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Glider Gun
In a cellular automaton, a gun is a pattern with a main part that repeats periodically, like an oscillator, and that also periodically emits spaceships. There are then two periods that may be considered: the period of the spaceship output, and the period of the gun itself, which is necessarily a multiple of the spaceship output's period. A gun whose period is larger than the period of the output is a pseudoperiod gun. In the Game of Life, for every ''p'' greater than or equal to 14, it is possible to construct a glider gun in which the gliders are emitted with period ''p''. Since guns continually emit spaceships, the existence of guns in Life means that initial patterns with finite numbers of cells can eventually lead to configurations with limitless numbers of cells, something that John Conway himself originally conjectured to be impossible. However, according to Conway's later testimony, this conjecture was explicitly intended to encourage someone to disprove it – i.e., ...
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Cellular Automaton
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 e ...
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Oscillator (cellular Automaton)
In a cellular automaton, an oscillator is a pattern that returns to its original state, in the same orientation and position, after a finite number of generations. Thus the evolution of such a pattern repeats itself indefinitely. Depending on context, the term may also include spaceships as well. The smallest number of generations it takes before the pattern returns to its initial condition is called the ''period'' of the oscillator. An oscillator with a period of 1 is usually called a still life, as such a pattern never changes. Sometimes, still lifes are not taken to be oscillators. Another common stipulation is that an oscillator must be finite. Examples In Conway's Game of Life, finite oscillators are known to exist for all periods except 19 and 41. Additionally, until July 2022, the only known examples for period 34 were considered trivial because they consisted of essentially separate components that oscillate at smaller periods. For instance, one can create a period 34 osc ...
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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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Day And Night
Day and Night and its variants may refer to: Books *''Day and Night'', poems 1924-1934 by New Zealand poet Ursula Bethell *''Day and Night'', children's book by Teddy Newton based on Pixar's '' Day & Night'' *''Day and Night'', children's book by Anita Ganeri *''Day and Night'', children's book by Jen Green Film and TV * ''Day and Night'' (1997 film) (''Le jour et la nuit''), a French film directed by Bernard-Henri Lévy * ''Day and Night'' (2004 Chinese film) (''日日夜夜''), directed by Wang Chao * ''Day and Night'' (2004 Swedish film) (''Dag och natt''), directed by Simon Staho * ''Day & Night'' (2010 film), a short film by Pixar * ''Day and Night'' (TV series), 2017 Chinese TV series directed by Wang Wei * ''Awaken'' (TV series), literally ''Day and Night'', a South Korean thriller Music *"Day and Night", composition for contralto, piano and cello by Danish composer Per Nørgård Albums * ''Day & Night'' (album), a Chinese pop album by Janice Vidal, 2005 * ''Day ...
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Game Of Life Glider Gun
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. K ...
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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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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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John Horton Conway
John Horton Conway (26 December 1937 – 11 April 2020) was an English mathematician active in the theory of finite groups, knot theory, number theory, combinatorial game theory and coding theory. He also made contributions to many branches of recreational mathematics, most notably the invention of the cellular automaton called the Game of Life. Born and raised in Liverpool, Conway spent the first half of his career at the University of Cambridge before moving to the United States, where he held the John von Neumann Professorship at Princeton University for the rest of his career. On 11 April 2020, at age 82, he died of complications from COVID-19. Early life and education Conway was born on 26 December 1937 in Liverpool, the son of Cyril Horton Conway and Agnes Boyce. He became interested in mathematics at a very early age. By the time he was 11, his ambition was to become a mathematician. After leaving sixth form, he studied mathematics at Gonville and Caius College, Camb ...
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Bill Gosper
Ralph William Gosper Jr. (born April 26, 1943), known as Bill Gosper, is an American mathematician and programmer. Along with Richard Greenblatt, he may be considered to have founded the hacker community, and he holds a place of pride in the Lisp community. The Gosper curve and the Gosper's algorithm are named after him. Becoming a hacker In high school, Gosper was interested in model rockets until one of his friends was injured in a rocketry accident and contracted a fatal brain infection.. Gosper enrolled in MIT in 1961, and he received his bachelor's degree in mathematics from MIT in 1965 despite becoming disaffected with the mathematics department because of their anti-computer attitude. In his second year at MIT, Gosper took a programming course from John McCarthy and became affiliated with the MIT AI Lab. His contributions to computational mathematics include HAKMEM and the MIT Maclisp system. He made major contributions to Macsyma, Project MAC's computer algebra sys ...
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Turing Machine
A Turing machine is a mathematical model of computation describing an abstract machine that manipulates symbols on a strip of tape according to a table of rules. Despite the model's simplicity, it is capable of implementing any computer algorithm. The machine operates on an infinite memory tape divided into discrete cells, each of which can hold a single symbol drawn from a finite set of symbols called the alphabet of the machine. It has a "head" that, at any point in the machine's operation, is positioned over one of these cells, and a "state" selected from a finite set of states. At each step of its operation, the head reads the symbol in its cell. Then, based on the symbol and the machine's own present state, the machine writes a symbol into the same cell, and moves the head one step to the left or the right, or halts the computation. The choice of which replacement symbol to write and which direction to move is based on a finite table that specifies what to do for each comb ...
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