4.8 Article

Training a molecular automaton to play a game

期刊

NATURE NANOTECHNOLOGY
卷 5, 期 11, 页码 773-777

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NATURE PUBLISHING GROUP
DOI: 10.1038/NNANO.2010.194

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  1. National Science Foundation
  2. Division of Computing and Communication Foundations
  3. Direct For Computer & Info Scie & Enginr [0829744] Funding Source: National Science Foundation

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Research at the interface between chemistry and cybernetics has led to reports of 'programmable molecules', but what does it mean to say we programmed a set of solution-phase molecules to do X'? A survey of recently implemented solution-phase circuitry(1-15) indicates that this statement could be replaced with we pre-mixed a set of molecules to do X and functional subsets of X'. These hard-wired mixtures are then exposed to a set of molecular inputs, which can be interpreted as being keyed to human moves in a game, or as assertions of logical propositions. In nucleic acids-based systems, stemming from DNA computation(16-20), these inputs can be seen as generic oligonucleotides. Here, we report using reconfigurable(21-23) nucleic acid catalyst-based units to build a multipurpose reprogrammable molecular automaton that goes beyond single-purpose 'hard-wired' molecular automata. The automaton covers all possible responses to two consecutive sets of four inputs (such as four first and four second moves for a generic set of trivial two-player two-move games). This is a model system for more general molecular field programmable gate array (FPGA)-like devices that can be programmed by example, which means that the operator need not have any knowledge of molecular computing methods.

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