cellular automatas kdjfgkdlg€¦ · cellular automatas rules and applications maria luisa martinez...
TRANSCRIPT
CELLULAR AUTOMATAS RULES AND APPLICATIONS
MARIA LUISA MARTINEZ · FI UPM · MASTER CACI COMPLEX SYSTEMS
CONTENT
1. CELLULAR AUTOMATA 2. SPECIFIC RULES 3. NATURAL CA-LIKE PHENOMENA & APPLICATIONS 4. LET’S PLAY: How to use it? 5. REFERENCES
1. CELLULAR AUTOMATA
CELLULAR AUTOMATON (pl.), commonly abbreviated CA.
A CA is a dynamical system that is discrete in space and time.
A cellular automaton consists of a regular grid of cells, each in one of a finite number of states, such as on and off.
All interactions all local, with the next state of cell being a FUNCTION of the current state of itself and its neighbors.
1. CELLULAR AUTOMATA
Radius of a cell: r Neighborhood size: consists of total of 2r+1 cells, 2r+1 = N We will denote state of cell i at time t by ci(t) Number of states: k ci(t) = function (ci-1(t-1) , ci(t-1) , ci+1(t-1) ) left, right and
current cell.
ONE DIMENSIONAL CA
Ci-r(t-1) Ci-1(t-1) Ci(t-1) Ci+1(t-1) Ci+r(t-1)
Ci(t)
…
SPACE
TIME
GENERAL CA PARAMETERS
1. CELLULAR AUTOMATA
ONE DIMENSIONAL CA
→ One possible rule table for a one-dimensional CA, with r=1 and k=2. → Last column contains the next state of the cell. Since there are 8 rows
in the table, there are 256 rule tables!!!!
1. CELLULAR AUTOMATA
TWO DIMENSIONAL CA
Cellular automata are mathematical models for systems in which many simple components act together to produce complicated patterns of behavior.
The extension to 2D is significant for comparisons with many experimental results on pattern formation in physical systems.
Immediate applications include dendritic crystal growth, reaction-diffusion systems, and turbulent flow patterns. (The Navier-Stokes equations for fluid flow appear to admit turbulent solutions only in two or more dimensions.)
1. CELLULAR AUTOMATA
Wolfram´s CA Classification. Conway’s Game of Life.
TWO DIMENSIONAL CA
NW N NE
W CELL E
SW S SE
→ Next cell state = function(states of the nearest neighbors)
→ You can specify rules, in the same way as in 1D CA.
S(t+1)=F(Sj(t); j € NS, state F, rule function
1. CELLULAR AUTOMATA
N DIMENSIONAL CA
2. SPECIFIC RULES
INITIAL CONDITIONS
To start with the updating of the cells of the CA we must specify the initial state of the cells, the initial conditions or seed.
2. SPECIFIC RULES
1D CA RULES
N=3 neighborhood size (2 neighbors) k=2 binary value range (two states on/off) 2N number of neighborhoods R= k kN number of different rules
→ The rule number R, is its decimal equivalent, which will range from 00000000b to 1111111b, and R from 0 to 255.
→ At each time step, the value of a site at position is updated according to the rule
2. SPECIFIC RULES
RULE 30
1D CA 00011110b 30 Wolfram uses this rule in
Mathematica® for creating random integers.
2. SPECIFIC RULES
RULE 184
1D CA THE TRAFIC RULE Each 1 cell corresponds to a vehicle, and each vehicle moves forwards
only if it has open space in front of it.
RULE 184 is used as a simple model for traffic flow in a single lane of a highway, and forms the basis for many CA models of traffic flow more sophisticated.
