Illustrations of Simple Cellular Automata

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Presentation transcript:

Illustrations of Simple Cellular Automata A Cellular Automaton (CA) is a stylised universe. In the simplest forms of CA, space is represented by a uniform M-dimensional grid of cells (e.g., M=1,M=2), with each cell containing some data. Time advances in discrete steps and the laws of the "universe" are expressed through a rule (or “finite state machine” = FSM) dictating how, at each time step, each cell computes its new state given its old state and the states of its K closest neighbors (K = key parameter). Thus, each CA’s behavior is determined by a uniformly applied rule governing local unit behaviors.

Examples of 1-Dimensional (1D) CA 1D CA: Each cell has at most two neighbors Example: 1D CA operating through time under “Rule 90” Time T=1 Time T=2 (Wolfram,1983)

“Rule 90” = One of 28 Elementary 1D CA 90 =( 01011010)_base 2 = 0*27+1*26+0*25+1*24+1*23+0*22+1*21+0*20

1D CA in Nature? 1D CA shell patterns (Wolfram, 1983)

Examples of 2D CA 2D image entirely replaced each time step.

Possible Neighborhoods for 2D CA

Famous 2D CA Example: The Game of Life John Horton Conway's "Game of Life,” a 2-D CA Invented in late 1960s at the Univ. of Cambridge Objective: To make a CA 'game' as unpredictable as possible using the simplest possible CA rule. 2D grid of squares on a (possibly infinite) plane. Each square can be alive (black) or dead (white)

Game of Life… Dead cells can come alive, and alive cells can die, depending on their neighbors

Game of Life… Each cell has 8 alive or dead neighbors (pasted edges assumed), 4 adjacent orthogonally and 4 adjacent diagonally. So Game of Life assumes Moore Neighborhoods.

The “Rules of Life” Live cell has 2 or 3 live neighbors  stays as is (Happiness) Live cell has < 2 live neighbors  dies (loneliness) Live cell has > 3 live neighbors  dies (overcrowding) Empty cell has 3 live neighbors  comes to life (reproduction)

How the Game of Life Proceeds The game proceeds in generations, one generation per time step T In the initial generation at T=1, a finite number of cells are alive In each successive generation, some cells come alive and some die according to the “Rules of Life.”

Example…

Game of Life: Some Implications Basic Complex System Paradigm: Many interacting units; Parallel (distributed) actions; Locally determined (bottom up) actions. Complex global system behavior arising from (“emergent from”) simple rules of unit behavior. Emergent Patterns: Gliders, pentomino, blocks, traffic lights, blinkers, glider-guns, eaters ...