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Introductory Lecture on Cellular Automata

Introductory Lecture on Cellular Automata. Modified and upgraded slides of Martijn Schut schut@cs.vu.nl Vrij Universiteit Amsterdam Lubomir Ivanov Department of Computer Science Iona College and anonymous from Internet . Overview. Conway’s Game of Life Cellular Automata

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Introductory Lecture on Cellular Automata

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  1. Introductory Lecture on Cellular Automata Modified and upgraded slides of Martijn Schut schut@cs.vu.nl Vrij Universiteit Amsterdam Lubomir Ivanov Department of Computer Science Iona College and anonymous from Internet

  2. Overview • Conway’s Game of Life • Cellular Automata • Self Reproduction • Universal Machines } Artificial Life

  3. Cellular Automata • A Cellular Automaton is a model of a parallel computer • A CA consists of processors (cells), connected usually in an n-dimensional grid Discuss also other regular structures and irregular structures

  4. EXAMPLE: Life - The Game Movement of black patterns on grid matrix

  5. History of Cellular Automata • Original experiment created to see if simple rule system could create “universal computer” • Universal Computer (Turing): a machinecapable of emulating any kind of information processing through simple rule system • Von Neumann and Stan Ulam • late 1960’s: John Conway invents “Game of Life”

  6. Life - Conway’s Game of Life John H. Conway

  7. Life - Conway’s Game of Life • Simplest possible universecapable of computation • Basic design: rectangular grid of “living” (on) and “dead” (off) cells • Complex patterns result from simple structures • In each generation, cells are governed by three simple rules • Which patterns lead to stability? To chaos?

  8. Life - Conway’s Game of Life Life - The Game • A cell dies or lives according to some transition rule • As in Starlogo, the world is round (flips over edges) • How many rules for Life? 20, 40, 100, 1000? transition rules time T = 0 T = 1 Here we are interested in rules for the middle cell only

  9. Life - Conway’s Game of Life Life - The Game • Three simple rules • dies if number of alive neighbor cells =< 2 (loneliness) • dies if number of alive neighbor cells >= 5 (overcrowding) • lives is number of alive neighbor cells = 3 (procreation) This means that in original “Game of Life” when the cell has 4 alive neighbors, then its state remains as it was.

  10. Life - Conway’s Game of Life Another variant of Conway’s Rules • Death: if the number of surrounding cells is less than 2 or greater than 3, the current cell dies • Survival: if the number of living cells is exactly 2, or if the number of living cells is 3 (including the current cell), maintain status quo • Birth: if the current cell is dead, but has three living cells surrounding it, it will come to life

  11. Life - The Game Here the rules are applied only to the cell in the middle • Examples of the rules • loneliness (dies if #alive =< 2) • overcrowding (dies if #alive >= 5) • procreation (lives if #alive = 3) New cell is born

  12. Here the rules are applied only to the cell in the middle Life - The Game Cell has four alive neighbors so its state is preserved

  13. Rap-around the east and west and the north and south (this is only in some variants) ! ? ! ? ? ! ! ? ? ! ! ? ! ? Life - The Game What happens at the frontiers?

  14. Stable Periodic Moving Life - Patterns If you start from such patterns, they will remain If such separated pattern is every created, it remains. These patterns oscillate with certain periods, here the period is two, please analyse

  15. Cellular Automata - Introduction 1 second later Now • Traditional science • Newton laws • states • problem: detailed description of states impossible etc etc • Heisenberg principle • states that it is impossible to precisely know • the speed and the locationof a particle • basis of quantum theory How to model classical world with CA?How to model quantum world with CA?

  16. Beyond Life - Cellular Automata “A CA is an array of identically programmed automata, or cells, which interact with one another in a neighborhood and have definite state” Let us analyze every component of the definition

  17. In essence, what are Cellular Automata? • 1. Computer simulations which emulate the laws of nature • 2. Discrete time/space logical universes • 3. Complexity from simple rule set: reductionist approach • 4. Deterministic local physical model • 5. Rough estimation of nature: no precision • 6. This model does not reflect ‘closed sphere’ life: can achieve same end resultsgiven rules and initial conditions

  18. Simulation Goals using CA • Avoid extremes: patterns that grow too quickly (unlimited) or patterns that die quickly • Desirable behaviors: • No initial patterns where unlimited growth is obvious through simple proof • Should discover initial patterns for which this occurs • Simple initial patterns should grow and change before ending by: • fading away completely • stabilizing the configuration • oscillating between 2 or more stable configurations • Behavior of population should be relatively unpredictable

