1 / 25

Cellular Automata

Cellular Automata . Anthony Lora. Outline. What are Automata? Von Neuman’s Machine A Simple CA CA ?= TM Features Examples. What is an Automaton?. A self-operating machine or mechanism Automata Theory: Study of abstract, mathematical machines and systems. Includes:

chet
Télécharger la présentation

Cellular Automata

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Cellular Automata Anthony Lora

  2. Outline • What are Automata? • Von Neuman’s Machine • A Simple CA • CA ?= TM • Features • Examples

  3. What is an Automaton? • A self-operating machine or mechanism • Automata Theory: • Study of abstract, mathematical machines and systems. • Includes: • Deterministic Finite Automata (DFA) • Nondeterministic Finite Automata (NFA) • Pushdown Automata (PDA) • Turing Machines (TM) • Cellular Automata (CA)

  4. Cellular Automata • Proposed by John von Neumann in the late 1940s to model self-reproducing organisms • If a machine were surrounded by “hardware soup,” could it create a working copy of itself? • Possible if the machine had a blueprint for itself • Make a copy of the blueprint and use it as instructions for building • Stanislaw Ulam suggested using cells to represent the parts

  5. A Simple CA • One-dimensional array of cells • Each cell has a state • Time is divided into discrete units • A function (the “local rule”) determines how cell state changes • State change determined by the cell’s state and the state of its two neighbors • At each clock tick, the local rule is run on the cells in parallel

  6. Example • Possible states: 0, 1 • Rules: • If 1, become 0 • If 0 and neighbors are 0, then remain 0 • If 0 and at least one neighbor is 1, then become 1

  7. Self-Reproducing Automata • Von Neumann’s CA had cells capable of 29 different states, though it has been simplified since then. • Had to be capable of universal computation in order to be nontrivial • AKA – Turing-complete, or capable of simulating a single-tape Turing machine

  8. Turing Machine 101 • Four Parts • Tape - Two-way infinite, divided into cells, each one holding a symbol from a finite set • Head - Can read symbols, move left and right one cell, and update cell contents • State Register – Holds the state of the machine • Table – Holds the different instructions for the TM, based on the symbol read and the state • Update cell contents, if necessary • Move left or right, if necessary • Change state, if necessary

  9. From TM to CA • The state of the cells has two components • Tape symbol from the equivalent TM • Whether the TM’s head is scanning the present cell • Rule 1: • If the head is not scanning the cell, or either of its neighbors, the cell contents remain the same

  10. From TM to CA • Rule 2: • If the head is scanning the right cell and there is a left move, then the current cell will be scanned in the next step. Same goes for a left cell and right move. • Example: At A, shift right.

  11. From TM to CA • Rule 3: • If the present cell is being scanned, change contents according to TM’s rules and stop scanning the cell, if necessary. • Rule: At C, update to Z and shift left.

  12. Features of a CA • Cell States • Set of all possible states must be finite • Usually exists a quiescent state • Polygeneous CA - Has cells whose states come from different sets • Geometry • Can be a d-dimensional grid • Can be finite or infinite in any direction

  13. Features of a CA • Neighborhood • Different neighborhoods can bedefined for a d-dimensionalgrid • Von Neumann Neighborhood • Moore Neighborhood • Input vs Output Neighbors • If both are of equal size, thenthe CA is balanced

  14. Features of a CA • Local Rules • Hybrid CA – Each cell has its own local rules • Possible for cells to change their local rule at each time step

  15. Conway’s Game of Life • Made by John Horton Conway in 1970 • Design a simple set of rules to model a population • Setup • States: 0 (non-living), 1 (living) • 2-dimensional with a Moore neighborhood • Rules: • Survival – If alive and has 2 or 3 living neighbors, then remains alive • Birth – If non-living and has exactly 3 living neighbors, then becomes alive • Death – If alive, becomes non-living if it has 0 or 1 living neighbors or 4+ living neighbors • The Game of Life

  16. Wireworld • Introduced by Brian Silverman in 1987 as part of Phantom Fish Tank program • Uses four color states, a 2-D grid, and Moore neighborhood • Rules • Color 0 is background and always stays that way • Color 1 is an electron head and always becomes a tail • Color 2 is an electron tail and always turns into wire • Color 3 is wire, which remains wire unless 1 or 2 of the neighboring cells are electron heads, in which case it becomes an electron head as well

  17. Wireworld • Can simulate digital logic circuits • 2002 – Nick Gardner demonstrates how Wireworld can be used to multiply two 8-bit numbers • A computer that can count off prime numbers has also been created

  18. Wireworld

  19. Elementary CA • Introduced by Stephen Wolfram in 1983 • Two states, 1-D, left and right neighbors • Below is the set of rules for Rule165 • Total of 256 elementary CA

  20. Elementary CA • Often depicted a single black cell in the center for initial conditions • Rule 165:

  21. Rule 110 • Capable of universal computation • Mirror: Rule 124, Compliment: 137, Both: 193

  22. Firing Squad Problem • Proposed by John Myhill in 1957 • Solved by John McCarthy and Marvin Minskyand published in 1962 by Edward Moore • Problem: • A line of N soldiers stand in the idle state • Soldier on the far left (the general) gives the signal to fire • Soldiers can only communicate with their left and right neighbors • All soldiers must fire only once and at the same time

  23. Firing Squad Problem • Original solution takes 15 states and works in 3N time • Most optimal time is 2N-2 and takes thousands of states • A 6-state solution exists and a 4-state solution is impossible • Unknown whether a 5-state solution may exist

  24. McCarthy and Minsky’s Solution

  25. Resources • “A Brief History of Cellular Automata” by PalashSarkar • “Cellular Automata Laboratory” by Rudy Rucker and John Walker • WolfromMathWorld

More Related