2. SPECIFIC RULES
RULE 184
THE TRAFIC RULE
2. SPECIFIC RULES
RULE FROMS AND EQUIVALENCES
2. SPECIFIC RULES
RULE FROMS AND EQUIVALENCES
2. SPECIFIC RULES
RULE 90 01011010b = 90 RULE Rule 90 is also called the Sierpiński automaton, due to
the characteristic Sierpiński triangle shape it generates. Each cell's new value is the exclusive or of the two
neighboring values. RULE FUNCTION: s(t+1) = s_leftCell(t) XOR s_right(t)
RULE 110 01101110b = 110 RULE Class 4 Wolfram Classification Each cell's new value is a function or of the two
neighboring values and the current cell state. RULE FUNCTION: s(t+1) = [NOT(s_leftCell(t)) AND s_currentCell(t)] OR [s_currentCell(t) XOR s_right(t)]
2. SPECIFIC RULES
SOME 1D SPECIAL RULES
RULE 51 (00110011) COMPLEMENTARY s(t+1) = NOT(s_currentCell(t))
RULE 170 (10101010) LEFT SHIFT s(t+1) = s_leftCell(t)
RULE 204 (11001100) IDENTITY s(t+1) = s_currentCell(t)
RULE 240 (11110000) RIGHT SHIFT s(t+1) = s_rightCell(t)
1D RULES EXPLORATIONS:
2. SPECIFIC RULES
2D CA RULES
5 neighbor and simple central seed:
9 neighbor and simple central seed:
2. SPECIFIC RULES
2D CA RULES
2CA parameters k = 2 4 neighbors and 1 active cell N = 5 Number of rules
R = 2 25= 1024 R = [0..1023] 10 binary digits
SEED: central cell of the grid. Initial Rule: 452 (111000100b)
2D RULES EXPLORATIONS:
1. NATURAL CA-LIKE PHENOMENA
Lattice-gas CA The lattice-gas automaton is a model of how of gas or plasma
interacts in a local space. This model use local interactions (its nearest neighbors).
STATISTICAL MECHANICAL SYSTEMS
HPP simulation of gas flow. Source: Wikipedia.org
1. NATURAL CA-LIKE PHENOMENA
The Belousov-Zhabotinsky reaction (or B-Z) B-Z is a chemical reaction. Which oscillates towards a single equilibrium state, back and
forth between two such states, as a "chemical oscillator“. This model is a CA that produces spiral waves that resemble
those produced by the B-Z reaction. Similar spiral waves observed in biochemical reactions.
AUTOCATALYTIC CHEMICAL SETS
Computer simulation of the Belousov–Zhabotinsky reaction occurring in a Petri dish. Source: Wikipedia.org
1. NATURAL CA-LIKE PHENOMENA
GENE REGULATION
1 gene can inhibit or activate another gene, which activates a third an so on.
Stuart Kauffman. Random Boolean Networks (RBNs) as models of biological
processes. Different rules for each cell, unlike the Wolfram CA, which had
cells that all have the same rule table.
1. NATURAL CA-LIKE PHENOMENA
MULTICELLULAR ORGANISMS
At the heart of the growth of a multi-cellular organism is the process of cellular division…
1. NATURAL CA-LIKE PHENOMENA
COLONIES AND SUPER-ORGANISMS FLOCKS AND HERDS ECOSYSTEMS ECONOMIES AND SOCIETY IMAGE PROCESSING PARALLEL COMPUTATION Etc.
OTHER:
1. NATURAL CA-LIKE PHENOMENA
An SDSS, is computer system for solving spatial problems. It is designed to assist the spatial planner in making land
use decisions. An SDSS usually exists in the form of a computer model,
including a land use model. Various techniques are available to simulate land use
dynamics, Cellular Automata (CA) based models Agent Based Models (ABM).
A SPATIAL DECISION SUPPORT SYSTEMS (SDSS)
MATRIX CA
The chess-board is the world; the pieces are the phenomena of the universe; the rules of the game are what we call the
laws of Nature. T. H. Huxley
4. LET’S PLAY
THE IDEA
① TO GENERATE THE MATRIX MOVIE SCREEN
4. LET’S PLAY THE IDEA
Possible states of cells: k = 256
0 black | 1 random range of green color (based on R,G,B)
② THE COLOR
pixel = color (R,G,B) ; R,G,B = 0..255 green = color (0, 0..255,0)
4. LET’S PLAY SIMPLEST CASE: 1D CELLULAR AUTOMATA
Possible states of cells: k = 256 Neighborhood size (2 neighbors, r=1) N = 3 Number of entries in the rule table: kN = 16777216 Number of different rules: R= 2 kN=2 16777216
③ SIMPLE CELLULAR AUTOMATA 1D
④ NEIGHBORHOOD GEOMETRY
4. LET’S PLAY SIMPLEST CASE: 1D CELLULAR AUTOMATA
The initial state must be a random value for cells, which some will be black an other will be in a random range of green color.
