blok represents exatly one state x if its lok tile represents x. Wires. Sine eah tile of the original system is replaed by a blok, wires send transition rules from the middle of the blok to the edges. Wires send a asade of transition rules along a path of onneted tiles. As an example (Fig. 5), given a path of horizontally onneted w tiles and the transition rule w r w w r w r, if the leftmost tile is transitioned to w r (e.g. by a tile x to its left and the rule xw xw r ), the transition asades down the path of w tiles (and, e.g., transitioning a tile y to z at the end of the wire by the rule w r y w r z.

10 X W W W Y X W W Y X W Y X Y X Z (a) (b) () Fig. 5: A wire demonstrating its signal-passing ability. Given the rules XW X, W, and Y Z we an see the signal propogation from (a) to (e). (d) (e) X W W W Y X W W Y X W Y X W F W Y X W Y X W W Y (a) (b) () Fig. 6: A wire replaing tiles while passing a signal. Given the rules W and W F we replae tiles one they transition. One a signal has started propagating in (a) with the rule XW X yielding (b), any further transitions with allow (d) to our. The tile with W F has no affinity to its neighbors so it detahes (e) and a new tile with state W attahes (f). Then, the presene of the x tile has been deteted by the non-adjaent y tile using a series of transitions along the wire. In order to reuse the wires, the tiles must be replaed after at most a onstant number of uses due to freezing transition rules; otherwise, the wire ould be reset with transition rules alone. Figure 6 depits this signal passing with the required tile replaements. Towards a wire with replaeable tiles, onsider the following transition rules: w r w w r w r and w r w r w f w r. The first rule passes the transition along the wire. The seond rule sets the previous tile to a fall off state whih is not bound to the assembly whih ontains the wire. The w f tile may detah from the assembly, and a new w tile may attah in its plae. State-state Wires. We augment the wire sheme with state-state information stored via the wire tiles states. State-state refers to the two states represented by the lok tiles whih the wire lies between. When a blok representing x is first onstruted, and when its wire is only touhing one lok sine the blok has no neighbor in that diretion, the wires state-state is referred to as x-. Without loss of generalization, x- is the information on the wire protruding east, and -x is the information on the wire protruding west. If the wire is between two loks, perhaps representing x and y, the state-state is then referred to as x-y (if the x blok is to the west of the y blok). When a blok representing x has a new adjaent neighboring blok representing y via an attahment to another assembly or via a blok-state transition (Setion 3.2), the state-state wire between the two bloks must be updated. For example, the result may be an x-z wire meeting a w-y wire. Via state transition, the wire information should then be updated to x-y. On a horizontal state-state wire (without loss of generalization), this updating is done by the following rules: if two state-state wires disagree, e.g. an x-z wire tile on the left meets a w-y wire tile on the right, the x-z wire hanges the w-y wire tile to x-y. Similarly, the w-y wire tile an hange (d) (e) (f)

11 the x-z tile to x-y. This works sine the tile on the left-hand wire tile has the orret information about the left-hand blok, and the right-hand wire tile has the right information about the right-hand blok. Seeking, Sending, and Off States. loks transition between seeking, sending, and off states depending on their adjaent state-state wire information. Transition of a lok tile representing x to the seeking state may our if and only if an adjaent x-y wire is present suh that a transition rule exists (w.r.t. the ardinal diretion that the wire is oming from) between x and y that hanges x to another state. Transition of a lok tile representing x to the sending state may our if and only if a neighbor blok may transition to the seeking state. Expliitly, this transition an our if and only if an adjaent x-y wire is present suh that a transition rule exists (w.r.t. the ardinal diretion that the wire is oming from) between x and y that hanges y to another state. Transition of a lok tile to the off state may our if and only if a lok holds all of its own tokens (tokens will be desribed in the next paragraph) and no others. The off state of the lok halts all token passing by the blok. The purpose of these states is to simulate terminal assemblies. Assemblies with no possible state transitions are simulated by