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Can anybody explain concepts of Cellular Automata? I am familiar with DFA, NFAs. But I always had problem understanding Cellular Automata and it’s usage.
by 0xFFC 9y ago
Can anybody explain concepts of Cellular Automata?
I am familiar with DFA, NFAs. But I always had problem understanding Cellular Automata and it’s usage.
- arkkh 9y agoIt means that a set of rules (generally small) governs how "cells" live or die in their universe. Conway's game of life is a cellular automaton in 2d board, with cells being either alive or dead. Woflram's automaton has a single dimension with the rules being encoded over 8 bits. Here's some literature for Wolfram's automaton: * https://www.wolframscience.com/nks/p24--how-do-simple-programs-behave/ https://www.wolframscience.com/nks/p24--how-do-simple-progra... * http://blog.stephenwolfram.com/2017/06/oh-my-gosh-its-covered-in-rule-30s/ http://blog.stephenwolfram.com/2017/06/oh-my-gosh-its-covere... And my F# implementation: https://github.com/msarilar/CellularAutomaton/blob/master/interpreter.fsx https://github.com/msarilar/CellularAutomaton/blob/master/in...
- andrewla 9y agoUsage is tricky; as far as I'm aware there are no real uses of cellular automata in the wild. Here Wolfram is using the fact that the future state of a CA is difficult to predict or reverse, which is a good property for a cryptographic hash function, but as far as I'm aware, this has not been adopted into any modern cryptosystems. There are a couple of articles that follow up on this, including [1], which seems to indicate that the system is vulnerable to chosen-plaintext attacks. http://jsfiddle.net/yxz4su0r/ http://jsfiddle.net/yxz4su0r/ illustrates the calculation of the 1d cellular automaton that Wolfram discusses in his article. [1] https://dl.acm.org/citation.cfm?id=1025039&CFID=998930375&CFTOKEN=58262102 https://dl.acm.org/citation.cfm?id=1025039&CFID=998930375&CF...
- otakucode 9y agoCA is a pretty broad topic with a lot of work having been done on it. I've had a tangential interest in it since I was young and have read a bit (but only a bit) of the research. In terms of practical applications, I know CAs are used in simulation of various types. The earliest I recall hearing about was use of CA to simulate the spread of wildfires taking geography and plant growth into account. I've also seen multiple attempts at using CA to simulate dynamic flows, sort of an alternative to Navier-Stokes solving, but I don't think that's used commercially. Just recently I came across a paper using CAs for both image compression and data encryption. The image compression worked a lot like fractal image compression, relying on the fact that any contractive mapping has an eventual fixed point under repeated iteration. The paper was a difficult read and felt like nothing more than an attempt by the author to get people to buy his book, not giving any detail about hardly anything.
- brudgers 9y agoWolfram's A New Kind of Science describes cellular automata in detail. The online version is free, https://www.wolframscience.com/nks/ https://www.wolframscience.com/nks/ A used copy is typically inexpensive and worth reading in my opinion, though other people have substantially different opinions and express them willingly.
- 0xdeadbeefbabe 9y agoHow about this: If your left neighbor is on, then turn on only if your right neighbor is off. http://mathworld.wolfram.com/ElementaryCellularAutomaton.html http://mathworld.wolfram.com/ElementaryCellularAutomaton.htm...
- Jtsummers 9y agoEach cell can be thought of as its own finite automaton in the DFA/NFA sense. A cell has some properties: current state, set of states, set of transition functions, input alphabet. Like how a typical FA receives inputs from somewhere (for example, with regular expressions, an input string), your cells in a CA will also receive input: the states of the (usually immediate) neighbors. Consider a simple 1d cellular automata. It's either dead (0) or alive (1). It has a simple set of rules: If both neighbors are dead, it will become dead. If both neighbors are alive and it is dead, it will become alive. If both neighbors are alive and it is alive, it will become dead. If one neighbor is alive and the other dead, its state is unchanged. So there are 2 states (dead/0, alive/1), and 2 sources of input which can be put into a 2-tuple in {0,1}x{0,1}, becoming a single input. Putting this into a typical tabular format since diagrams are hard in ascii: | dead | alive | ===================== (0,0)| dead | dead | (0,1)| dead | alive | (1,0)| dead | alive | (1,1)| alive| dead | So at the basic level (you can add more complexity) a cellular automata is a collection of finite automata operating on the same rules and transitioning simultaneously, but using each other's states as their inputs. The Game of Life rules are a roughly the same but extends the automata to 2d so that each has 8 neighbors, resulting in an input being an 8-tuple. Becoming alive, staying alive, and dying change in the number of neighbors required for each.
