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Computing Systems 
Lecture 12 
Future Computing
Natural computing 
• Take inspiration from nature for the development of 
novel problem-solving techniques. Include: 
– Artificial Neural Networks 
– Evolutionary Algorithms 
– Swarm Intelligence 
– Artificial Immune Systems 
– Artificial Life 
– Molecular Computing 
– Quantum Computing 
.
Nature as Information Processing 
• One can view processes occurring in nature as 
information processing. 
• Understanding the universe itself from the point of 
view of information processing. The Zuse-Fredkin 
thesis, dating back to the 1960s, states that the 
entire universe is a huge cellular automaton which 
continuously updates its rules. Recently it has been 
suggested that the whole universe is a quantum 
computer that computes its own behaviour.
Nature-Inspired Models of 
Computation 
• The most established "classical" nature-inspired 
models of computation are 
– cellular automata 
– neural computation 
– evolutionary computation
Nature-Inspired Models of 
Computation 
• More recent computational systems 
abstracted from natural processes include 
– swarm intelligence 
– artificial immune systems 
– amorphous computing
Cellular Automata 
• A cellular automaton is a dynamical system 
consisting of a two-dimensional grid of cells. 
Space and time are discrete and each of the 
cells can be in a finite number of states. The 
cellular automaton updates the states of its 
cells synchronously according to the transition 
rules given a priori. The next state of a cell is 
computed by a transition rule and it depends 
only on its current state and the states of its 
neighbours.
Cellular Automata 
• Cellular automata have been applied to 
modelling a variety of phenomena such as 
communication, growth, reproduction, 
competition, evolution and other physical and 
biological processes.
Game of Life 
• Probably the most widely discussed and 
investigated cellular automata is that known 
as the Game of Life which was developed by 
John Conway. The Game is played on a square 
draughts-like board (and so each cell has 
precisely 8 neighbours) with only three very 
simple rules:
Game of Life 
• A cell that is white becomes black at the next 
time if it has precisely three black neighbours. 
• A cell that is black becomes white at the next 
time if it has four or more black neighbours. 
• A cell that is black at one instant becomes 
white at the next if it has one or no black 
neighbours. 
• All other cells retain their colour.
Game of Life 
• Life is started with a small black object and 
the rest of the board white. Two very simple 
starting shapes are shown in next slide. These 
are of no great interest since the first 
immediately dies while the second reproduces 
itself without change for all time.
Game of Life
Game of Life 
• More complicated (and more interesting) 
objects are possible, however, such as a 
“glider” which moves across the screen 
changing its shape in a regular manner. One 
particular glider is shown on the right of the 
diagram.
Logic Operations by CA 
• Further we can create “glider-guns” which 
emit regular streams of gliders. Finally we can 
position our streams of gliders so that one 
knocks out the other. It is using objects such 
as these that we can prove that CA are 
capable of being thought of as computers.
Logic Operations by CA 
• For example if we wish to represent the 
(binary) number 1100111, we could do so 
using 
glider glider noglider noglider glider glider glider 
where the nogliders have been removed from a 
stream of gliders by a collision with another 
stream.
Logic Operations by CA 
• By positioning glider-guns in the appropriate 
positions, we can perform any logic operation.
Neural Computation 
• Neural computation is the field of research 
that emerged from the comparison between 
computing machines and the human nervous 
system. This field aims both to understand 
how the brain of living organisms works (brain 
theory or computational neuroscience), and 
to design efficient algorithms based on the 
principles of how the human brain processes 
information (Artificial Neural Networks, ANN).
Evolutionary Computation 
• Evolutionary computation is a computational 
paradigm inspired by Darwinian evolution. An 
artificial evolutionary system is a 
computational system based on the notion of 
simulated evolution. 
• Evolution strategies 
• Evolution strategies 
• Genetic algorithms
Swarm Intelligence 
• Swarm intelligence, sometimes referred to as 
collective intelligence, is defined as the 
problem solving behaviour that emerges from 
the interaction of individual agents (e.g., 
bacteria, ants, termites, bees, spiders, fish, 
birds) which communicate with other agents 
by acting on their local environments. 
• Particle swarm optimization 
• Ant algorithms
Complex Systems 
• It becomes apparent that most of the complex 
systems share a common “swarm-like” 
architecture. The essential characteristic of 
this kind of system is a non-centralized 
collection of relatively autonomous entities 
interacting with each other and a dynamic 
environment.
