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mathematics Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics ...
and
computability theory Computability theory, also known as recursion theory, is a branch of mathematical logic, computer science, and the theory of computation that originated in the 1930s with the study of computable functions and Turing degrees. The field has since e ...
, an elementary cellular automaton is a one-dimensional
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, tessel ...
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 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 1 ...
, defined below) which is capable of
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 algori ...
, 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 Stephen Wolfram (; born 29 August 1959) is a British-American computer scientist, physicist, and businessman. He is known for his work in computer science, mathematics, and theoretical physics. In 2012, he was named a fellow of the American Ma ...
proposed a scheme, known as the
Wolfram code Wolfram code is a widely used numbering system for one-dimensional cellular automaton rules, introduced by Stephen Wolfram in a 1983 paper and popularized in his book ''A New Kind of Science''. The code is based on the observation that a table spec ...
, 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 resulting state for each of these configurations is written in the same order and interpreted as the binary representation of an integer. This number is taken to be the rule number of the automaton. For example, 110d=011011102. So rule 110 is defined by the transition rule:


Reflections and complements

Although there are 256 possible rules, many of these are trivially equivalent to each other up to a simple transformation of the underlying geometry. The first such transformation is reflection through a vertical axis and the result of applying this transformation to a given rule is called the mirrored rule. These rules will exhibit the same behavior up to reflection through a vertical axis, and so are equivalent in a computational sense. For example, if the definition of rule 110 is reflected through a vertical line, the following rule (rule 124) is obtained: Rules which are the same as their mirrored rule are called amphichiral. Of the 256 elementary cellular automata, 64 are amphichiral. The second such transformation is to exchange the roles of 0 and 1 in the definition. The result of applying this transformation to a given rule is called the complementary rule. For example, if this transformation is applied to rule 110, we get the following rule and, after reordering, we discover that this is rule 137: There are 16 rules which are the same as their complementary rules. Finally, the previous two transformations can be applied successively to a rule to obtain the mirrored complementary rule. For example, the mirrored complementary rule of rule 110 is rule 193. There are 16 rules which are the same as their mirrored complementary rules. Of the 256 elementary cellular automata, there are 88 which are inequivalent under these transformations.


Single 1 histories

One method used to study these automata is to follow its history with an initial state of all 0s except for a single cell with a 1. When the rule number is even (so that an input of 000 does not compute to a 1) it makes sense to interpret state at each time, ''t'', as an integer expressed in binary, producing a sequence ''a''(''t'') of integers. In many cases these sequences have simple, closed form expressions or have a
generating function In mathematics, a generating function is a way of encoding an infinite sequence of numbers () by treating them as the coefficients of a formal power series. This series is called the generating function of the sequence. Unlike an ordinary seri ...
with a simple form. The following rules are notable:


Rule 28

The sequence generated is 1, 3, 5, 11, 21, 43, 85, 171, ... . This is the sequence of
Jacobsthal numbers In mathematics, the Jacobsthal numbers are an integer sequence named after the German mathematician Ernst Jacobsthal. Like the related Fibonacci numbers, they are a specific type of Lucas sequence U_n(P,Q) for which ''P'' = 1, and ''Q''& ...
and has generating function :\frac. It has the closed form expression :a(t) = \frac Rule 156 generates the same sequence.


Rule 50

The sequence generated is 1, 5, 21, 85, 341, 1365, 5461, 21845, ... . This has generating function :\frac. It has the closed form expression :a(t) = \frac. Note that rules 58, 114, 122, 178, 186, 242 and 250 generate the same sequence.


Rule 54

The sequence generated is 1, 7, 17, 119, 273, 1911, 4369, 30583, ... . This has generating function :\frac. It has the closed form expression :a(t) = \frac.


Rule 60

The sequence generated is 1, 3, 5, 15, 17, 51, 85, 255, .... This can be obtained by taking successive rows of
Pascal's triangle In mathematics, Pascal's triangle is a triangular array of the binomial coefficients that arises in probability theory, combinatorics, and algebra. In much of the Western world, it is named after the French mathematician Blaise Pascal, although ot ...
modulo 2 and interpreting them as integers in binary, which can be graphically represented by a Sierpinski triangle.