  19. 1 45 34 12 90 4 27 7 1 0 1 1 0 1 0 0 H Q M S W E T G G O M R A W J D X R E P N I Z T Cellular Automata – Various types of Arrays “A CA is an array of identically programmed automata, or cells, which interact with one another in a neighborhood and have definite state” • 1 dimensional • 2 dimensional

  20. if #alive =< 2, then die • if #alive = 3, then live • if #alive >= 5, then die • if #alive =< 2, then die • if #alive = 3, then live • if #alive >= 5, then die • if #alive =< 2, then die • if #alive = 3, then live • if #alive >= 5, then die Cellular Automata – rules for Cells “A CA is an array of identically programmed automata, or cells, which interact with one another in a neighborhood and have definite state” Identically programmable? What it gives us if not identically programmable?

  21. Cellular Automata – Interaction is local “A CA is an array of identically programmed automata, or cells, which interact with one another in a neighborhood and have definite state” the rules if #alive =< 2, then die if #alive = 3, then live if #alive >= 5, then die Discuss the role of local interaction in modern VLSI and future (nano) technologies

  22. Cellular Automata - Neighbourhood • Classic examples of cell neighborhoods:

  23. Cellular Automata - Neighbourhood Moore neighborhood Neumann neighborhood “A CA is an array of identically programmed automata, or cells, which interact with one another in a neighborhood and have definite state” 8 neighbors in Moore neighborhood 4 neighbors in Von Neumann neighborhood Margolus, Wolfram and other neighborhoods

  24. 2 possible states: ON OFF Never infinite! A G O M R Z A W J D 26 possible states: A … Z X R E P N I Z T Cellular Automata - States “A CA is an array of identically programmed automata, or cells, which interact with one another in a neighborhood and have definite state”

  25. Cellular Automata - Simple 1D Example The rules Describe the logic design – minimization, encoding, excitation function realization the same as in synchronous automata from class Observe the recursive property of the pattern

  26. Cellular Automata - Pascal’s Triangle

  27. Cellular Automata - Classification • dimension 1D, 2D … nD • neighborhood Neumann, Moore for 1D • (2D => r is used to denote the radius) • number of states 1,2,…, n

  28. Cellular Automata - Wow! examples

  29. … a little bit of formalism…. Automata Theory Automata Theory is a branch of Computer Science which: a)Attempts to answer questions like: • “What can computers do” • “what is beyond computer capabilities?” b) Helps create and study new models of computation in a clear, unambiguous way. c)Contrary to popular belief, has very practical implications and is the basis for many real-world applications

  30. Cellular Automata Formalism • An important component of a Cellular Automaton is its interconnection graph, G. • This graph is, typically, an n-dimensional grid. • But it can be other grid, • Or slightly irregular • Or irregular • Each cell of the CA can be in one of several possible states. The state set, Q, of a Cellular Automaton is the set of all possible states that a cell can be in. • The pair (G, Q) is usually referred to as a Cell Space of the CA.

  31. Cellular Automata Formalism • A configuration, x, of a CA is a mapping from the graph to the state set, which assigns a state from the state set Q to each node in the graph G , i.e. x: G ® Q x(i) = q, where iÎG and qÎQ • A configuration of a CA describes the overall state of the Cellular Automaton on a global scale

  32. Cellular Automata Formalism • The computation of CAs, though, is a local process. The next state of each cell depends on its current state, and the states of its closest neighbors only. • Thus, we need to define the concept of a cell neighborhood. • A neighborhood of a cell in a cellular automaton, is the collection of cells situated at a “distance” r or less from the cell in question.

  33. Cellular Automata Formalism: local dynamics • Each cell of a CA is a simple Finite State Machine • The local dynamics (transition function) of a cell, denoted d, is a function, which receives as inputs the state of a cell and its “neighbors”, and computes the next state of the cell. • For example, the local dynamics of a 1-D CA can be defined as follows: d(xi-1,xi,xi+1) = xi¢ • The local dynamics is often expressed as a table: xi-1,xi,xi+1 000 001 010 011 100 101 110 111 d(xi-1,xi,xi+1) 1 0 0 1 0 1 1 0 This is nothing new, just a formalism to be used in formal proofs and journal papers