Complex Systems 
• Typically, there is no central authority 
dictating the behaviour of the collection of 
individuals: each of the many individuals 
making up the “swarm” makes its own 
behavioural choices on the basis of its own 
sampling and evaluation of the world, its own 
internal state, and through communication 
with other individuals.
Swarm 
We use the term “swarm” in a general sense to 
refer to any such loosely structured collection of 
interacting agents. The classic example of a 
swarm is a swarm of bees, but the metaphor of 
a swarm can be extended to other systems with 
a similar architecture.
Swarm 
An ant colony can be thought of as a swarm 
whose individual agents are ants, a flock of birds 
is a swarm whose agents are birds, traffic is a 
swarm of cars, a crowd is a swarm of people, an 
immune system is a swarm of cells and 
molecules, and an economy is a swarm of 
economic agents.
Individual → Group 
• What makes swarms scientifically interesting, 
and often mathematically intractable, is the 
coupling between the individual and the 
group behaviours.
Simplicity → Complexity 
• Although the individuals are usually relatively 
simple, their collective behaviour can be quite 
complex. Swarms allow us to focus directly on 
the fundamental roots of complexity: they 
capture the point at which simplicity becomes 
complexity.
Swarm Emergent Behaviour 
The behaviour of a swarm as a whole emerges 
in a highly nonlinear manner from the 
behaviours of the individuals. This emergence 
involves a critical feedback loop between the 
behaviour of the individuals and the behaviour 
of the whole collection. In a swarm, the 
combination of individual behaviours 
determines the collective behaviour of the 
whole group.
Swarm Emergent Behaviour 
• In turn, the behaviour of the whole group 
determines the conditions (spatial and 
temporal patterns of information) within 
which each individual makes its behavioural 
choices. These individual choices again 
collectively determine the overall group 
behaviour, and on and on, in a never-ending 
loop.
Emergent Behaviour 
This is a behaviour exhibited by a system 
consisting of a large number of simple and 
similar (or identical) components, which is 
surprisingly complex given the simplicity of the 
individual components of the system. The 
essential characteristic of this kind of system is a 
non-centralized collection of relatively 
autonomous entities interacting with each other 
and a dynamic environment.
Ant colony optimization 
• Wander randomly. 
• Search for food. 
• Lay down pheromone. 
• Follow pheromone. 
• Pheromone trail evaporates. 
• Longer paths less likely to survive. 
• Positive feedback.
Artificial Immune Systems 
• Artificial immune systems are computational 
systems inspired by the natural immune 
systems of biological organisms. 
• Viewed as an information processing system, 
the natural immune system of organisms 
performs many complex tasks in parallel and 
distributed computing fashion.
Amorphous Computing 
• In biological organisms, morphogenesis (the 
development of well-defined shapes and 
functional structures) is achieved by the 
interactions between cells guided by the 
genetic program encoded in the organism's 
DNA.
Amorphous Computing 
• Inspired by this idea, amorphous computing 
aims at engineering well-defined shapes and 
patterns, or coherent computational 
behaviours, from the local interactions of a 
multitude of simple unreliable, irregularly 
placed, asynchronous, identically 
programmed computing elements (particles).
Artificial Life 
• Artificial life (ALife) is a research field whose 
ultimate goal is to understand the essential 
properties of life organisms by building, within 
electronic computers or other artificial media, 
ab initio systems that exhibit properties 
normally associated only with living 
organisms. Early examples include 
Lindenmayer systems (L-systems), that have 
been used to model plant growth and 
development.
Artificial Life 
• Pioneering experiments in artificial life 
included the design of evolving "virtual block 
creatures" acting in simulated environments 
with realistic features such as kinetics, 
dynamics, gravity, collision, and friction.[These 
artificial creatures were selected for their 
abilities endowed to swim, or walk, or jump, 
and they competed for a common limited 
resource (controlling a cube).
Artificial Life 
• The simulation resulted in the evolution of 
creatures exhibiting surprising behaviour: 
some developed hands to grab the cube, 
others developed legs to move towards the 
cube. This computational approach was 
further combined with rapid manufacturing 
technology to actually build the physical 
robots that virtually evolved.
Molecular Computing 
• Molecular computing (a.k.a. biomolecular 
computing, biocomputing, biochemical 
computing, DNA computing) is a 
computational paradigm in which data is 
encoded as biomolecules such as DNA 
strands, and molecular biology tools act on 
the data to perform various operations (e.g., 
arithmetic or logical operations).
Quantum Computing 
• A quantum computer[processes data stored as 
quantum bits (qubits), and uses quantum 
mechanical phenomena such as superposition 
and entanglement to perform computations. 
