Abstract

We simulate an actin filament as an automaton network. Every atom takes two or three states and updates its state, in discrete time, depending on a ratio of its neighbours in some selected state. All atoms/automata simultaneously update their states by the same rule. Two state transition rules are considered. In semi-totalistic Game of Life like actin filament automaton atoms take binary states ‘0’ and ‘1’ and update their states depending on a ratio of neighbours in the state ‘1’. In excitable actin filament automaton atoms take three states: resting, excited and refractory. A resting atom excites if a ratio of its excited neighbours belong to some specified interval; transitions from excited state to refractory state and from refractory state to resting state are unconditional. In computational experiments, we implement mappings of an 8-bit input string to an 8-bit output string via dynamics of perturbation/excitation on actin filament automata. We assign eight domains in an actin filament as I/O ports. To write True to a port, we perturb/excite a certain percentage of the nodes in the domain corresponding to the port. We read outputs at the ports after some time interval. A port is considered to be in a state True if a number of excited nodes in the port's domain exceed a certain threshold. A range of eight-argument Boolean functions is uncovered in a series of computational trials when all possible configurations of eight-elements binary strings were mapped onto excitation outputs of the I/O domains.

Highlights

  • Ideas of information processing on a cytoskeleton network have been proposed by Hameroff and Rasmussen in late 1980s in their designs of tubulin microtubules automata [1] and a general framework of cytoskeleton automata as sub-cellular information processing networks [2,3]

  • Projection of actin filament on z-plane is shown in grey; projection of nodes being in state w by the moment of recording inputs are shown in red

  • We demonstrated an implementation of logical functions on automaton models of actin filaments

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Summary

Andrew Adamatzky

Every atom takes two or three states and updates its state, in discrete time, depending on a ratio of its neighbours in some selected state. All atoms/automata simultaneously update their states by the same rule. In semi-totalistic Game of Life like actin filament automaton atoms take binary states ‘0’ and ‘1’ and update their states depending on a ratio of neighbours in the state ‘1’. In excitable actin filament automaton atoms take three states: resting, excited and refractory. We implement mappings of an 8-bit input string to an 8-bit output string via dynamics of perturbation/excitation on actin filament automata. A port is considered to be in a state True if a number of excited nodes in the port’s domain exceed a certain threshold. A range of eight-argument Boolean functions is uncovered in a series of computational trials when all possible configurations of eight-elements binary strings were mapped onto excitation outputs of the I/O domains

Introduction
Examples of excitation dynamics
Game of
Discussion
Full Text
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