Reviews elsewhere on the web:
Computing in Science & Engineering (pdf)

Andrew Adamatzky

Collision-based computing

Today's computers might seem fast, but their architecture requires that data has a chance to settle down before it is used. If the data could be kept on the move all of the time then they could be even faster. But to do that you need a different way of doing things, such as nonlinear optical devices. That was the sort of thing I expected from this book, together with such subjects as the thermodynamics of computation and digital models of physics. Unfortunately I found that most of the papers were about cellular automata, such as Conway's 'Game of Life'. Now this is an interesting topic research area, and the end results, when displayed on a computer can be fascinating , but I can't say that I really want to know the details of the models - I tended just to look at the pictures.

The beginning of the book made it look like it might have the breadth of coverage I was looking for, with chapters by Toffoli and Fredkin, including their well known 'Conservative Logic' paper, as well as a contribution from Norman Margolus. However, these papers were from 20 years ago, as an illustration of the past of the subject. After that it's mostly Cellular Automata, although chapter 12 'Gated Logic with Optical Solitons' by Blair and Wagner was more what I was looking for, as was Adamatzky's own contribution. But the book's mostly for those interested in how to do computations in cellular automata - if you were interested in Wolfram's 'A New Kind of Science' and want to know more of the theory of computational universality then you should read this book.

Amazon.com info
Paperback 556 pages  
ISBN: 1852335408
Salesrank: 3908572
Weight:2.15 lbs
Published: 2002 Springer
Amazon price $118.93
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Paperback 580 pages  
ISBN: 1852335408
Salesrank: 1762113
Weight:2.15 lbs
Published: 2013 Springer
Amazon price £60.00
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Paperback 556 pages  
ISBN: 1852335408
Salesrank: 4324336
Weight:2.15 lbs
Published: 2002 Springer
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Product Description
Collision-Based Computing presents a unique overview of computation with mobile self-localized patterns in non-linear media, including computation in optical media, mathematical models of massively parallel computers, and molecular systems.
It covers such diverse subjects as conservative computation in billiard ball models and its cellular-automaton analogues, implementation of computing devices in lattice gases, Conway's Game of Life and discrete excitable media, theory of particle machines, computation with solitons, logic of ballistic computing, phenomenology of computation, and self-replicating universal computers.
Collision-Based Computing will be of interest to researchers working on relevant topics in Computing Science, Mathematical Physics and Engineering. It will also be useful background reading for postgraduate courses such as Optical Computing, Nature-Inspired Computing, Artificial Intelligence, Smart Engineering Systems, Complex and Adaptive Systems, Parallel Computation, Applied Mathematics and Computational Physics.