Rule 90

The sequence generated is 1, 5, 17, 85, 257, 1285, 4369, 21845, ... . This can be obtained by taking successive rows of
Pascal's triangle In mathematics, Pascal's triangle is a triangular array of the binomial coefficients that arises in probability theory, combinatorics, and algebra. In much of the Western world, it is named after the French mathematician Blaise Pascal, although ot ...
modulo 2 and interpreting them as integers in base 4. Note that rules 18, 26, 82, 146, 154, 210 and 218 generate the same sequence.


Rule 94

The sequence generated is 1, 7, 27, 119, 427, 1879, 6827, 30039, ... . This can be expressed as :a(t) = \begin 1, & \mboxt = 0 \\ px 7, & \mboxt = 1 \\ px \dfrac , & \mboxt\mbox \\ px \dfrac , & \mboxt\mbox \end . This has generating function :\frac.


Rule 102

The sequence generated is 1, 6, 20, 120, 272, 1632, 5440, 32640, ... . This is simply the sequence generated by rule 60 (which is its mirror rule) multiplied by successive powers of 2.


Rule 110

The sequence generated is 1, 6, 28, 104, 496, 1568, 7360, 27520, 130304, 396800, ... . Rule 110 has the perhaps surprising property that it is
Turing complete Alan Mathison Turing (; 23 June 1912 – 7 June 1954) was an English mathematician, computer scientist, logician, cryptanalyst, philosopher, and theoretical biologist. Turing was highly influential in the development of theoretical com ...
, and thus capable of
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 algori ...
.


Rule 150

The sequence generated is 1, 7, 21, 107, 273, 1911, 5189, 28123, ... . This can be obtained by taking the coefficients of the successive powers of (1+''x''+''x''2) modulo 2 and interpreting them as integers in binary.


Rule 158

The sequence generated is 1, 7, 29, 115, 477, 1843, 7645, 29491, ... . This has generating function :\frac.


Rule 188

The sequence generated is 1, 3, 5, 15, 29, 55, 93, 247, ... . This has generating function :\frac.


Rule 190

The sequence generated is 1, 7, 29, 119, 477, 1911, 7645, 30583, ... . This has generating function :\frac.


Rule 220

The sequence generated is 1, 3, 7, 15, 31, 63, 127, 255, ... . This is the sequence of
Mersenne numbers In mathematics, a Mersenne prime is a prime number that is one less than a power of two. That is, it is a prime number of the form for some integer . They are named after Marin Mersenne, a French Minim friar, who studied them in the early 17 ...
and has generating function :\frac. It has the closed form expression :a(t) = 2\cdot 2^t-1. Note that rule 252 generates the same sequence.


Rule 222

The sequence generated is 1, 7, 31, 127, 511, 2047, 8191, 32767, ... . This is every other entry in the sequence of
Mersenne numbers In mathematics, a Mersenne prime is a prime number that is one less than a power of two. That is, it is a prime number of the form for some integer . They are named after Marin Mersenne, a French Minim friar, who studied them in the early 17 ...
and has generating function :\frac. It has the closed form expression :a(t) = 2\cdot 4^t-1. Note that rule 254 generates the same sequence.


