Difference between revisions of "Cellular automaton"
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* The new state of a cell in the next [[generation]] can be expressed as a function of the number of cells in its neighbourhood that are in the ON state and the cell's own state; that is, the rule is ''outer totalistic'' (or ''semitotalistic''). | * The new state of a cell in the next [[generation]] can be expressed as a function of the number of cells in its neighbourhood that are in the ON state and the cell's own state; that is, the rule is ''outer totalistic'' (or ''semitotalistic''). | ||
This class of cellular automata is named for [[Conway's Game of Life]], the most famous cellular automaton, which Life-like cellular automata mimic. Many different terms are used to describe this class of cellular automata; it is common to refer to it as the "Life family" or to simply use phrases like "similar to Life". | This class of cellular automata is named for [[Conway's Game of Life]], the most famous cellular automaton, which Life-like cellular automata mimic. Many different terms are used to describe this class of cellular automata; it is also common to refer to it as the "Life family" or to simply use phrases like "similar to Life". | ||
A common notation used to describe these automata is referred to as "S/B". S (for survival) is a list of all the numbers of ON cells that cause an ON cell to remain ON. B (for birth) is a list of all the numbers of ON cells that cause an OFF cell to turn on. If 0 is in the list, then blank regions of the universe will turn on in one generation. S/B is often referred to as the rule or rulestring of the given cellular automata. | ===Rules=== | ||
A common notation used to describe these automata is referred to as "S/B", which is known as its '''rule''' (or '''rulestring'''). S (for survival) is a list of all the numbers of ON cells that cause an ON cell to remain ON. B (for birth) is a list of all the numbers of ON cells that cause an OFF cell to turn on. If 0 is in the list, then blank regions of the universe will turn on in one generation. S/B is often referred to as the rule or rulestring of the given cellular automata. | |||
As an example, the [[seeds]] rulestring is /2. All OFF cells that have exactly two adjacent ON cells will turn on in the next generation, while every ON cell dies in every generation, since the survival list is empty. The rulestring of Conway's Game of Life is 23/3. | As an example, the [[seeds]] rulestring is /2. All OFF cells that have exactly two adjacent ON cells will turn on in the next generation, while every ON cell dies in every generation, since the survival list is empty. The rulestring of Conway's Game of Life is 23/3. | ||
Other notations are sometimes used to describe the rules of the given Life-like cellular automaton. The most common other format is "B{number list}/S{number list}", where the number lists are the numbers of neighbours that cause a dead cell to be born and cause an alive cell to stay alive, respectively. In this format, Conway's Game of Life would have the rulestring B3/S23. | |||
===Well-known Life-like cellular automata=== | ===Well-known Life-like cellular automata=== | ||
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| /234 || Serviettes || Lacy patterns | | /234 || Serviettes || Lacy patterns | ||
|- | |- | ||
| 012345678/3 || [[Flakes]], Life without death || An expanding rule that produces complex flakes. It also has important ladder-like patterns. | |||
| 012345678/3 || Flakes, Life without | |||
|- | |- | ||
| 012345678/378 || || Wolfram Fig. 9(a) | | 012345678/378 || || Wolfram Fig. 9(a) | ||
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| 0468/236 || || Wolfram Figs. 7(a), 13(g); class 3 | | 0468/236 || || Wolfram Figs. 7(a), 13(g); class 3 | ||
|- | |- | ||
| 1/1 || Gnarl || | | 1/1 || [[Gnarl]] || A simple exploding rule that forms complex patterns from even a single live cell. | ||
|- | |- | ||
| 12345/3 || Maze || Forms maze-like designs | | 12345/3 || Maze || Forms maze-like designs | ||