- DonHopkins 9y agoGreat explanation and examples! But to be pedantic, a cell only has one property: its current state. The set of states, transition rules, etc are properties of the rule itself. The point you made about transitioning simultaneously is very important: "So at the basic level (you can add more complexity) a cellular automata is a collection of finite automata operating on the same rules and transitioning simultaneously, but using each other's states as their inputs." That means you can't serially apply the rule to the cells "in place" -- each cell needs to know the value of its neighbors at the same point in time, so if you serially scan top/bottom left/right over the cells, and change each of their values according to the values of their adjacent cells in memory at the time, the inputs to the rule will be incorrect, straddling values from the previous time step (below and to the right) and the current time step (above and to the left). So you have to double buffer the cells, and read ALL the rule inputs of each cell from the previous time step buffer, then write them into the next time step buffer. If you implement in-place Life without double buffering, it will look and behave kind of like Life, but strangely mutated, and none of the gliders or other patterns will work properly, because the rule inputs are skewed in time. The Moveable Feast Machine I described in another posting is not technically a cellular automata, because it's asynchronous, and relaxes the requirement that all cells transition simultaneously, and it only requires that no two overlapping neighborhoods may be computed at the same time. So with MFMs, double buffering is not necessary, and you don't have to pay for synchronization (which is extremely expensive) if you don't need it (or you can just pay for as much as you need, a la carte). The point of Moveable Feast is robust computing on massively parallel unreliable hardware, which is practically impossible with Cellular Automata's strict synchronization requirements. There are different ways of classifying Cellular Automata rules, and defining one kind in terms of another kind. For example, Life and Anneal (a "twisted majority rule") are both "Counting Rules" because they can be reduced to simply counting the number of neighbors, then using a look-up table or logic to determine the next state based purely on the sum of the number of neighbors (which may or may not include the center cell). Not all CA rules are counting rules, though. https://en.wikipedia.org/wiki/Life-like_cellular_automaton https://en.wikipedia.org/wiki/Life-like_cellular_automaton You can enumerate all possible rules (for a given set of inputs or "neighborhood") and refer to them by their rule number, an index into all possible rules of that type (the value of the lookup table as a binary number). That's what Wolfram means when he refers to "Rule 30", which is a particularly interesting two-dimensional "elementary cellular automaton". Golly has some formats for compactly enumerating and specifying rules. http://mathworld.wolfram.com/Rule30.html http://mathworld.wolfram.com/Rule30.html https://imgur.com/a/lKAbP https://imgur.com/a/lKAbP https://en.wikipedia.org/wiki/Elementary_cellular_automaton https://en.wikipedia.org/wiki/Elementary_cellular_automaton https://en.wikipedia.org/wiki/Golly_(program) https://en.wikipedia.org/wiki/Golly_(program) https://github.com/gollygang/ruletablerepository/wiki/TheRules https://github.com/gollygang/ruletablerepository/wiki/TheRul... Each rule is defined in terms of a certain "neighborhood" of inputs. A "neighborhood" is the set of adjacent cells that the rule may depend on. It's like a "kernel" from signal processing. Classic 2D neighborhoods include the 9-neighbor (including center) 8-connected Moore Neighborhood (NW N NE W C E SW S E), used by Life for example: https://en.wikipedia.org/wiki/Moore_neighborhood https://en.wikipedia.org/wiki/Moore_neighborhood The 5-neighbor 4-connected von Neumann neighborhood (N W C E S), used by John von Neumann's 29 state cellular automata rule for example: https://en.wikipedia.org/wiki/Von_Neumann_neighborhood https://en.wikipedia.org/wiki/Von_Neumann_neighborhood The 4-neighbor rotationally symmetrical Margolus Neighborhood (C OPP CW CCW), use by billiard ball and reversible rules for example: https://en.wikipedia.org/wiki/Block_cellular_automaton https://en.wikipedia.org/wiki/Block_cellular_automaton Rules may also depend on additional inputs like the temporal phase (alternating 0/1 over two steps for two-phase rules, repeating 00/01/10/11 over four steps for four phase rules, etc), the spatial phase (low bit(s) of the x and y cell coordinates), and even corresponding cells from other rules run in parallel or video input. For example, you can define the Margolus neighborhood in terms of the Moore neighborhood by using the temporal, horizontal and vertical phase to determine which cell is "opposite", "clockwise" or "counter clockwise". You use the time phase to alternate between two overlapping checkerboards of 2x2 cell blocks. Within each checkerboard you use the horizontal and vertical phase to determine whether to look left, right, up or down or diagonally to get the clockwise, counter clockwise or opposite cell in the 2x2 block. https://github.com/SimHacker/CAM6/blob/master/javascript/CAM6.js#L4334 https://github.com/SimHacker/CAM6/blob/master/javascript/CAM...
