Information Fluctuation Complexity
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Information Fluctuation Complexity
Information fluctuation complexity is an information-theoretic quantity defined as the fluctuation of information about entropy. It is derivable from fluctuations in the predominance of order and chaos in a dynamic system and has been used as a measure of complexity in many diverse fields. It was introduced in a 1993 paper by Bates and Shepard. Definition The information fluctuation complexity of a discrete dynamic system is a function of the probability distribution of its states when it is subject to random external input data. The purpose of driving the system with a rich information source such as a random number generator or a white noise signal is to probe the internal dynamics of the system much the same as a frequency-rich impulse is used in signal processing. If a system has N possible states and the ''state probabilities'' p_iare known, then its information entropy is : \Eta = \sum_^N p_i I_i = - \sum_^N p_i \log p_i, where I_i = -\log p_i is the information cont ...
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Information Theory
Information theory is the scientific study of the quantification (science), quantification, computer data storage, storage, and telecommunication, communication of information. The field was originally established by the works of Harry Nyquist and Ralph Hartley, in the 1920s, and Claude Shannon in the 1940s. The field is at the intersection of probability theory, statistics, computer science, statistical mechanics, information engineering (field), information engineering, and electrical engineering. A key measure in information theory is information entropy, entropy. Entropy quantifies the amount of uncertainty involved in the value of a random variable or the outcome of a random process. For example, identifying the outcome of a fair coin flip (with two equally likely outcomes) provides less information (lower entropy) than specifying the outcome from a roll of a dice, die (with six equally likely outcomes). Some other important measures in information theory are mutual informat ...
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Rule 110
The Rule 110 cellular automaton (often called simply Rule 110) is an elementary cellular automaton with interesting behavior on the boundary between stability and chaos. In this respect, it is similar to Conway's Game of Life. Like Life, Rule 110 with a particular repeating background pattern is known to be Turing complete. This implies that, in principle, any calculation or computer program can be simulated using this automaton. Definition In an elementary cellular automaton, a one-dimensional pattern of 0s and 1s evolves according to a simple set of rules. Whether a point in the pattern will be 0 or 1 in the new generation depends on its current value, as well as on those of its two neighbors. The Rule 110 automaton has the following set of rules: The name "Rule 110" derives from the fact that this rule can be summarized in the binary sequence 01101110; interpreted as a binary number, this corresponds to the decimal value 110. History In 2004, Matthew Cook published a pr ...
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Measures Of Complexity
Measure may refer to: * Measurement, the assignment of a number to a characteristic of an object or event Law * Ballot measure, proposed legislation in the United States * Church of England Measure, legislation of the Church of England * Measure of the National Assembly for Wales, primary legislation in Wales * Assembly Measure of the Northern Ireland Assembly (1973) Science and mathematics * Measure (data warehouse), a property on which calculations can be made * Measure (mathematics), a systematic way to assign a number to each suitable subset of that set * Measure (physics), a way to integrate over all possible histories of a system in quantum field theory * Measure (termination), in computer program termination analysis * Measuring coalgebra, a coalgebra constructed from two algebras * Measure (Apple), an iOS augmented reality app Other uses * Measure (album), ''Measure'' (album), by Matt Pond PA, 2000, and its title track * Measure (bartending) or jigger, a bartendi ...
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Complex Systems Theory
A complex system is a system composed of many components which may interact with each other. Examples of complex systems are Earth's global climate, organisms, the human brain, infrastructure such as power grid, transportation or communication systems, complex software and electronic systems, social and economic organizations (like cities), an ecosystem, a living cell, and ultimately the entire universe. Complex systems are systems whose behavior is intrinsically difficult to model due to the dependencies, competitions, relationships, or other types of interactions between their parts or between a given system and its environment. Systems that are "complex" have distinct properties that arise from these relationships, such as nonlinearity, emergence, spontaneous order, adaptation, and feedback loops, among others. Because such systems appear in a wide variety of fields, the commonalities among them have become the topic of their independent area of research. In many cases, it ...
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Statistical Randomness
A numeric sequence is said to be statistically random when it contains no recognizable patterns or regularities; sequences such as the results of an ideal dice roll or the digits of π exhibit statistical randomness. Statistical randomness does not necessarily imply "true" randomness, i.e., objective unpredictability. Pseudorandomness is sufficient for many uses, such as statistics, hence the name ''statistical'' randomness. ''Global randomness'' and ''local randomness'' are different. Most philosophical conceptions of randomness are global—because they are based on the idea that "in the long run" a sequence looks truly random, even if certain sub-sequences would ''not'' look random. In a "truly" random sequence of numbers of sufficient length, for example, it is probable there would be long sequences of nothing but repeating numbers, though on the whole the sequence might be random. ''Local'' randomness refers to the idea that there can be minimum sequence lengths in which ...
