Polarizationless P systems with active membranes are non-cooperative systems, that is, the left-hand side of their rules have a single object. Usually, these systems make use of division rules as a mechanism to produce an exponential workspace in linear time. Division rules are inspired by cell division, a process of nuclear division that occurs when a parent cell divides to produce two identical daughter cells. On the other hand, separation rules are inspired by the membrane fission process, a mechanism by which a biological membrane is split into two new ones in such a manner that the contents of the initial membrane is distributed between the new membranes. In this paper, separation rules are used instead of division rules. The computational efficiency of these models is studied and the role of the (minimal) cooperation in object evolution rules is explored from a computational complexity point of view.
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P systems have been proven to be useful as modeling tools in many fields, such as Systems Biology and Ecological Modeling. For such applications, the acceleration of P system simulation is often desired, given the computational needs derived from these kinds of models. One promising solution is to implement the inherent parallelism of P systems on platforms with parallel architectures. In this respect, GPU computing proved to be an alternative to more classic approaches in Parallel Computing. It provides a low cost, and a manycore platform with a high level of parallelism. The GPU has been already employed to speedup the simulation of P systems. In this paper, we look over the available parallel P systems simulators on the GPU, with special emphasis on those included in the PMCGPU project, and analyze some useful guidelines for future implementations and developments.
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Sevilla carpets have already been used to compare different solutions of the Subset Sum problem: either designed in the framework of P systems with active membranes (both in the case of membrane division and membrane creation), and in the framework of tissue-like P systems with cell division. Recently, the degree of parallelism and other descriptive complexity details have been found to be relevant when designing parallel simulators running on GPUs. We present here a new way to use the information provided by Sevilla carpets in this context, and a script that allows to generate them automatically from P-Lingua files.
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