- DonHopkins 9y agoA "Moveable Feast Machine" is a "Robust First" asynchronous distributed fault tolerant cellular-automata-like computer architecture. It's similar to a Cellular Automata, but it different in several important ways, for the sake of "Robust First Computing". These differences give some insight into what CA really are, and what their limitations are. Cellular Automata are synchronous and deterministic, and can only modify the current cell: all cells are evaluated at once (so the evaluation order doesn't matter), so it's necessary to double buffer the "before" and "after" cells, and the rule can only change the value of the current (center) cell. Moveable Feast Machines are like asynchronous non-deterministic cellular automata with large windows that can modify adjacent cells. Here's a great example with an amazing demo and explanation, and some stuff I posted about it earlier: https://news.ycombinator.com/item?id=14236973 https://news.ycombinator.com/item?id=14236973 Robust-first Computing: Distributed City Generation: https://www.youtube.com/watch?v=XkSXERxucPc https://www.youtube.com/watch?v=XkSXERxucPc A Movable Feast Machine [1] is a "Robust First" asynchronous distributed fault tolerant cellular-automata-like computer architecture. The video "Distributed City Generation" [2] demonstrates how you can program a set of Movable Feast Machine rules that build a self-healing city that fills all available space with urban sprawl, and even repairs itself after disasters! The paper "Local Routing in a new Indefinitely Scalable Architecture" [2] by Trent Small explains how those rules work, how the city streets adaptively learn how to route the cars to nearby buildings they desire to find, and illustrated the advantages of "Robust First" computing: Abstract: Local routing is a problem which most of us face on a daily basis as we move around the cities we live in. This study proposes several routing methods based on road signs in a procedurally generated city which does not assume knowledge of global city structure and shows its overall efficiency in a variety of dense city environments. We show that techniques such as Intersection-Canalization allow for this method to be feasible for routing information arbitrarily on an architecture with limited resources. This talk "Robust-first computing: Demon Horde Sort" [4] by Dave Ackley describes an inherently robust sorting machine, like "sorting gas", implemented with the open source Movable Feast Machine simulator, available on github [5]. A Movable Feast Machine is similar in many ways to traditional cellular automata, except for a few important differences that are necessary for infinitely scalable, robust first computing. First, the rules are applied to cells in random order, instead of all at once sequentially (which requires double buffering). Many rule application events may execute in parallel, as long as their "light cones" or cells visible to the executing rules do not overlap. Second, the "light cone" of a rules, aka the "neighborhood" in cellular automata terms, is larger than typical cellular automata, so the rule can see other cells several steps away. Third, the rules have write access to all of the cells in the light cone, not just the one in the center like cellular automata rules. So they can swap cells around to enable mobile machines, which is quite difficult in cellular automata rules like John von Neumann's classic 29 state CA. [6] [7] Forth, diffusion is built in. A rule may move the particle to another empty cell, or swap it with another particle in a different cell. And most rules automatically move the particle into a randomly chosen adjacent cell, by default. So the particles behave like gas moving with brownian motion, unless biased by "smart" rules like Maxwell's Demon, like the "sorting gas" described in the Demon Hoard Sort video. In this video "Robust-first computing: Announcing ULAM at ECAL 2015" [8], David Ackley explains why "Robust First" computing and computing architectures like Movable Feast Machines are so incredibly important for scaling up incredibly parallel hardware. I think this is incredibly important stuff in the long term, because we've hit the wall with determinism, and the demos are so mind blowing and visually breathtaking, that I want to try programming some of my own Movable Feast Machine systems! [1] http://movablefeastmachine.org/ http://movablefeastmachine.org/ [2] https://www.youtube.com/watch?v=XkSXERxucPc https://www.youtube.com/watch?v=XkSXERxucPc [3] http://www.cs.unm.edu/~ackley/papers/paper_tsmall1_11_24.pdf http://www.cs.unm.edu/~ackley/papers/paper_tsmall1_11_24.pdf [4] https://www.youtube.com/watch?v=helScS3coAE https://www.youtube.com/watch?v=helScS3coAE [5] https://github.com/DaveAckley/MFM https://github.com/DaveAckley/MFM [6] https://en.wikipedia.org/wiki/Von_Neumann_cellular_automaton https://en.wikipedia.org/wiki/Von_Neumann_cellular_automaton [7] https://en.wikipedia.org/wiki/Von_Neumann_universal_constructor https://en.wikipedia.org/wiki/Von_Neumann_universal_construc... [8] https://www.youtube.com/watch?v=aR7o8GPgSLk https://www.youtube.com/watch?v=aR7o8GPgSLk