bloks whih are all in the off state, halting transitions through the wires. If neighboring bloks have no appliable transition rules, then the seeking/sending state annot be reahed. Token Passing. Tokens are passed between neighboring bloks using the wire signal passing sheme shown earlier. lok tiles are responsible for sending and reeiving tokens. A lok tile an have up to eight tokens: four of its own tokens (one for eah ardinal diretion) and up to four of its neighbor s tokens (one for eah ardinal diretion). If a lok is in the seeking or sending state, it may send its token through the wire to the lok on the other end. Token ownership is represented by the state of the lok tile. The following rules hold for token passing: With respet to one ardinal diretion, tiles an have: their own token, their own token and their neighbor token, or no tokens, i.e., a lok annot have its neighbor token but not its own. This is enfored via lok transition rules wherein loks annot send their token if they hold their neighbor s token. Tokens annot pass through eah other on the wire; if two tokens meet on the wire, one is (nondeterministially) fored bak to its lok. Tiles in the off state annot reeive tokens. Blok-state Transitions. When a lok reeives all eight possible tokens (its four own tokens and its four neighbor tokens), the lok may undergo a blokstate transition: a series of transitions within the lok s blok whih hanges the state in the simulated system whih the blok represents. The lok, upon reeiving its eighth token, may go through the following sequene whih simulates a state transition: First, the lok undergoes a transition due to one of its neighboring state-state wires (whih inform the lok of what states his neighbor bloks represent). This way, the lok nondeterministially samples from the state transitions it may simulate based on the represented state of its neighbor bloks. One seleting a state to transition to, the lok stores (in an adjaent

12 x y T T * * T T T T * T * T * * Fig. 7: Token passing between two bloks representing x and y. Squares on the edge of bloks signify τ-strength affinity. Rhombuses signify affinities equal to the affinity between x and y in the simulated system. As before, indiates a sequene of attahment, detahment, and/or ombination events have ourred. In the top sequene of transitions, the x blok passes its token to y. As the token passes the border between the two bloks, the states in the wire bind with τ strength with the other blok to ensure the bloks annot detah until the token is returned. In the bottom sequene of transitions, the y blok sends x s token bak. In this ase, the τ strength affinities with eah blok are removed, and only an affinity mathing that of the state to be simulated remains. As the token returns, eah wire tile is replaed with new tiles. wire tile) information about that state. Then, the lok tile transitions to a state in whih it has no affinities and detahes from the blok. A new tile attahes in its plae whose state is designed to read from the adjaent wire whih stored the information about whih state it will beome from the previous lok tile. One the new lok tile s state is updated with the previous lok s information, the wire tile whih stored the information then undergoes a state transition and detahes to be replaed with a new wire tile. Then, the lok tile updates its adjaent state-state wires to a new state-state wire effetively overwriting the old state from the wire and replaing with the new state (e.g., an x-y wire beomes a z-y wire as the blok simulates a transition from x to z). lok Replaement. As the loks send and reeive tokens, they undergo state transitions. Therefore, the lok tiles must be replaed after a finite number of token passes. Eah lok has a ounter whih inrements eah time it undergoes a state transition. One the lok reahes an arbitrarily designated value, the lok will undergo a replaement. The lok first stores (in an adjaent wire tile) information about its possessed tokens and the state in the simulated system whih it represents. Then, the lok tile transitions to a state in whih it detahes from the blok. A new tile attahes in its plae whose state is designed to read from the adjaent wire whih stored the information from the previous lok tile. One the new lok tile s state is updated with the previous lok s information, the wire tile whih stored the information then undergoes a state transition and detahes to be replaed with a new wire tile. Dummy Bloks. To initiate a blok-state transition (Setion 3.2), a blok requires four neighbors. Of ourse, in the simulated system, not all transitionable tiles will have neighboring tiles. To alleviate this, inlude a set of bloks alled dummy bloks. Dummy bloks at as temporary neighbors to bloks whih lak