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| 12456/0578 || || Wolfram Fig. 7(h) | | 12456/0578 || || Wolfram Fig. 7(h) | ||
|- | |- | ||
| 125/36 || 2x2 || | | 125/36 || [[2x2]] || A chaotic rule with many simple still lifes, oscillators and spaceships. Its name comes from the fact that it sends patterns made up of 2x2 blocks to patterns made up of 2x2 blocks. | ||
|- | |- | ||
| 135/135 || || Wolfram Fig. 13(h); class 3 | | 135/135 || || Wolfram Fig. 13(h); class 3 | ||
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| 1357/1357 || Replicator || [[Edward Fredkin]]'s replicating automaton: every pattern is eventually replaced by multiple copies of itself | | 1357/1357 || Replicator || [[Edward Fredkin]]'s replicating automaton: every pattern is eventually replaced by multiple copies of itself | ||
|- | |- | ||
| 1358/357 || Amoeba || | | 1358/357 || [[Amoeba]] || A chaotic rules that is well balanced between life and death; it forms patterns with chaotic interiors and wildly moving boundaries. | ||
|- | |- | ||
| 23/3 || [[Conway's Game of Life|Life]] || | | 23/3 || [[Conway's Game of Life|Conway's Life]] || A chaotic rule that is by far the most well-known and well-studied. It exhibits highly complex behavior. | ||
|- | |- | ||
| 23/36 || [[HighLife]] || Similar to [[Conway's Game of Life|Life]] but with a small self-replicating pattern | | 23/36 || [[HighLife]] || Similar to [[Conway's Game of Life|Life]] but with a small self-replicating pattern | ||
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| 2346/367 || || Wolfram Fig. 9(c). [http://fano.ics.uci.edu/ca/rules/b367s2346/ Has spaceships] | | 2346/367 || || Wolfram Fig. 9(c). [http://fano.ics.uci.edu/ca/rules/b367s2346/ Has spaceships] | ||
|- | |- | ||
| 235678/3678 || Stains || Patterns quickly stabilize, curiously different from nearby rules | | 235678/3678 || [[Stains]] || Patterns quickly stabilize, curiously different from nearby rules | ||
|- | |- | ||
| 235678/378 || Coagulations || | | 235678/378 || [[Coagulations]] || An exploding rule in which patterns tend to expand forever, producing a thick "goo" as it does so. | ||
|- | |- | ||
| 238/357 || Pseudo life || Pattern evolution resembles [[Conway's Game of Life|Life]] but few patterns from Life work in this rule because the [[Glider (Conway's Life)|glider]] is unstable. | | 238/357 || [[Pseudo life]] || Pattern evolution resembles [[Conway's Game of Life|Life]] but few patterns from Life work in this rule because the [[Glider (Conway's Life)|glider]] is unstable. | ||
|- | |- | ||
| 245/368 || Move || Random patterns tend to stabilize, but has [http://fano.ics.uci.edu/ca/rules/b368s245/ many naturally occurring and engineered spaceships] | | 245/368 || Move || Random patterns tend to stabilize, but has [http://fano.ics.uci.edu/ca/rules/b368s245/ many naturally occurring and engineered spaceships] | ||
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| 27/257 || || Wolfram Fig. 7(b); [http://fano.ics.uci.edu/ca/rules/b257s27/ has spaceships] | | 27/257 || || Wolfram Fig. 7(b); [http://fano.ics.uci.edu/ca/rules/b257s27/ has spaceships] | ||
|- | |- | ||
| 34/34 || 34 Life || | | 34/34 || [[34 Life]] || An exploding rule that was initially thought to be a stable alternative to [[Conway's Game of Life|Conway's Life]], until computer simulation found that most patterns tend to explode. It has many small oscillators and a simple period 3 orthogonal spaceship. | ||
|- | |- | ||
| 34678/3678 || [[Day & Night]] || | | 34678/3678 || [[Day & Night]] || A stable rule that is symmetric under on-off reversal. Many patterns exhibiting highly complex behavior have been found for it. | ||
|- | |- | ||
| 4567/345 || Assimilation || | | 4567/345 || [[Assimilation]] || A very stable rule that forms permanent diamond-shaped patterns with partially filled interiors. | ||
|- | |- | ||
| 45678/137 || || Wolfram Fig. 7(f) | | 45678/137 || || Wolfram Fig. 7(f) | ||
|- | |- | ||
| 45678/3 || Coral || | | 45678/3 || [[Coral]] || An exploding rule in which patterns grow slowly and form coral-like textures. | ||
