Reversible Cellular Automaton
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Reversible Cellular Automaton
A reversible cellular automaton is a cellular automaton in which every configuration has a unique predecessor. That is, it is a regular grid of cells, each containing a state drawn from a finite set of states, with a rule for updating all cells simultaneously based on the states of their neighbors, such that the previous state of any cell before an update can be determined uniquely from the updated states of all the cells. The time-reversed dynamics of a reversible cellular automaton can always be described by another cellular automaton rule, possibly on a much larger neighborhood. Several methods are known for defining cellular automata rules that are reversible; these include the block cellular automaton method, in which each update partitions the cells into blocks and applies an invertible function separately to each block, and the second-order cellular automaton method, in which the update rule combines states from two previous steps of the automaton. When an automaton is not ...
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Rectangular Band Cellular Automaton
In Euclidean plane geometry, a rectangle is a quadrilateral with four right angles. It can also be defined as: an equiangular quadrilateral, since equiangular means that all of its angles are equal (360°/4 = 90°); or a parallelogram containing a right angle. A rectangle with four sides of equal length is a ''square''. The term "oblong" is occasionally used to refer to a non-square rectangle. A rectangle with vertices ''ABCD'' would be denoted as . The word rectangle comes from the Latin ''rectangulus'', which is a combination of ''rectus'' (as an adjective, right, proper) and ''angulus'' (angle). A crossed rectangle is a crossed (self-intersecting) quadrilateral which consists of two opposite sides of a rectangle along with the two diagonals (therefore only two sides are parallel). It is a special case of an antiparallelogram, and its angles are not right angles and not all equal, though opposite angles are equal. Other geometries, such as spherical, elliptic, and hyperbolic ...
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Ordered Pair
In mathematics, an ordered pair (''a'', ''b'') is a pair of objects. The order in which the objects appear in the pair is significant: the ordered pair (''a'', ''b'') is different from the ordered pair (''b'', ''a'') unless ''a'' = ''b''. (In contrast, the unordered pair equals the unordered pair .) Ordered pairs are also called 2-tuples, or sequences (sometimes, lists in a computer science context) of length 2. Ordered pairs of scalars are sometimes called 2-dimensional vectors. (Technically, this is an abuse of terminology since an ordered pair need not be an element of a vector space.) The entries of an ordered pair can be other ordered pairs, enabling the recursive definition of ordered ''n''-tuples (ordered lists of ''n'' objects). For example, the ordered triple (''a'',''b'',''c'') can be defined as (''a'', (''b'',''c'')), i.e., as one pair nested in another. In the ordered pair (''a'', ''b''), the object ''a'' is called the ''first entry'', and the object ''b'' the '' ...
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Spaceship (cellular Automaton)
In a cellular automaton, a finite pattern is called a spaceship if it reappears after a certain number of generations in the same orientation but in a different position. The smallest such number of generations is called the period of the spaceship. Description The speed of a spaceship is often expressed in terms of ''c'', the metaphorical speed of light (one cell per generation) which in many cellular automata is the fastest that an effect can spread. For example, a glider in Conway's Game of Life is said to have a speed of c/4, as it takes four generations for a given state to be translated by one cell. Similarly, the ''lightweight spaceship'' is said to have a speed of c/2, as it takes four generations for a given state to be translated by two cells. More generally, if a spaceship in a 2D automaton with the Moore neighborhood is translated by (x, y) after n generations, then the speed v is defined as: This notation can be readily generalised to cellular automata with di ...
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Glider (Conway's Life)
The glider is a pattern that travels across the board in Conway's Game of Life. It was first discovered by Richard K. Guy in 1969, while John Conway's group was attempting to track the evolution of the R-pentomino. Gliders are the smallest spaceships, and they travel diagonally at a speed of one cell every four generations, or c/4. The glider is often produced from randomly generated starting configurations. The name comes from the fact that, after two steps, the glider pattern repeats its configuration with a glide reflection symmetry. After four steps and two glide reflections, it returns to its original orientation. John Conway remarked that he wished he hadn't called it the glider. The game was developed before the widespread use of interactive computers, and after seeing it animated, he feels the glider looks more like an ant walking across the plane. Importance Gliders are important to the Game of Life because they are easily produced, can be collided with each other ...
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Norman Margolus
Norman H. Margolus (born 1955) is a Canadian-American physicist and computer scientist, known for his work on cellular automata and reversible computing.. He is a research affiliate with the Computer Science and Artificial Intelligence Laboratory at the Massachusetts Institute of Technology. Education and career Margolus received his Ph.D. in physics in 1987 from the Massachusetts Institute of Technology (MIT) under the supervision of Edward Fredkin. He founded and was chief scientist for Permabit, an information storage device company. Research contributions Margolus was one of the organizers of a seminal research meeting on the connections between physics and computation theory, held on Mosquito Island in 1982. He is known for inventing the block cellular automaton and the Margolus neighborhood for block cellular automata, which he used to develop cellular automaton simulations of billiard-ball computers.. Reprinted in . In the same work, Margolus also showed that the bil ...