⑤ INITIAL STATE OR SEED
4. LET’S PLAY SIMPLEST CASE: 1D CELLULAR AUTOMATA
Window size: 200 x 200 pixels Size of each cell: int scl = 20 pixels (this value can change) Number of cells in the window: 100 For a different values of window and “scl” we obtain
different number of cells.
⑥ THE CA GEOMETRY
⑦ THE BOUNDARY CONDITIONS We are going to ignore edges that only have one neighbor
4. LET’S PLAY SIMPLEST CASE: 1D CELLULAR AUTOMATA
Is possible to use different rules. RULE 240 (11110000b) RIGHT SHIFT Current_cell(t+1) = left_cell(t)
⑧ THE RULE CONDITIONS
⑨ STOPPING CONDITION
Repeatedly update all the cells of the CA, until some stopping condition is met (for example, a pre-assigned number of steps is attained, or the CA is in a quiescent state, or cycles in a loop,...).
When the height of the Window is achieved.
4. LET’S PLAY SIMPLEST CASE: 1D CELLULAR AUTOMATA
⑩ RUN YOUR CA!!
RULE 240 scl = 20
RULE 30 scl = 2
RULE 240 scl = 4
RULE 90 scl = 10
SEED = CENTER
4. LET’S PLAY
2D CELLULAR AUTOMATA
Possible states of cells: k = 256 0 black | 1 random range of green color (based on R,G,B)
② THE COLOR
Neighborhood size: N = 3 Number of entries in the rule table: kN= 16777216 Number of different rules: R= k kN=k 16777216
③ SIMPLE CELLULAR AUTOMATA 1D
④ NEIGHBORHOOD GEOMETRY
4. LET’S PLAY
2D CELLULAR AUTOMATA
The initial state must be a random value for all the cells.
⑤ INITIAL STATE OR SEED
Window size: 400 x 400 pixels Size of each cell: int scl = 2 pixels Number of cells in the window: 40000!!
⑥ THE CA GEOMETRY
⑦ THE BOUNDARY CONDITIONS We are going to consider all edges.
4. LET’S PLAY
2D CELLULAR AUTOMATA
for (int r=0; r<R; r++) { for (int c=0; c<C; c++) { int state = curr[r][c]; int lr = prev[r][(c-1+C)%C] + prev[r][(c+1)%C]; int ab = prev[(r-1+R)%R][c] + prev[(r+1)%R][c]; if (ab == 0) { //&0xff, bit mask to select the green color curr[r][c] = (state+lr)&0xff; // adds new "life" to the ca } else { //% es el resto, para no exceder nunca el valor de 255 curr[r][c] = (lr%tb)&0xff; // gives the "matrix"-y effect }
⑧ THE RULE CONDITIONS
⑨ STOPPING CONDITION No stopping condition.
4. LET’S PLAY 2D CELLULAR AUTOMATA
⑩ RUN YOUR CA!!
4. REFERENCES
Gary William Flake (1998). The Computational Beauty of Nature. Computer explorations of Fractals, Chaos, Complex Systems and Adaptation. The MIT Press. 231-259.
Ganguly, Niloy; Sikdar, Biplab K.; Deutsch, Andreas; Canright, Geoffrey; Chaudhuri, P. Pal (December 2003), A survey on cellular automata, Tech. Report, Centre for High Performance Computing, Dresden University of Technology.
Stephen Wolfram web page. available at: http://www.stephenwolfram.com/
Processing.org Wolfram tutorial. Available at: http://processing.org/learning/topics/wolfram.html
Processing 1.5.1. Java Reference.
THANKS FOR YOUR ATTENTION! REMEMBER … THE MATRIX HAS YOU
Any question?