13 p a a a a (a) (b) () Fig. 8: Blok onstrution proess. (a) The blok onstrution proess begins with a pre-assembled frame. Four onstrution initiator tiles attah to the orners of the frame, initiating the assembling of the pre-filler tiles. (b) One eah of the pre-filler portions of the blok are omplete, blank wire tiles an begin attahing. () Upon ompletion of all four wire portions, a seed-lok tile an attah and (d) begin hanging the blank wires into wires of the same type as the lok. (e) When a wire segment has been hanged to a typed-wire, it begins transitioning the prefiller tiles into filler tiles. (f) When all four filler setions have transitioned, the blok no longer has any affinity with the frame, and detahes. them. Dummy bloks may pass tokens to neighboring bloks, but annot reeive them. Inlude one set of dummy tiles for eah ardinal diretion. Dummy bloks have two states: attah and detah. Dummy bloks in the attah state may attah to any blok in the system with τ strength from one diretion, e.g., the north dummy blok binds its south edge to the north edge of any blok in the system. Inlude a state transition between any blok and the dummy blok whih transitions the dummy blok from its attah state to its detah state. The detah state has no affinity with any bloks in the system exept in the ase that a neighbor has reeived the dummy blok s token, in whih ase a full τ strength bond is held. Then, dummy bloks may attah to unoupied positions in the assembly, and subsequently transition and detah; however, they may first pass a token, in whih ase they are attahed to the assembly until the token is removed from the neighbor. In this way, any blok in the assembly with a missing neighbor has a hane at attahing a dummy blok neighbor and grabbing its token. Dummy bloks annot attah to bloks whih are off. 3.3 Additional Simulation Primitives Here we further detail a few of the primitives used in our onstrution with details that are not as important, but are useful nonetheless. Wire Replaement. As disussed prior, wires may replae tiles as signals are passing through. Wires replae their tiles under the following irumstanes: 1) if the blok s neighbor s token is being sent bak to its neighbor, and 2) if the blok s own token is returning. Otherwise, signals may pass through the wires freely. These two onditions enfore that the wire is replaed after a finite number of signals are passed through. Exposed Affinities on Bloks. The following rules are imposed on the affinities of the wire tiles of a blok whih are exposed to other bloks: If the blok s token has not passed through the wire (the blok still has its token), and the neighbor s token has not passed through the wire (the blok does not have its neighbor s token), the affinity exposed mathes the affinity exposed by the state in the to-be-simulated system that the blok represents. (d) (e) (f)

14 Otherwise, as a token passes through the wire ausing the above ondition to fail, the wire attahes with full τ strength to the neighboring blok. These rules ensure that all detahment and attahment events of the tobe-simulated system may our by the bloks, sine the affinities exposed by bloks math those of the simulated states when the tokens meet the above requirements. Additionally, these rules ensure that when a blok is undergoing a state transition, the blok is attahed with τ strength to his neighbors to ensure a detahment does not our prior to the state hange. The proess whereby the affinity hanges on the wire during token-passing is shown in Figure 7. Blok onstrution. The bloks must be onstruted by a series of ombination events beginning with single tiles. To imitate the tiles of the original system, the bloks must use one tile on eah edge to expose the affinities of the original tile. Moreover, these edge affinities must be exposed all at one in order to simulate the behavior of the original tiles (i.e., inomplete bloks may expose only the northbound affinity of the original tile, whereas the original tiles expose all of their affinities from the get-go). To ahieve this, the bloks are onstruted inside a frame, inhibiting their affinities from being exposed. Then, a transition rule ours between the blok and the frame indiating that the blok has ompleted onstrution, in whih the frame detahes from the blok. This proess an be seen in Figure 8. 