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Von Neumann Cellular Automaton
Von Neumann cellular automata are the original expression of cellular automata, the development of which was prompted by suggestions made to John von Neumann by his close friend and fellow mathematician Stanislaw Ulam. Their original purpose was to provide insight into the logical requirements for machine self-replication, and they were used in von Neumann's universal constructor. Nobili's cellular automaton is a variation of von Neumann's cellular automaton, augmented with the ability for confluent cells to cross signals and store information. The former requires an extra three states, hence Nobili's cellular automaton has 32 states, rather than 29. Hutton's cellular automaton is yet another variation, which allows a loop of data, analogous to Langton's loops, to replicate. Definition Configuration In general, cellular automata (CA) constitute an arrangement of finite state automata (FSA) that sit in positional relationships between one another, each FSA exchanging inf ...
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Von Neumann Neighborhood
In cellular automata, the von Neumann neighborhood (or 4-neighborhood) is classically defined on a two-dimensional square lattice and is composed of a central cell and its four adjacent cells. The neighborhood is named after John von Neumann, who used it to define the von Neumann cellular automaton and the von Neumann universal constructor within it. It is one of the two most commonly used neighborhood types for two-dimensional cellular automata, the other one being the Moore neighborhood. This neighbourhood can be used to define the notion of 4-connected pixels in computer graphics.. The von Neumann neighbourhood of a cell is the cell itself and the cells at a Manhattan distance of 1. The concept can be extended to higher dimensions, for example forming a 6-cell octahedral neighborhood for a cubic cellular automaton in three dimensions. Von Neumann neighborhood of range ''r'' An extension of the simple von Neumann neighborhood described above is to take the set of poi ...
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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 nei ...
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Wireworld
Wireworld, alternatively WireWorld, is a cellular automaton first proposed by Brian Silverman in 1987, as part of his program Phantom Fish Tank. It subsequently became more widely known as a result of an article in the "Computer Recreations" column of ''Scientific American''. Wireworld is particularly suited to simulating transistors, and is Turing-complete. Rules A Wireworld cell can be in one of four different states, usually numbered 0–3 in software, modeled by colors in the examples here: empty (black), electron head (blue), electron tail (red), conductor (yellow). As in all cellular automata, time proceeds in discrete steps called generations (sometimes "gens" or "ticks"). Cells behave as follows: * empty → empty, * electron head → electron tail, * electron tail → conductor, * conductor → electron head if exactly one or two of the neighbouring cells are electron heads, otherwise remains conductor. Wireworld uses what is called the Moore neighborhood, which ...
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Von Neumann Universal Constructor
John von Neumann's universal constructor is a self-replicating machine in a cellular automaton (CA) environment. It was designed in the 1940s, without the use of a computer. The fundamental details of the machine were published in von Neumann's book ''Theory of Self-Reproducing Automata'', completed in 1966 by Arthur W. Burks after von Neumann's death. While typically not as well known as von Neumann's other work, it is regarded as foundational for automata theory, complex systems, and artificial life. Indeed, Nobel Laureate Sydney Brenner considered Von Neumann's work on self-reproducing automata (together with Turing's work on computing machines) central to biological theory as well, allowing us to "discipline our thoughts about machines, both natural and artificial." Von Neumann's goal, as specified in his lectures at the University of Illinois in 1949, was to design a machine whose complexity could grow automatically akin to biological organisms under natural selection. He ...
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Codd's Cellular Automaton
Codd's cellular automaton is a cellular automaton (CA) devised by the British computer scientist Edgar F. Codd in 1968. It was designed to recreate the computation- and construction-universality of von Neumann's CA but with fewer states: 8 instead of 29. Codd showed that it was possible to make a self-reproducing machine in his CA, in a similar way to von Neumann's universal constructor, but never gave a complete implementation. History In the 1940s and '50s, John von Neumann posed the following problem: *What kind of logical organization is sufficient for an automaton to be able to reproduce itself? He was able to construct a cellular automaton with 29 states, and with it a universal constructor. Codd, building on von Neumann's work, found a simpler machine with eight states. This modified von Neumann's question: *What kind of logical organization is ''necessary'' for an automaton to be able to reproduce itself? Three years after Codd's work, Edwin Roger Banks showed a 4-st ...
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Pixel Golly
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although ''sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology Th ...
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Bifurcation Theory
Bifurcation theory is the mathematical study of changes in the qualitative or topological structure of a given family of curves, such as the integral curves of a family of vector fields, and the solutions of a family of differential equations. Most commonly applied to the mathematical study of dynamical systems, a bifurcation occurs when a small smooth change made to the parameter values (the bifurcation parameters) of a system causes a sudden 'qualitative' or topological change in its behavior. Bifurcations occur in both continuous systems (described by ordinary, delay or partial differential equations) and discrete systems (described by maps). The name "bifurcation" was first introduced by Henri Poincaré in 1885 in the first paper in mathematics showing such a behavior. Henri Poincaré also later named various types of stationary points and classified them . Bifurcation types It is useful to divide bifurcations into two principal classes: * Local bifurcations, which can be ...
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Parity (mathematics)
In mathematics, parity is the property of an integer of whether it is even or odd. An integer is even if it is a multiple of two, and odd if it is not.. For example, −4, 0, 82 are even because \begin -2 \cdot 2 &= -4 \\ 0 \cdot 2 &= 0 \\ 41 \cdot 2 &= 82 \end By contrast, −3, 5, 7, 21 are odd numbers. The above definition of parity applies only to integer numbers, hence it cannot be applied to numbers like 1/2 or 4.201. See the section "Higher mathematics" below for some extensions of the notion of parity to a larger class of "numbers" or in other more general settings. Even and odd numbers have opposite parities, e.g., 22 (even number) and 13 (odd number) have opposite parities. In particular, the parity of zero is even. Any two consecutive integers have opposite parity. A number (i.e., integer) expressed in the decimal numeral system is even or odd according to whether its last digit is even or odd. That is, if the last digit is 1, 3, 5, 7, or 9, then it is odd; oth ...
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Von Neumann Neighbourhood
In cellular automata, the von Neumann neighborhood (or 4-neighborhood) is classically defined on a two-dimensional square lattice and is composed of a central cell and its four adjacent cells. The neighborhood is named after John von Neumann, who used it to define the von Neumann cellular automaton and the von Neumann universal constructor within it. It is one of the two most commonly used neighborhood types for two-dimensional cellular automata, the other one being the Moore neighborhood. This neighbourhood can be used to define the notion of 4-connected pixels in computer graphics.. The von Neumann neighbourhood of a cell is the cell itself and the cells at a Manhattan distance of 1. The concept can be extended to higher dimensions, for example forming a 6-cell octahedral neighborhood for a cubic cellular automaton in three dimensions. Von Neumann neighborhood of range ''r'' An extension of the simple von Neumann neighborhood described above is to take the set of poi ...
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Cellular Automata
A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling. A cellular automaton consists of a regular grid of ''cells'', each in one of a finite number of '' states'', such as ''on'' and ''off'' (in contrast to a coupled map lattice). The grid can be in any finite number of dimensions. For each cell, a set of cells called its ''neighborhood'' is defined relative to the specified cell. 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 ''rule'' (generally, a mathematical function) that determines the new state of ...
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