Images for rules 0-99

These images depict space-time diagrams, in which each row of pixels shows the cells of the automaton at a single point in time, with time increasing downwards. They start with an initial automaton state in which a single cell, the pixel in the center of the top row of pixels, is in state 1 and all other cells are 0. Image:WolframRule0.png, Rule 0 Image:WolframRule1.png, Rule 1 Image:WolframRule2.png, Rule 2 Image:WolframRule3.png, Rule 3 Image:WolframRule4.png, Rule 4 Image:WolframRule5.png, Rule 5 Image:WolframRule6.png, Rule 6 Image:WolframRule7.png, Rule 7 Image:WolframRule8.png, Rule 8 Image:WolframRule9.png, Rule 9 Image:WolframRule10.png, Rule 10 Image:WolframRule11.png, Rule 11 Image:WolframRule12.png, Rule 12 Image:WolframRule13.png, Rule 13 Image:WolframRule14.png, Rule 14 Image:WolframRule15.png, Rule 15 Image:WolframRule16.png, Rule 16 Image:WolframRule17.png, Rule 17 Image:WolframRule18.png, Rule 18 Image:WolframRule19.png, Rule 19 Image:WolframRule20.png, Rule 20 Image:WolframRule21.png, Rule 21 Image:WolframRule22.png, Rule 22 Image:WolframRule23.png, Rule 23 Image:WolframRule24.png, Rule 24 Image:WolframRule25.png, Rule 25 Image:WolframRule26.png, Rule 26 Image:WolframRule27.png, Rule 27 Image:WolframRule28.png, Rule 28 Image:WolframRule29.png, Rule 29 Image:WolframRule30.png, Rule 30 Image:WolframRule31.png, Rule 31 Image:WolframRule32.png, Rule 32 Image:WolframRule33.png, Rule 33 Image:WolframRule34.png, Rule 34 Image:WolframRule35.png, Rule 35 Image:WolframRule36.png, Rule 36 Image:WolframRule37.png, Rule 37 Image:WolframRule38.png, Rule 38 Image:WolframRule39.png, Rule 39 Image:WolframRule40.png, Rule 40 Image:WolframRule41.png, Rule 41 Image:WolframRule42.png, Rule 42 Image:WolframRule43.png, Rule 43 Image:WolframRule44.png, Rule 44 Image:WolframRule45.png, Rule 45 Image:WolframRule46.png, Rule 46 Image:WolframRule47.png, Rule 47 Image:WolframRule48.png, Rule 48 Image:WolframRule49.png, Rule 49 Image:WolframRule50.png, Rule 50 Image:WolframRule51.png, Rule 51 Image:WolframRule52.png, Rule 52 Image:WolframRule53.png, Rule 53 Image:WolframRule54.png, Rule 54 Image:WolframRule55.png, Rule 55 Image:WolframRule56.png, Rule 56 Image:WolframRule57.png, Rule 57 Image:WolframRule58.png, Rule 58 Image:WolframRule59.png, Rule 59 Image:WolframRule60.png, Rule 60 Image:WolframRule61.png, Rule 61 Image:WolframRule62.png, Rule 62 Image:WolframRule63.png, Rule 63 Image:WolframRule64.png, Rule 64 Image:WolframRule65.png, Rule 65 Image:WolframRule66.png, Rule 66 Image:WolframRule67.png, Rule 67 Image:WolframRule68.png, Rule 68 Image:WolframRule69.png, Rule 69 Image:WolframRule70.png, Rule 70 Image:WolframRule71.png, Rule 71 Image:WolframRule72.png, Rule 72 Image:WolframRule73.png, Rule 73 Image:WolframRule74.png, Rule 74 Image:WolframRule75.png, Rule 75 Image:WolframRule76.png, Rule 76 Image:WolframRule77.png, Rule 77 Image:WolframRule78.png, Rule 78 Image:WolframRule79.png, Rule 79 Image:WolframRule80.png, Rule 80 Image:WolframRule81.png, Rule 81 Image:WolframRule82.png, Rule 82 Image:WolframRule83.png, Rule 83 Image:WolframRule84.png, Rule 84 Image:WolframRule85.png, Rule 85 Image:WolframRule86.png, Rule 86 Image:WolframRule87.png, Rule 87 Image:WolframRule88.png, Rule 88 Image:WolframRule89.png, Rule 89 Image:WolframRule90.png, Rule 90 Image:WolframRule91.png, Rule 91 Image:WolframRule92.png, Rule 92 Image:WolframRule93.png, Rule 93 Image:WolframRule94.png, Rule 94 Image:WolframRule95.png, Rule 95 Image:WolframRule96.png, Rule 96 Image:WolframRule97.png, Rule 97 Image:WolframRule98.png, Rule 98 Image:WolframRule99.png, Rule 99