|- | |- | ||
| 5/345 || Long life || Studied by Andrew Trevorrow, has very high period oscillators | | 5/345 || Long life || Studied by Andrew Trevorrow, has very high period oscillators | ||
|- | |- | ||
| 5678/35678 || Diamoeba || | | 5678/35678 || [[Diamoeba]] || A chaotic pattern that forms large diamonds with chaotically oscillating boundaries. Known to have quadratically-growing patterns. | ||
|} | |} | ||
==External links== | ==External links== | ||
*[http://www.argentum.freeserve.co.uk/lex_c.htm#cellularautomaton Cellular automaton] at the Life Lexicon | *[http://www.argentum.freeserve.co.uk/lex_c.htm#cellularautomaton Cellular automaton] at the Life Lexicon |
Revision as of 19:12, 3 March 2009
A cellular automaton is a certain class of mathematical objects of which Conway's Game of Life is an example. It consists of a number of things:
- A positive integer n which is the dimension of the cellular automaton
- A finite set of states S, with at least two members
- A state for the whole cellular automaton is obtained by assigning an element of S to each point of the n-dimensional lattice Zn (where Z is the set of all integers), known as cells
- The concept of a neighbourhood. The neighbourhood N of the origin is some finite (nonempty) subset of Zn. The neighbourhood of any other cell is obtained in the obvious way by translating that of the origin.
- A transition rule, which is a function from SN to S (that is to say, for each possible state of the neighbourhood the transition rule specifies some cell state).
The state of the cellular automaton evolves in discrete time, with the state of each cell at time t+1 being determined by the state of its neighbourhood at time t, in accordance with the transition rule.
There are some variations on the above definition. It is common to require that there be a quiescent state (i.e., a state such that if the whole universe is in that state at generation 0 then it will remain so in generation 1). In Conway's Game of Life, the "OFF" state is quiescent, but the "ON" state is not. Other variations allow spaces other than Zn, neighbourhoods that vary over space and/or time, probabilistic or other non-deterministic transition rules, and so on.
It is common for the neighbourhood of a cell to be the 3×...×3 hypercube centred on that cell, which is known as its Moore neighbourhood.
Life-like cellular automata
A cellular automaton is said to be Life-like if it meets the following four criteria:
- It has two dimensions (i.e., n = 2).
- It has two states, usually called OFF and ON (i.e., |S| = 2).
- The neighborhood used is the Moore neighborhood; it consists of the eight (orthogonally and diagonally) adjacent cells to the one under consideration and (possibly) the cell itself.
- The new state of a cell in the next generation can be expressed as a function of the number of cells in its neighbourhood that are in the ON state and the cell's own state; that is, the rule is outer totalistic (or semitotalistic).
This class of cellular automata is named for Conway's Game of Life, the most famous cellular automaton, which Life-like cellular automata mimic. Many different terms are used to describe this class of cellular automata; it is also common to refer to it as the "Life family" or to simply use phrases like "similar to Life".
Rules
A common notation used to describe these automata is referred to as "S/B", which is known as its rule (or rulestring). S (for survival) is a list of all the numbers of ON cells that cause an ON cell to remain ON. B (for birth) is a list of all the numbers of ON cells that cause an OFF cell to turn on. If 0 is in the list, then blank regions of the universe will turn on in one generation. S/B is often referred to as the rule or rulestring of the given cellular automata.
As an example, the seeds rulestring is /2. All OFF cells that have exactly two adjacent ON cells will turn on in the next generation, while every ON cell dies in every generation, since the survival list is empty. The rulestring of Conway's Game of Life is 23/3.