A qubit can hold a "0", a "1", or a quantum 
superposition of these. A quantum computer 
operates on qubits with quantum logic gates.
Quantum Computing 
• Quantum cryptography 
A successful open air experiment in quantum 
cryptography was reported in 2007, where data was 
transmitted securely over a distance of 144 km. 
• Quantum teleportation is another promising 
application, in which a quantum state (not 
matter or energy) is transferred to an 
arbitrary distant location.

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Week 12 future computing 2014 tr2

  • 1. Computing Systems Lecture 12 Future Computing
  • 2. Natural computing • Take inspiration from nature for the development of novel problem-solving techniques. Include: – Artificial Neural Networks – Evolutionary Algorithms – Swarm Intelligence – Artificial Immune Systems – Artificial Life – Molecular Computing – Quantum Computing .
  • 3. Nature as Information Processing • One can view processes occurring in nature as information processing. • Understanding the universe itself from the point of view of information processing. The Zuse-Fredkin thesis, dating back to the 1960s, states that the entire universe is a huge cellular automaton which continuously updates its rules. Recently it has been suggested that the whole universe is a quantum computer that computes its own behaviour.
  • 4. Nature-Inspired Models of Computation • The most established "classical" nature-inspired models of computation are – cellular automata – neural computation – evolutionary computation
  • 5. Nature-Inspired Models of Computation • More recent computational systems abstracted from natural processes include – swarm intelligence – artificial immune systems – amorphous computing
  • 6. Cellular Automata • A cellular automaton is a dynamical system consisting of a two-dimensional grid of cells. Space and time are discrete and each of the cells can be in a finite number of states. The cellular automaton updates the states of its cells synchronously according to the transition rules given a priori. The next state of a cell is computed by a transition rule and it depends only on its current state and the states of its neighbours.
  • 7. Cellular Automata • Cellular automata have been applied to modelling a variety of phenomena such as communication, growth, reproduction, competition, evolution and other physical and biological processes.
  • 8. Game of Life • Probably the most widely discussed and investigated cellular automata is that known as the Game of Life which was developed by John Conway. The Game is played on a square draughts-like board (and so each cell has precisely 8 neighbours) with only three very simple rules:
  • 9. Game of Life • A cell that is white becomes black at the next time if it has precisely three black neighbours. • A cell that is black becomes white at the next time if it has four or more black neighbours. • A cell that is black at one instant becomes white at the next if it has one or no black neighbours. • All other cells retain their colour.
  • 10. Game of Life • Life is started with a small black object and the rest of the board white. Two very simple starting shapes are shown in next slide. These are of no great interest since the first immediately dies while the second reproduces itself without change for all time.
  • 12. Game of Life • More complicated (and more interesting) objects are possible, however, such as a “glider” which moves across the screen changing its shape in a regular manner. One particular glider is shown on the right of the diagram.
  • 13. Logic Operations by CA • Further we can create “glider-guns” which emit regular streams of gliders. Finally we can position our streams of gliders so that one knocks out the other. It is using objects such as these that we can prove that CA are capable of being thought of as computers.
  • 14. Logic Operations by CA • For example if we wish to represent the (binary) number 1100111, we could do so using glider glider noglider noglider glider glider glider where the nogliders have been removed from a stream of gliders by a collision with another stream.
  • 15. Logic Operations by CA • By positioning glider-guns in the appropriate positions, we can perform any logic operation.
  • 16. Neural Computation • Neural computation is the field of research that emerged from the comparison between computing machines and the human nervous system. This field aims both to understand how the brain of living organisms works (brain theory or computational neuroscience), and to design efficient algorithms based on the principles of how the human brain processes information (Artificial Neural Networks, ANN).
  • 17. Evolutionary Computation • Evolutionary computation is a computational paradigm inspired by Darwinian evolution. An artificial evolutionary system is a computational system based on the notion of simulated evolution. • Evolution strategies • Evolution strategies • Genetic algorithms
  • 18. Swarm Intelligence • Swarm intelligence, sometimes referred to as collective intelligence, is defined as the problem solving behaviour that emerges from the interaction of individual agents (e.g., bacteria, ants, termites, bees, spiders, fish, birds) which communicate with other agents by acting on their local environments. • Particle swarm optimization • Ant algorithms
  • 19. Complex Systems • It becomes apparent that most of the complex systems share a common “swarm-like” architecture. The essential characteristic of this kind of system is a non-centralized collection of relatively autonomous entities interacting with each other and a dynamic environment.