Random initial state

A second way to investigate the behavior of these automata is to examine its history starting with a random state. This behavior can be better understood in terms of Wolfram classes. Wolfram gives the following examples as typical rules of each class. * Class 1: Cellular automata which rapidly converge to a uniform state. Examples are rules 0, 32, 160 and 232. * Class 2: Cellular automata which rapidly converge to a repetitive or stable state. Examples are rules 4, 108, 218 and 250. * Class 3: Cellular automata which appear to remain in a random state. Examples are rules 22, 30, 126, 150, 182. * Class 4: Cellular automata which form areas of repetitive or stable states, but also form structures that interact with each other in complicated ways. An example is
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 1 ...
. Rule 110 has been shown to be capable of
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 algori ...
. Each computed result is placed under that result's source creating a two-dimensional representation of the system's evolution. In the following gallery, this evolution from random initial conditions is shown for each of the 88 inequivalent rules. Below each image is the rule number used to produce the image, and in brackets the rule numbers of equivalent rules produced by reflection or complementing are included, if they exist. As mentioned above, the reflected rule would produce a reflected image, while the complementary rule would produce an image with black and white swapped. Image:Rule0rand.png, Rule 0 (255) Image:Rule1rand.png, Rule 1 (127) Image:Rule2rand.png, Rule 2 (16, 191, 247) Image:Rule3rand.png, Rule 3 (17, 63, 119) Image:Rule4rand.png, Rule 4 (223) Image:Rule5rand.png, Rule 5 (95) Image:Rule6rand.png, Rule 6 (20, 159, 215) Image:Rule7rand.png, Rule 7 (21, 31, 87) Image:Rule8rand.png, Rule 8 (64, 239, 253) Image:Rule9rand.png, Rule 9 (65, 111, 125) Image:Rule10rand.png, Rule 10 (80, 175, 245) Image:Rule11rand.png, Rule 11 (47, 81, 117) Image:Rule12rand.png, Rule 12 (68, 207, 221) Image:Rule13rand.png, Rule 13 (69, 79, 93) Image:Rule14rand.png, Rule 14 (84, 143, 213) Image:Rule15rand.png, Rule 15 (85) Image:Rule18rand.png, Rule 18 (183) Image:Rule19rand.png, Rule 19 (55) Image:Rule22rand.png, Rule 22 (151) Image:Rule23rand.png, Rule 23 Image:Rule24rand.png, Rule 24 (66, 189, 231) Image:Rule25rand.png, Rule 25 (61, 67, 103) Image:Rule26rand.png, Rule 26 (82, 167, 181) Image:Rule27rand.png, Rule 27 (39, 53, 83) Image:Rule28rand.png, Rule 28 (70, 157, 199) Image:Rule29rand.png, Rule 29 (71) Image:Rule30rand.png,
Rule 30 Rule 30 is an elementary cellular automaton introduced by Stephen Wolfram in 1983. Using Wolfram's classification scheme, Rule 30 is a Class III rule, displaying aperiodic, chaotic behaviour. This rule is of particular interest because it pr ...
(86, 135, 149) Image:Rule32rand.png, Rule 32 (251) Image:Rule33rand.png, Rule 33 (123) Image:Rule34rand.png, Rule 34 (48, 187, 243) Image:Rule35rand.png, Rule 35 (49, 59, 115) Image:Rule36rand.png, Rule 36 (219) Image:Rule37rand.png, Rule 37 (91) Image:Rule38rand.png, Rule 38 (52, 155, 211) Image:Rule40rand.png, Rule 40 (96, 235, 249) Image:Rule41rand.png, Rule 41 (97, 107, 121) Image:Rule42rand.png, Rule 42 (112, 171, 241) Image:Rule43rand.png, Rule 43 (113) Image:Rule44rand.png, Rule 44 (100, 203, 217) Image:Rule45rand.png, Rule 45 (75, 89, 101) Image:Rule46rand.png, Rule 46 (116, 139, 209) Image:Rule50rand.png, Rule 50 (179) Image:Rule51rand.png, Rule 51 Image:Rule54rand.png, Rule 54 (147) Image:Rule56rand.png, Rule 56 (98, 185, 227) Image:Rule57rand.png, Rule 57 (99) Image:Rule58rand.png, Rule 58 (114, 163, 177) Image:Rule60rand.png, Rule 60 (102, 153, 195) Image:Rule62rand.png, Rule 62 (118, 131, 145) Image:Rule72rand.png, Rule 72 (237) Image:Rule73rand.png, Rule 73 (109) Image:Rule74rand.png, Rule 74 (88, 173, 229) Image:Rule76rand.png, Rule 76 (205) Image:Rule77rand.png, Rule 77 Image:Rule78rand.png, Rule 78 (92, 141, 197) Image:Rule90rand.png,
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 ...
(165) Image:Rule94rand.png, Rule 94 (133) Image:Rule104rand.png, Rule 104 (233) Image:Rule105rand.png, Rule 105 Image:Rule106rand.png, Rule 106 (120, 169, 225) Image:Rule108rand.png, Rule 108 (201) Image:Rule110rand.png,
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 1 ...
(124, 137, 193) Image:Rule122rand.png, Rule 122 (161) Image:Rule126rand.png, Rule 126 (129) Image:Rule128rand.png, Rule 128 (254) Image:Rule130rand.png, Rule 130 (144, 190, 246) Image:Rule132rand.png, Rule 132 (222) Image:Rule134rand.png, Rule 134 (148, 158, 214) Image:Rule136rand.png, Rule 136 (192, 238, 252) Image:Rule138rand.png, Rule 138 (174, 208, 244) Image:Rule140rand.png, Rule 140 (196, 206, 220) Image:Rule142rand.png, Rule 142 (212) Image:Rule146rand.png, Rule 146 (182) Image:Rule150rand.png, Rule 150 Image:Rule152rand.png, Rule 152 (188, 194, 230) Image:Rule154rand.png, Rule 154 (166, 180, 210) Image:Rule156rand.png, Rule 156 (198) Image:Rule160rand.png, Rule 160 (250) Image:Rule162rand.png, Rule 162 (176, 186, 242) Image:Rule164rand.png, Rule 164 (218) Image:Rule168rand.png, Rule 168 (224, 234, 248) Image:Rule170rand.png, Rule 170 (240) Image:Rule172rand.png, Rule 172 (202, 216, 228) Image:Rule178rand.png, Rule 178 Image:Rule184rand.png,
Rule 184 Rule 184 is a one-dimensional binary cellular automaton rule, notable for solving the majority problem as well as for its ability to simultaneously describe several, seemingly quite different, particle systems: * Rule 184 can be used as a simpl ...
(226) Image:Rule200rand.png, Rule 200 (236) Image:Rule204rand.png, Rule 204 Image:Rule232rand.png, Rule 232