Other notations are sometimes used to describe the rules of the given Life-like cellular automaton. The most common other format is "B{number list}/S{number list}", where the number lists are the numbers of neighbours that cause a dead cell to be born and cause an alive cell to stay alive, respectively. In this format, Conway's Game of Life would have the rulestring B3/S23.
Well-known Life-like cellular automata
There are 262144 distinct Life-like rules, which is far too many to list here. The following table lists rules that are particularly well-known or well-studied.
Rulestring | Name | Description |
---|---|---|
/2 | Seeds | Chaotic growth; all patterns are phoenixes. Has spaceships |
/234 | Serviettes | Lacy patterns |
012345678/3 | Flakes, Life without death | An expanding rule that produces complex flakes. It also has important ladder-like patterns. |
012345678/378 | Wolfram Fig. 9(a) | |
01356/13456 | Wolfram Fig. 7(d) | |
018/018 | Wolfram Fig. 13(c); class 2 | |
0238/123567 | Wolfram Fig. 13(f); class 3 | |
03456/34 | Wolfram Fig. 7(g) | |
045/0578 | Wolfram Fig. 7(i) | |
0468/236 | Wolfram Figs. 7(a), 13(g); class 3 | |
1/1 | Gnarl | A simple exploding rule that forms complex patterns from even a single live cell. |
12345/3 | Maze | Forms maze-like designs |
12456/0578 | Wolfram Fig. 7(h) | |
125/36 | 2x2 | A chaotic rule with many simple still lifes, oscillators and spaceships. Its name comes from the fact that it sends patterns made up of 2x2 blocks to patterns made up of 2x2 blocks. |
135/135 | Wolfram Fig. 13(h); class 3 | |
1357/1357 | Replicator | Edward Fredkin's replicating automaton: every pattern is eventually replaced by multiple copies of itself |
1358/357 | Amoeba | A chaotic rules that is well balanced between life and death; it forms patterns with chaotic interiors and wildly moving boundaries. |
23/3 | Conway's Life | A chaotic rule that is by far the most well-known and well-studied. It exhibits highly complex behavior. |
23/36 | HighLife | Similar to Life but with a small self-replicating pattern |
234/3 | Wolfram Figs. 9(b), 13(b); Class 2. Has spaceships Stable growths. | |
2345/45678 | Walled Cities | Forms centers of activity separated by walls |
2346/367 | Wolfram Fig. 9(c). Has spaceships | |
235678/3678 | Stains | Patterns quickly stabilize, curiously different from nearby rules |
235678/378 | Coagulations | An exploding rule in which patterns tend to expand forever, producing a thick "goo" as it does so. |
238/357 | Pseudo life | Pattern evolution resembles Life but few patterns from Life work in this rule because the glider is unstable. |
245/368 | Move | Random patterns tend to stabilize, but has many naturally occurring and engineered spaceships |
27/257 | Wolfram Fig. 7(b); has spaceships | |
34/34 | 34 Life | An exploding rule that was initially thought to be a stable alternative to Conway's Life, until computer simulation found that most patterns tend to explode. It has many small oscillators and a simple period 3 orthogonal spaceship. |
34678/3678 | Day & Night | A stable rule that is symmetric under on-off reversal. Many patterns exhibiting highly complex behavior have been found for it. |
4567/345 | Assimilation | A very stable rule that forms permanent diamond-shaped patterns with partially filled interiors. |
45678/137 | Wolfram Fig. 7(f) | |
45678/3 | Coral | An exploding rule in which patterns grow slowly and form coral-like textures. |
5/345 | Long life | Studied by Andrew Trevorrow, has very high period oscillators |
5678/35678 | Diamoeba | A chaotic pattern that forms large diamonds with chaotically oscillating boundaries. Known to have quadratically-growing patterns. |
External links
- Cellular automaton at the Life Lexicon