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Tommaso Toffoli
Tommaso Toffoli () is an Italian-American professor of electrical and computer engineering at Boston University where he joined the faculty in 1995. He has worked on cellular automata and the theory of artificial life (with Edward Fredkin and others), and is known for the invention of the Toffoli gate. Early life and career He was born in June, 1943 in Montereale Valcellina, in northeastern Italy, to Francesco and Valentina (Saveri) Toffoli and was raised in Rome. He received his laurea in physics (equivalent to a Master's degree) from the University of Rome La Sapienza in 1967. Toffoli moved to the United States in 1969. In 1976 he received a Ph.D. in computer and communication science from the University of Michigan, then in 1978 he joined the faculty of Massachusetts Institute of Technology as a principal research scientist, where he remained until 1995, when he joined the faculty of Boston University. Books * ''Cellular Automata Machines: A New Environment for Modeling'', ...
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Garden Of Eden (cellular Automaton)
In a cellular automaton, a Garden of Eden is a configuration that has no predecessor. It can be the initial configuration of the automaton but cannot arise in any other way. John Tukey named these configurations after the Garden of Eden in Abrahamic religions, which was created out of nowhere. A Garden of Eden is determined by the state of every cell in the automaton (usually a one- or two-dimensional infinite square lattice of cells). However, for any Garden of Eden there is a finite pattern (a subset of cells and their states, called an ''orphan'') with the same property of having no predecessor, no matter how the remaining cells are filled in. A configuration of the whole automaton is a Garden of Eden if and only if it contains an orphan. For one-dimensional cellular automata, orphans and Gardens of Eden can be found by an efficient algorithm, but for higher dimensions this is an undecidable problem. Nevertheless, computer searches have succeeded in finding these patterns ...
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Conway's Game Of Life
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine. Rules The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square ''cells'', each of which is in one of two possible states, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). Every cell interacts with its eight '' neighbours'', which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: # Any live cell with fewer than two live neighbours dies, as if by underpopulation. # Any live cell with two or three live neig ...
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Critters Block Automaton
Critter may refer to: * Critter (chess), a Slovak chess engine * Critters (cellular automaton) * ''Critters'' (comics), an anthology comic book published by Fantagraphics Books * Critters (film series) ** ''Critters'' (film), the first film in the series * Fearsome critters, legendary monsters said to live in North America * The Critters, an American pop group * The mascot and call sign of ValuJet Airlines * A fan of the popular Dungeons and Dragons series ''Critical Role'' * "The Critter", a Chinese pangolin See also * Little Critter This is a list of the works of Mercer Mayer. The following is a partial list of books that Mercer Mayer has written and/or illustrated. It also includes books and items that are related to Mercer Mayer and his creations (like coloring books, sti ...
, a series of children's books by Mercer Mayer {{disambig ...
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Exclusive Or
Exclusive or or exclusive disjunction is a logical operation that is true if and only if its arguments differ (one is true, the other is false). It is symbolized by the prefix operator J and by the infix operators XOR ( or ), EOR, EXOR, , , , , , and . The negation of XOR is the logical biconditional, which yields true if and only if the two inputs are the same. It gains the name "exclusive or" because the meaning of "or" is ambiguous when both operands are true; the exclusive or operator ''excludes'' that case. This is sometimes thought of as "one or the other but not both". This could be written as "A or B, but not, A and B". Since it is associative, it may be considered to be an ''n''-ary operator which is true if and only if an odd number of arguments are true. That is, ''a'' XOR ''b'' XOR ... may be treated as XOR(''a'',''b'',...). Truth table The truth table of A XOR B shows that it outputs true whenever the inputs differ: Equivalences, elimination, and introduc ...
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Rule 90
In the mathematics, mathematical study of cellular automaton, cellular automata, Rule 90 is an elementary cellular automaton based on the exclusive or function. It consists of a one-dimensional array of cells, each of which can hold either a 0 or a 1 value. In each time step all values are simultaneously replaced by the exclusive or of their two neighboring values.. call it "the simplest non-trivial cellular automaton",. and it is described extensively in Stephen Wolfram's 2002 book ''A New Kind of Science''. When started from a single live cell, Rule 90 has a time-space diagram in the form of a Sierpiński triangle. The behavior of any other configuration can be explained as a superposition of copies of this pattern, combined using the exclusive or function. Any configuration with only finitely many nonzero cells becomes a replicator (cellular automaton), replicator that eventually fills the array with copies of itself. When Rule 90 is started from a random initial configuratio ...
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Multiplicative Inverse
In mathematics, a multiplicative inverse or reciprocal for a number ''x'', denoted by 1/''x'' or ''x''−1, is a number which when Multiplication, multiplied by ''x'' yields the multiplicative identity, 1. The multiplicative inverse of a rational number, fraction ''a''/''b'' is ''b''/''a''. For the multiplicative inverse of a real number, divide 1 by the number. For example, the reciprocal of 5 is one fifth (1/5 or 0.2), and the reciprocal of 0.25 is 1 divided by 0.25, or 4. The reciprocal function, the Function (mathematics), function ''f''(''x'') that maps ''x'' to 1/''x'', is one of the simplest examples of a function which is its own inverse (an Involution (mathematics), involution). Multiplying by a number is the same as Division (mathematics), dividing by its reciprocal and vice versa. For example, multiplication by 4/5 (or 0.8) will give the same result as division by 5/4 (or 1.25). Therefore, multiplication by a number followed by multiplication by its reciprocal yiel ...
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