  • 20. Complex Systems • Typically, there is no central authority dictating the behaviour of the collection of individuals: each of the many individuals making up the “swarm” makes its own behavioural choices on the basis of its own sampling and evaluation of the world, its own internal state, and through communication with other individuals.
  • 21. Swarm We use the term “swarm” in a general sense to refer to any such loosely structured collection of interacting agents. The classic example of a swarm is a swarm of bees, but the metaphor of a swarm can be extended to other systems with a similar architecture.
  • 22. Swarm An ant colony can be thought of as a swarm whose individual agents are ants, a flock of birds is a swarm whose agents are birds, traffic is a swarm of cars, a crowd is a swarm of people, an immune system is a swarm of cells and molecules, and an economy is a swarm of economic agents.
  • 23. Individual → Group • What makes swarms scientifically interesting, and often mathematically intractable, is the coupling between the individual and the group behaviours.
  • 24. Simplicity → Complexity • Although the individuals are usually relatively simple, their collective behaviour can be quite complex. Swarms allow us to focus directly on the fundamental roots of complexity: they capture the point at which simplicity becomes complexity.
  • 25. Swarm Emergent Behaviour The behaviour of a swarm as a whole emerges in a highly nonlinear manner from the behaviours of the individuals. This emergence involves a critical feedback loop between the behaviour of the individuals and the behaviour of the whole collection. In a swarm, the combination of individual behaviours determines the collective behaviour of the whole group.
  • 26. Swarm Emergent Behaviour • In turn, the behaviour of the whole group determines the conditions (spatial and temporal patterns of information) within which each individual makes its behavioural choices. These individual choices again collectively determine the overall group behaviour, and on and on, in a never-ending loop.
  • 27. Emergent Behaviour This is a behaviour exhibited by a system consisting of a large number of simple and similar (or identical) components, which is surprisingly complex given the simplicity of the individual components of the system. The essential characteristic of this kind of system is a non-centralized collection of relatively autonomous entities interacting with each other and a dynamic environment.
  • 28. Ant colony optimization • Wander randomly. • Search for food. • Lay down pheromone. • Follow pheromone. • Pheromone trail evaporates. • Longer paths less likely to survive. • Positive feedback.
  • 29. Artificial Immune Systems • Artificial immune systems are computational systems inspired by the natural immune systems of biological organisms. • Viewed as an information processing system, the natural immune system of organisms performs many complex tasks in parallel and distributed computing fashion.
  • 30. Amorphous Computing • In biological organisms, morphogenesis (the development of well-defined shapes and functional structures) is achieved by the interactions between cells guided by the genetic program encoded in the organism's DNA.
  • 31. Amorphous Computing • Inspired by this idea, amorphous computing aims at engineering well-defined shapes and patterns, or coherent computational behaviours, from the local interactions of a multitude of simple unreliable, irregularly placed, asynchronous, identically programmed computing elements (particles).
  • 32. Artificial Life • Artificial life (ALife) is a research field whose ultimate goal is to understand the essential properties of life organisms by building, within electronic computers or other artificial media, ab initio systems that exhibit properties normally associated only with living organisms. Early examples include Lindenmayer systems (L-systems), that have been used to model plant growth and development.
  • 33. Artificial Life • Pioneering experiments in artificial life included the design of evolving "virtual block creatures" acting in simulated environments with realistic features such as kinetics, dynamics, gravity, collision, and friction.[These artificial creatures were selected for their abilities endowed to swim, or walk, or jump, and they competed for a common limited resource (controlling a cube).
  • 34. Artificial Life • The simulation resulted in the evolution of creatures exhibiting surprising behaviour: some developed hands to grab the cube, others developed legs to move towards the cube. This computational approach was further combined with rapid manufacturing technology to actually build the physical robots that virtually evolved.
  • 35. Molecular Computing • Molecular computing (a.k.a. biomolecular computing, biocomputing, biochemical computing, DNA computing) is a computational paradigm in which data is encoded as biomolecules such as DNA strands, and molecular biology tools act on the data to perform various operations (e.g., arithmetic or logical operations).
  • 36. Quantum Computing • A quantum computer[processes data stored as quantum bits (qubits), and uses quantum mechanical phenomena such as superposition and entanglement to perform computations. A qubit can hold a "0", a "1", or a quantum superposition of these. A quantum computer operates on qubits with quantum logic gates.
  • 37. Quantum Computing • Quantum cryptography A successful open air experiment in quantum cryptography was reported in 2007, where data was transmitted securely over a distance of 144 km. • Quantum teleportation is another promising application, in which a quantum state (not matter or energy) is transferred to an arbitrary distant location.