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Entropy And Information
Entropy is a scientific concept, as well as a measurable physical property, that is most commonly associated with a state of disorder, randomness, or uncertainty. The term and the concept are used in diverse fields, from classical thermodynamics, where it was first recognized, to the microscopic description of nature in statistical physics, and to the principles of information theory. It has found far-ranging applications in chemistry and physics, in biological systems and their relation to life, in cosmology, economics, sociology, weather science, climate change, and information systems including the transmission of information in telecommunication. The thermodynamic concept was referred to by Scottish scientist and engineer William Rankine in 1850 with the names ''thermodynamic function'' and ''heat-potential''. In 1865, German physicist Rudolf Clausius, one of the leading founders of the field of thermodynamics, defined it as the quotient of an infinitesimal amount of heat ...
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State Diagram For Rule 110 With Transition Probabilities
State may refer to: Arts, entertainment, and media Literature * ''State Magazine'', a monthly magazine published by the U.S. Department of State * ''The State'' (newspaper), a daily newspaper in Columbia, South Carolina, United States * ''Our State'', a monthly magazine published in North Carolina and formerly called ''The State'' * The State (Larry Niven), a fictional future government in three novels by Larry Niven Music Groups and labels * States Records, an American record label * The State (band), Australian band previously known as the Cutters Albums * ''State'' (album), a 2013 album by Todd Rundgren * ''States'' (album), a 2013 album by the Paper Kites * ''States'', a 1991 album by Klinik * ''The State'' (album), a 1999 album by Nickelback Television * ''The State'' (American TV series), 1993 * ''The State'' (British TV series), 2017 Other * The State (comedy troupe), an American comedy troupe Law and politics * State (polity), a centralized political organization ...
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State Diagram
A state diagram is a type of diagram used in computer science and related fields to describe the behavior of systems. State diagrams require that the system described is composed of a finite number of states; sometimes, this is indeed the case, while at other times this is a reasonable abstraction. Many forms of state diagrams exist, which differ slightly and have different semantics. Overview State diagrams are used to give an abstract description of the behavior of a system. This behavior is analyzed and represented by a series of events that can occur in one or more possible states. Hereby "each diagram usually represents objects of a single class and track the different states of its objects through the system". State diagrams can be used to graphically represent finite-state machines (also called finite automata). This was introduced by Claude Shannon and Warren Weaver in their 1949 book ''The Mathematical Theory of Communication''. Another source is Taylor Booth in hi ...
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Emergence
In philosophy, systems theory, science, and art, emergence occurs when an entity is observed to have properties its parts do not have on their own, properties or behaviors that emerge only when the parts interact in a wider whole. Emergence plays a central role in theories of integrative levels and of complex systems. For instance, the phenomenon of life as studied in biology is an emergent property of chemistry. In philosophy, theories that emphasize emergent properties have been called emergentism. In philosophy Philosophers often understand emergence as a claim about the etiology of a system's properties. An emergent property of a system, in this context, is one that is not a property of any component of that system, but is still a feature of the system as a whole. Nicolai Hartmann (1882–1950), one of the first modern philosophers to write on emergence, termed this a ''categorial novum'' (new category). Definitions This concept of emergence dates from at least the ...
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Universal Computation
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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Rule 110
The Rule 110 cellular automaton (often called simply Rule 110) is an elementary cellular automaton with interesting behavior on the boundary between stability and chaos. In this respect, it is similar to Conway's Game of Life. Like Life, Rule 110 with a particular repeating background pattern is known to be Turing complete. This implies that, in principle, any calculation or computer program can be simulated using this automaton. Definition In an elementary cellular automaton, a one-dimensional pattern of 0s and 1s evolves according to a simple set of rules. Whether a point in the pattern will be 0 or 1 in the new generation depends on its current value, as well as on those of its two neighbors. The Rule 110 automaton has the following set of rules: The name "Rule 110" derives from the fact that this rule can be summarized in the binary sequence 01101110; interpreted as a binary number, this corresponds to the decimal value 110. History In 2004, Matthew Cook published a pr ...
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Elementary Cellular Automaton
In mathematics and computability theory, an elementary cellular automaton is a one-dimensional cellular automaton where there are two possible states (labeled 0 and 1) and the rule to determine the state of a cell in the next generation depends only on the current state of the cell and its two immediate neighbors. There is an elementary cellular automaton (rule 110, defined below) which is capable of universal computation, and as such it is one of the simplest possible models of computation. The numbering system There are 8 = 23 possible configurations for a cell and its two immediate neighbors. The rule defining the cellular automaton must specify the resulting state for each of these possibilities so there are 256 = 223 possible elementary cellular automata. Stephen Wolfram proposed a scheme, known as the Wolfram code, to assign each rule a number from 0 to 255 which has become standard. Each possible current configuration is written in order, 111, 110, ..., 001, 000, and the re ...
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