4 Simulation Proof Theorem 1. Given a tile automata system Γ, there exists a freezing tile automata system Γ whih simulates Γ under the 2-fuzz rule via a 9-blok replaement funtion. Proof. For a given tile automata system Γ = (Σ, Λ, Π,, τ ), we generate a tile automata system Γ = (Σ, Λ, Π,, τ). In Σ, inlude seed, lok, and wire tile types representing eah state type in Σ. Further, inlude the O(1) state types required for the blok onstrution and dummy bloks (Se. 3.2). Stability Threshold. Γ requires τ 2 to use the wire tehnique 3.2. If Γ has τ = 1, Γ must have τ = 2. In this ase, affinities of strength 1 in Γ are simulated by affinities of strength 2 in Γ when bloks expose affinities on the wire designed to math the original system. Otherwise, to simulate a system with τ 2, the simulating system uses τ = τ. State omplexity ( Σ ). Σ (the set of state types of Γ ) inludes state-state wires (Setion 3.2) for eah pair of states in Σ. Due to this, Σ = O( Σ 2 ). All other tehniques require at most Σ state types for some onstant. The Maro-blok Representation and Mapping. The mapping of maro-bloks in Γ to states in Γ is straightforward: for a state s Γ, there exists a blok in Γ whose lok represents s. Any blok ontaining the lok representing s is mapped to s in the maro-blok representation funtion R. When the lok is detahed from the blok, either through a blok-state transition (Se. 3.2) or a lok replaement (Se. 3.2), the blok is mapped aording to the neighboring wire tile whih is used to temporarily store the information of the lok tile.

15 2-Fuzz Rule. As the bloks of Γ are being onstruted via the blok onstrution proess, the lok tile does not represent any state in Γ. These bloks, along with the frame they are assembled within, still satisfy simulation under the 2-fuzz rule (diameter of the minimum-diameter bounding square of the bloks with frame is < 2m), and hene map to the empty assembly. Additionally, the attahment of dummy bloks (Setion 3.2) whih do not map to any states in Γ are also permissible under the 2-fuzz rule. Initial Assemblies Our onstrution is designed suh that for every tile in eah of the initial assemblies of Γ, there exists a blok in Γ that was produed via the blok onstrution proess desribed above. Thus, we see that R (PROD Γ ) Λ Γ. Simulating Dynamis: Part 1. onsider the assemblies A, B PROD Γ s.t. A Γ B. Suppose that A an transition into B via an attahment using state s. Any assembly A PROD Γ where R (A) = A ontains a 9 9 blok whih represents s. The A whose 9 9 s -blok lok only has all four of its own tokens (and is not urrently attahed to a dummy blok) is guaranteed to be able to make the same attahments via its 9 9 s -blok as A is via s. Now, suppose that A an transition into B via a state-transition of s into s. Again, any assembly A PROD Γ where R (A) = A ontains a 9 9 blok whih represents s. The A whose 9 9 s -blok lok has olleted all four of its own tokens, and all four of its neighbors tokens is guaranteed to be able to make the same transitions via its 9 9 s -blok as A is via s. Simulating Dynamis: Part 2. onsider the assemblies, D PROD Γ. Suppose that Γ D. There are only a few instanes where R () R (D). First, note that none of the internal state-transitions of the 9 9 bloks that make up, whih are required for token-passing, alter the mapping of. Nor do the attahment of dummy bloks to alter its mapping. So for all of these transitions, R () = R (D). So, the only instanes R () R (D) would be due to a blok-sized detahment event, an attahment event involving and some other assembly, or a blok-state transition within. Sine eah 9 9 blok in inherits its affinity from the states in R (), any blok-sized attahment/detahment events whih involve ould only our if their stateequivalent events were possible in R (). Furthermore, sine blok-state transitions are inherited the same way, the only blok-state transitions that ould our in must also be driven by equivalent events that ould our in R (). Simulating Dynamis: Part 3. onsider an assembly E TERM Γ. We know that every exposed wire on the perimeter of E must not have affinity towards any other 9 9 blok in the system. This an only our if R (E) annot attah to any other assembly in Γ. Also, every lok in E must be stuk in the off state, meaning no transitions are possible. This an only our if R (E) annot transition into any other assembly in Γ via a state transition. It must also be the ase that E is not breakable into any other assemblies. Sine all of the loks in A are off, we know that, internally, eah 9 9 blok is not breakable. Furthermore, we know that eah 9 9 blok in E is bound to its neighbors with a total strength of at least τ. This an only our if R (E) is not breakable. Therefore, by definition, R (E) TERM Γ.