Unusual cases

In some cases the behavior of a cellular automaton is not immediately obvious. For example, for Rule 62, interacting structures develop as in a Class 4. But in these interactions at least one of the structures is annihilated so the automaton eventually enters a repetitive state and the cellular automaton is Class 2. Rule 73 is Class 2 because any time there are two consecutive 1s surrounded by 0s, this feature is preserved in succeeding generations. This effectively creates walls which block the flow of information between different parts of the array. There are a finite number of possible configurations in the section between two walls so the automaton must eventually start repeating inside each section, though the period may be very long if the section is wide enough. These walls will form with probability 1 for completely random initial conditions. However, if the condition is added that the lengths of runs of consecutive 0s or 1s must always be odd, then the automaton displays Class 3 behavior since the walls can never form. Rule 54 is Class 4 and also appears to be capable of universal computation, but has not been studied as thoroughly as Rule 110. Many interacting structures have been cataloged which collectively are expected to be sufficient for universality.


References

* * * * * * * * * * * * * * * * * *


External links

{{Commons category, Elementary cellular automata
"Elementary Cellular Automata" at the ''Wolfram Atlas of Simple Programs''

32 bytes long MS-DOS executable drawing by cellular automaton
(
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 1 ...
by default)
A showcase of all the rules picked at randomMinimal CA emulation with Wolfram rule parser online in vanilla Javascript
Cellular automata