Ramiro Santos

dblp:406/3697 · DBLP profile ↗
← Back
4ranked-venue papers
0as first author
4since 2021 · last 2026
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 4 · 4 since 2021
YearPublicationVenuePosition
2026 Tile-based knot assembly with Celtic!
Divya Bajaj, Ryan Knobel, Juan Manuel Perez, Rene Reyes, Ramiro Santos, Tim Wylie
Acta Informatica5
2026 Fractals in seeded tile automata
Asher Haun, Ryan Knobel, Adrian Salinas, Ramiro Santos, Robert Schweller, Tim Wylie
Theor. Comput. Sci.4
2025 Polynomial Equivalence of Extended Chemical Reaction Models
abstract
The ability to detect whether a species (or dimension) is zero in Chemical Reaction Networks (CRN), Vector Addition Systems, or Petri Nets is known to increase the power of these models - making them capable of universal computation. While this ability may appear in many forms, such as extending the models to allow transitions to be inhibited, prioritized, or synchronized, we present an extension that directly performs this zero checking. We introduce a new void genesis CRN variant with a simple design that merely increments the count of a specific species when any other species' count goes to zero. As with previous extensions, we show that the model is Turing Universal. We then analyze several other studied CRN variants and show that they are all equivalent through a polynomial simulation with the void genesis model, which does not merely follow from Turing-universality. Thus, inhibitor species, reactions that occur at different rates, being allowed to run reactions in parallel, or even being allowed to continually add more volume to the CRN, does not add additional simulation power beyond simply detecting if a species count becomes zero.
Divya Bajaj, Jose Luis Castellanos, Ryan Knobel, Austin Luchsinger, Aiden Massie, Adrian Salinas, Pablo Santos, Ramiro Santos, Robert Schweller, Tim Wylie
ISAAC8
2025 Tile-Based Knot Assembly with Celtic!
abstract
In this paper we focus on the intersection of tile assembling systems, edge-matching puzzles, combinatorial games, and knot construction and identity. As a basis, we utilize the game Celtic!, which is a 2-player board game where the goal of the game is to construct knots where one knot uses more of a player’s pieces than the other player over all knots. All pieces must build off an existing knot and a valid knot must be closed. We consider three variations: a 0-player self-assembly variation that deterministically places pieces to form a closed knot of some length, a 1-player puzzle variation where the goal is to form a closed knot of some length, and the original 2-player game with restricted pieces. We show these are P-complete, NP-complete (depending on the pieces), and PSPACE-complete (for a first-player win), respectively. We nearly fully characterize the hardness of the 1-player puzzle based on the pieces. We prove these results through standard hardness reductions and with constraint logic. Finally, we note some combinatorial game theory strategies to show certain configurations are a draw through strategy stealing.
Divya Bajaj, Ryan Knobel, Juan Manuel Perez, Rene Reyes, Ramiro Santos, Tim Wylie
IWOCA5