16 5 onlusion & Future Work This work introdues Tile Automata as a hybrid between tile self-assembly and ellular automata. The model resembles other more ompliated, well-studied forms of ative self-assembly, and thus results about simulation between TA and other ative self-assembly models should be pursued. We have shown in this work that freezing TA an simulate non-freezing TA, allowing future proofs about general TA to apply to freezing systems. Some optimizations are open: the simulation herein uses 9 9 maro-bloks and a quadrati state-omplexity inrease to ahieve non-freezing behavior with a freezing system; a smaller maroblok size and smaller state-omplexity inrease are welome. Referenes 1. Florent Beker, Diego Maldonado, Niolas Ollinger, and Guillaume Theyssier. Universality in freezing ellular automata. orr, abs/ , Available from: 2. Sarah annon, Erik D. Demaine, Martin L. Demaine, Sarah Eisenstat, Matthew J. Patitz, Robert Shweller, Sott M. Summers, and Andrew Winslow. Two hands are better than one (up to onstant fators): Self-assembly in the 2ham vs. atam. In STAS, volume 20 of LIPIs, pages , Erik D. Demaine, Matthew J. Patitz, Trent A. Rogers, Robert T. Shweller, Sott M. Summers, and Damien Woods. The two-handed tile assembly model is not intrinsially universal. Algorithmia, 74(2): , Feb Zahra Derakhshandeh, Robert Gmyr, Thim Strothmann, Rida Bazzi, Andréa W. Riha, and hristian Sheideler. Leader Eletion and Shape Formation with Selforganizing Programmable Matter, pages Springer Inter. Publishing, David Doty, Jak H. Lutz, Matthew J. Patitz, Robert Shweller, Sott M. Summers, and Damien Woods. The tile assembly model is intrinsially universal. In Pro. of the 53rd onf. on Foundations of omputer Siene, FOS 12, Eri Goles, Diego Maldonado, Pedro Montealegre, and Niolas Ollinger. On the omputational omplexity of the freezing non-strit majority automata. In Int. Workshop on ellular Automata and Disrete omplex Sys., pages , Eri Goles, Niolas Ollinger, and Guillaume Theyssier. Introduing freezing ellular automata. In ellular Automata and Disrete omplex Systems, volume 24 of AUTOMATA 15, pages 65 73, Natasa Jonaska and Daria Karpenko. Ative tile self-assembly, part 2: Self-similar strutures and strutural reursion. J. of Fou. of om. Si., 25(02): , Jarkko Kari. Theory of ellular automata: A survey. Theoretial omputer Siene, 334(1):3 33, Jennifer E. Padilla, Matthew J. Patitz, Raul Pena, Robert T. Shweller, Nadrian. Seeman, Robert Sheline, Sott M. Summers, and Xingsi Zhong. Asynhronous signal passing for tile self-assembly: Fuel effiient omputation and effiient assembly of shapes. Inter. Journal of Foundations of omputer Siene, 25:459, Jennifer E. Padilla, Ruojie Sha, Martin Kristiansen, Junghuei hen, Natasha Jonoska, and Nadrian. Seeman. A signal-passing dna-strand-exhange mehanism for ative self-assembly of dna nanostrutures. Angewandte hemie International Edition, 54(20): , Damien Woods, Ho-Lin hen, Sott Goodfriend, Nadine Dabby, Erik Winfree, and Peng Yin. Ative self-assembly of algorithmi shapes and patterns in polylogarithmi time. In Innov. in Theor. omp. Si., ITS 13, pages , 2013.

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