  34. Cellular Automata Formalism: definition • Formally, a Cellular Automaton is a quadruple M = (G, Q, N, d), where: G- interconnection graph, Q - set of states N - neighborhood (e.g. von Neumann, etc.) d - local dynamics Humanoid robot example: State of this joint is a function of neighbor joints

  35. Cellular Automata Formalism: global dynamics • The local dynamics, d, of a CA describes the computation occurring locally at each cell. • The global computation of the CA as a system is captured by the notion of global dynamics. • The global dynamics, T, of a CA is a mapping from the set of configurations C to itself, i.e. T: C ® C • Thus, the global dynamics describes how the overall state of the CA changes from one instance to the next Give examples of bridge and graph coloring to explain the principle of egoism and emerging global behavior

  36. Cellular Automata: link to dynamical systems • Since the global computation is determined by the computation of each individual cell, the global dynamics, T, is defined in terms of the local dynamics, d: T(x)i := d(xi-1,xi,xi+1) • Starting with some initial configuration, x, the Cellular Automaton evolves in time by computing the successive iterations of the global dynamics: x, T(x), T2(x)=T(T(x)), …, Tn(x), … • Thus, we can view the evolution of a CA with time as a computation of the forward orbit of a discrete dynamical system.

  37. Cellular Automata - Types Game of life • Symmetric CAs • Spatial isotropic • Legal • Totalistic • Wolfram Will be discussed

  38. Cellular Automata - Wolfram What are the possible “behaviors” of “black patterns”? There are four possibilities: I. Always reaches a state in which all cells are dead or alive II. Periodic behavior III. Everything occurs randomly IV. Unstructured but complex behavior

  39. Cellular Automata – Wolfram’s parameter and classes Wolfram introduced a parameter called lambda  = chance that a cell is alive in the next state  0.0 0.1 0.2 0.3 0.4 0.5 Our four classes I I II IV III What do these classes look like? I. Always reaches a state in which all cells are dead or alive II. Periodic behavior III. Everything occurs randomly IV. Unstructured but complex behavior

  40. Cellular Automata – Complexity of rules • What is the total number of possibilities with CAs? • Let’s look at total number of possible rules • For 1D CA: • 23 = 8 possible “neighborhoods” (for 3 cells) • 28 = 256 possible rules • For 2D CA: • 29 = 512 possible “neighborhoods” • 2512 possible rules (!!) This is dramatic!

  41. Cellular Automata - Alive or not? • Can CA or Game of Life represent life as we know it? • A computer can be simulated in Game of Life • Building blocks of a computer (wires, gates, registers) can be simulated in Game of Life as patterns (gliders, eaters etcetera) • Is it possible to build a computer based on this game model? • YES • Is it possible to build life based on this model? • ?? • Is it possible to build model of brain based on this model? • YES, Hugo De Garis and Andrzej Buller

  42. Universal Machines - Cellular Automata Stanislaw Ulam (1909 - 1984)

  43. Universal Machines - Cellular Automata • conceived in the 1940s • Stanislaw Ulam - evolution of graphicconstructions generated by simple rules • Szkocka Café in Lwow, Poland now Ukraine • Ulam asked two questions: • can recursive mechanisms explainthe complexity of the real? • Is complexity then only appearant,the rules themselves being simple? Stanislaw Ulam Memorial Lectures

  44. Universal Machines - Turing Machines Alan Turing (1912-1954)

  45. Are they really this different? Universal Machines - Turing Machines Program (e.g., Microsoft Word) Data (e.g., resignation letter) The idea of Universal Machine, Universal Turing Machine The idea of “Turing Test” No, they’re all just 0s and 1s!

  46. Universal Machines - Neumann Machines John von Neumann (1903- 1957)

  47. Universal Machines - Neumann Machines • John von Neumann interests himself on theory ofself-reproductive automata • worked on a self-reproducing“kinematon”(like the monolith in “2001 Space Odyssey”) • Ulam suggested von Neumann to use “cellular spaces” • extremely simplified universe

  48. Turing - Universal Machines Langton - Reproducing Loops Self Reproduction Game of Life is model of Universal Computing Cellular Automata Conway - Game of Life Self-reproduction von Neumann - Reproduction Game of Life can lead to models of Self-reproduction See next slide

  49. Self Reproduction • Langton Loop’s • 8 states • 29 rules Is life that simple?

  50. Cellular Automata as Dynamical Systems Chaos Theory Chaotic Behavior of Dynamical Systems

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