Cellular Automaton (Pl. Cellular Automata, Abbrev. CA) : Discrete Coupled Map Lattice
Cellular Automaton (Pl. Cellular Automata, Abbrev. CA) : Discrete Coupled Map Lattice
Cellular Automaton (Pl. Cellular Automata, Abbrev. CA) : Discrete Coupled Map Lattice
CA)
http://en.wikipedia.org/wiki/Cellular_automata
Discrete model: regular grid of cells (in N dimensions), each in one of a finite number of states, such as "On" and "Off" (in contrast to a coupled map lattice, i.e. logistic mapping). For each cell, define a neighborhood (usually including the cell itself). For example, the neighborhood of a cell might be defined as the set of cells a distance of 2 or less from the cell. Discrete time. An initial state (time t=0) is selected by assigning a state for each cell. A new generation is created (advancing t by 1), according to some fixed local rule (generally, a mathematical function) that determines the new state of each cell in terms of the current state of the cell and the states of the cells in its neighborhood. For example, the rule might be that the cell is "On" in the next generation if exactly two of the cells in the neighborhood are "On" in the current generation, otherwise the cell is "Off" in the next generation. Typically, the rule for updating the state of cells is the same for each cell and does not change over time, and is applied to the whole grid simultaneously, though exceptions are known.
1970s: Game of Life . Two-state, two-dimensional cellular automaton. Invented by John Conway, popularized by Martin Gardner ( Scientific American). Rules for cells: 2 black neighbors stays the same; 3 black neighbors it becomes black; all other situations it becomes white. Diversity of behavior, fluctuating between apparent randomness and order. Frequent occurrence of gliders (cells that move themselves across the grid). It can be arranged that the gliders interact to perform computations: the Game of Life can emulate a universal Turing machine. 1983: Stephen Wolfram published the first of a series of papers systematically investigating a very basic but essentially unknown class of cellular automata, which he terms elementary cellular automata. Wolfram suspects that complexity in nature may be due to similar mechanisms, and formulated the concepts of intrinsic randomness and computational irreducibility, suggesting that rule 110 may be universalproved by Matthew Cook in the 1990s. 2002: Wolfram published A New Kind of Science, arguing that the discoveries about cellular automata are not isolated facts but are robust and have significance for all disciplines of science.
Rule for each pattern: whether the cell will be a 1 or a 0 in the next generation naming convention for 256 CAs: Wolfram code, a number from 0 to 255.
Wolframs classification
Class 1: Nearly all initial patterns evolve quickly into a stable, homogeneous state. Any randomness in the initial pattern disappears Point attractors. Class 2: Nearly all initial patterns evolve quickly into stable or oscillating structures. Some of the randomness in the initial pattern may filter out, but some remains. Local changes to the initial pattern tend to remain local Limit cycles. Class 3: Nearly all initial patterns evolve in a pseudo-random or chaotic manner. Any stable structures that appear are quickly destroyed by the surrounding noise. Local changes to the initial pattern tend to spread indefinitely Chaotic. (but finite CA has to repeat itself eventually) Class 4: Nearly all initial patterns evolve into structures that interact in complex and interesting ways. Structured. Class 2 type stable or oscillating structures may be the eventual outcome, but the number of steps required to reach this state may be very large, even when the initial pattern is relatively simple. Local changes to the initial pattern may spread indefinitely. Wolfram has conjectured that many, if not all class 4 cellular automata are capable of universal computation. This has been proven for Rule 110, and Conway's game of Life.
Rule 90
http://mathworld.wolfram.com/ElementaryCellularAutomaton.html
Starting configuration consists of a 1 (at the top of each image) surrounded by 0's. Each row of pixels represents a generation in the history of the automaton, with t=0 being the top row. Each pixel is colored white for 0 and black for 1.
111
Rule 30: class 3 behavior: simple input patterns can lead to chaotic, seemingly random histories. Rule 110: class 4 behavior, which is neither completely random nor completely repetitive. It presents universality. Localized structures appear and interact in various complicated-looking ways. It has been the basis over which some of the smallest universal Turing machines have been built, inspired on the breakthrough concepts that the development of the proof of rule 110 universality produced.
Neighborhoods for 2D CA
Moores neighborhoods
A puffer-type breeder (red) that leaves glider guns (green) in its wake, which in turn create gliders (blue) Emergent behavior?
Patterns of some seashells, like the ones in Conus and Cymbiola genus, are generated by natural CA.
Plants regulate their intake and loss of gases via a CA mechanism. Each stoma on the leaf acts as a cell. Moving wave patterns on the skin of cephalopods can be simulated with a two-state, two-dimensional cellular automata, each state corresponding to either an expanded or retracted chromatophore. Threshold automata have been invented to simulate neurons, and complex behaviors such as recognition and learning can be simulated. Fibroblasts bear similarities to cellular automata, as each fibroblast only interacts with its neighbors.
Chemistry
The BelousovZhabotinsky reaction is a spatio-temporal chemical oscillator displaying geometric patterns such as concentric circles and spirals which can be simulated by means of a cellular automaton (Gerhardt & Schuster)
Computer processors
CA processors are physical (not computer simulated) implementations of CA concepts, which can process information computationally. Cell states are determined only by interactions with adjacent neighbor cells. No means exists to communicate directly with cells farther away. One such CA processor array configuration is the systolic array. Cell interaction can be via electric charge, magnetism, vibration (phonons at quantum scales), or any other physically useful means.
Miscellanea
Fire propagation, crowd behavior, (Printista et al., UNSL) etc.
Population dynamics emerge as result of local interactions, including pesticides. Dynamic landscape with crop rotation and weather-dependent plant growth
D Y YES Is it past breeding date (June 19th)? NO Is it past covey hopping time (June 1st)? NO Are you in a new covey now? NO
YES
FL
YES Revoke visitors pass NO Join this covey Did you find mate in new covey?
Make your covey Does your mate have a territory? YES Did you find mate in your search area? NO
FM
G M
YES
NO
FO M
Parity Model There is only one rule, which all the adopters follow. The rule is that each cell looks at its four neighbours (the ones immediately to its left, right, above and below) if an odd number (that is, 1 or 3) have adopted, it adopts or turns 'on'. if an even number have adopted (2 or 4), the agent does not adopt or is off
Software
(http://en.wikipedia.org/wiki/Comparison_of_agent-based_modeling_software)
SWARM www.swarm.org/
The Puebloan Agent Model Traces Household Movements As They Seek The Best Plots for Growing Maize
Researchers constructed the model by entering environmental data precipitation, water-table fluctuations etc. on a digitized map of the valley.
COPYRIGHT 2005 SCIENTIFIC AMERICAN, INC.
By A.D. 1170, the simulation shows the population clustering along the valleys northwestern margin, matching the actual pattern found by archaeologists. Although the simulated settlements are more aggregated than the real ones, the location of the largest settlement in the simulation is within 100 meters of the valleys biggest ruin, the Long House.
Kohler, Timothy A., George J. Gumerman and Robert G. Reynolds, Simulating Ancient Societies, Scientific American, July 2005.
Flexible Agent Based Simulation for Pedestrian Modeling on GPU Hardware (Paul Richmond)
www.dcs.shef.ac.uk/~paul
Richmond Paul, Coakley Simon, Romano Daniela (2009), "Cellular Level Agent Based Modelling on the Graphics Processing Unit", Proc. of HiBi09 - High Performance Computational Systems Biology, 14-16 October 2009, Trento, Italy