cellular automata introduction cellular automata originally devised in the late 1940s by stan ulam...
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Cellular Automata
Introduction
Cellular Automata originally devised in the late 1940s by Stan Ulam (a mathematician) and John von Neumann.
Originally devised as a method of representing a stylized universe, with rules (e.g. laws of thermodynamics) acting over the entire universe.
Have subsequently been used for a wide variety of purposes in simulating systems from chemistry and physics
CAs have started to be used in bioinformatics
Some Facts
Cellular Automata but … one Automaton !! Cellular Automata can be defined in multiple
dimensions: one, two, three… or more
Cellular Automata have applications in many scientific domains:
1. Physics2. Material Science3. Biology4. Epidemiology5. etc
Cellular Automata
CA is a dynamical system in which
space and time are discrete and the
space of Cellular automata is changed
with time
Cellular Automata
CA is a spatial lattice of N cells, each of which is one of k states at time t.
•Each cell follows the same simple rule for updating its state.
•The cell's state s at time t+1 depends on its own state and the states of some number of neighbouring cells at t.
• For one-dimensional CAs, the neighbourhood of a cell consists of the cell itself and r neighbours on either side.
Cellular Automata An automaton consists of a
grid/lattice of cells each of which can be in a number of states
The figure shows a 5x5 automaton where each cell can be in a filled or empty state.
Cell
State = empty/off/0
State = filled/on/1
1-D Cellular Automata
It is a string of cells (one dimensional array of
cells). Each cell in one state of State Set and
change its state with time depend on the
neighbor cells.
1D Cellular Automata
0 0 1 0 1 0 1 0 1 0 0 1
T=0
1 0 1 1 1 1 0 0 0 1 1 0
T=1
Application
1-D cellular Automata example is the Traffic
road (system)
Let us consider the cell with state 0 is empty
of car and cell with state 1 has a car
Traffic Road
1 1 1 1 1 1
T=0
1 1 1 1 1 1
T=1
Traffic road
The idea is to consider a set of adjacent cells
representing a street along which a car can move.
The car jumps to its nearest neighbor cell unless
this cell is already occupied by another car.
Traffic System
The rule of motion can be expressed by
X (t+1) = Xin (t) (1-X(t)) + Xout(t) X(t)
X is the cell, Xin is the cell from which the car
come, Xout the destination cell.
Traffic Simulation
Decelerate, if tailing distance to the next car is less than strength of pheromone suggests
Accelerate, if there is no pheromone or tailing distance is greater than suggested by pheromone strength
Traffic Simulation
Driving, changing lanes, stopping
State Set
Each cell of the cellular automata is a
finite automaton and then it has a
state, the set of all possible states is
called state set
State Transition Rules The states of an automaton change over time
in discrete timesteps The state of each cell is modified in parallel at
each timestep according to the state transition rules
These determine the new states of each of the cells in the next timestep from the states of that cells neighbours
For (int i=0 to CellCount){
Cell[i].State[t+1] = STR(Cell[i].Neighbour.State[t]
}
Boundary conditionsthere are two kinds of boundaries; periodic
and fixed value boundaries.
1. Periodic boundary is obtained by periodically extending the array or lattice
2. Fixed value boundary is obtained by simply prescribing a fixed value for the cells on the boundary
0 0 1 0 1 0 1 0 1 0 0 1
Neighborhood size
The set of cells that neighbor a given cell X
in traffic example, the neighborhood size is 3 ( cell before and
cell after plus the cell X itself)
1 0 1
2-D Cellular Automata
Is an array nxn of cells. Each cell has a different state from state set.
1 0 1 0 1
1 1 0 1 1
1 0 1 1 0
0 1 1 1 0
0 1 0 0 1
2 D Cellular Automata
The neighborhood size of 2D cellular Automata is 2 types: Von Neuman and Moore
R=1 R=2Von Neuman
2 D Cellular Automata
The neighborhood size of 2D cellular Automata is 2 types: Von Neuman and Moore
R=1 R=2Moore
2-D Traffic System
Using 2 D cellular Automata we can construct road networks with crossing where cars can move
Game of life
Consider 2D cellular automata with neighbors size 8 and states 0 and 1
The transition rule is:– If cell has 3 of its neighbors live, then it
live next time– Live cell and has 2 neighbors live, it will
be live next time– Otherwise, it will die next time step
Game of life
Game of life
Game of life
Game of life
Game of life
Is it alive?
Sequences
Loop ReproductionLoop Reproduction
Loop DeathLoop Death
Classes of cellular automata (Wolfram)
Class 1: after a finite number of time steps, the CA tends to achieve a unique state from nearly all possible starting conditions (limit points)
Class 2: the CA creates patterns that repeat periodically or are stable (limit cycles)
Class 3: from nearly all starting conditions, the CA leads to aperiodic-chaotic patterns, where the statistical properties of these patterns are almost identical (after a sufficient period of time) to the starting patterns (self-similar fractal curves) – computes ‘irregular problems’
Class 4: after a finite number of steps, the CA usually dies, but there are a few stable (periodic) patterns possible (e.g. Game of Life) - Class 4 CA are believed to be capable of universal computation
The 2 million cell
Fish: red; sharks: yellow; empty: black
Initial Conditions
Initially cells contain fish, sharks or are empty
Empty cells = 0 (black pixel) Fish = 1 (red pixel) Sharks = –1 (yellow pixel)
Breeding Rule
Breeding rule: if the current cell is empty If there are >= 4 neighbors of one species,
and >= 3 of them are of breeding age,• Fish breeding age >= 2,• Shark breeding age >=3,
and there are <4 of the other species:
then create a species of that type • +1= baby fish (age = 1 at birth)• -1 = baby shark (age = |-1| at birth)
Breeding Rule: Before
EMPTY
Breeding Rule: After
Fish Rules
If the current cell contains a fish: Fish live for 10 generations If >=5 neighbors are sharks, fish dies
(shark food) If all 8 neighbors are fish, fish dies
(overpopulation) If a fish does not die, increment age
Shark Rules
If the current cell contains a shark: Sharks live for 20 generations If >=6 neighbors are sharks and fish
neighbors =0, the shark dies (starvation) A shark has a 1/32 (.031) chance of
dying due to random causes If a shark does not die, increment age
Shark Random Death: Before
I Sure Hope that the random number chosen is >.031
Shark Random Death: After
YES IT IS!!! I LIVE
Generation: 0
Generation: 100
Generation: 500
Generation: 1,000
Generation: 2,000
Generation: 4,000
Generation: 8,000
Generation: 10,500
Application Guidelines
To apply a cellular automaton to a problem:– A representation of a cell must be determined
– Cell states must be defined
– A grid of cells must be constructed
– A set of rules must be created to modify states
– A neighbourhood should be defined
Reaction/Diffusion with Cellular Automata
CA Methods in Games
SimCity 2000
The SIMS