Block Cellular Automaton
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Block Cellular Automaton
A block cellular automaton or partitioning cellular automaton is a special kind of cellular automaton in which the lattice of cells is divided into non-overlapping blocks (with different partitions at different time steps) and the transition rule is applied to a whole block at a time rather than a single cell. Block cellular automata are useful for simulations of physical quantities, because it is straightforward to choose transition rules that obey physical constraints such as reversibility and conservation laws. Definition A block cellular automaton consists of the following components: *A regular lattice of cells *A finite set of the states that each cell may be in *A partition of the cells into a uniform tessellation in which each tile of the partition has the same size and shape *A rule for shifting the partition after each time step *A transition rule, a function that takes as input an assignment of states for the cells in a single tile and produces as output another assign ...
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Margolus Block Neighborhood
Norman H. Margolus (born 1955) is a Canadian-American physicist and computer scientist, known for his work on cellular automata and reversible computing.. He is a research affiliate with the Computer Science and Artificial Intelligence Laboratory at the Massachusetts Institute of Technology. Education and career Margolus received his Ph.D. in physics in 1987 from the Massachusetts Institute of Technology (MIT) under the supervision of Edward Fredkin. He founded and was chief scientist for Permabit, an information storage device company. Research contributions Margolus was one of the organizers of a seminal research meeting on the connections between physics and computation theory, held on Mosquito Island in 1982. He is known for inventing the block cellular automaton and the Margolus neighborhood for block cellular automata, which he used to develop cellular automaton simulations of billiard-ball computers.. Reprinted in . In the same work, Margolus also showed that the bil ...
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Hourglass
An hourglass (or sandglass, sand timer, or sand clock) is a device used to measure the passage of time. It comprises two glass bulbs connected vertically by a narrow neck that allows a regulated flow of a substance (historically sand) from the upper bulb to the lower one due to gravity. Typically, the upper and lower bulbs are symmetric as they are usually manufactured by pinching a tube. The specific duration of time a given hourglass measures is determined by factors including the quantity and coarseness of the particulate matter and the neck width. Depictions of an hourglass as a symbol of the passage of time are found in art, especially on tombstones or other monuments, from antiquity to the present day. The form of a winged hourglass has been used as a literal depiction of the Latin phrase ("time flies"). History Antiquity The origin of the hourglass is unclear. Its predecessor the ''clepsydra'', or water clock, is known to have existed in Babylon and Egypt as early ...
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Margolus Toothpick Animated
Norman H. Margolus (born 1955) is a Canadian-American physicist and computer scientist, known for his work on cellular automata and reversible computing.. He is a research affiliate with the Computer Science and Artificial Intelligence Laboratory at the Massachusetts Institute of Technology. Education and career Margolus received his Ph.D. in physics in 1987 from the Massachusetts Institute of Technology (MIT) under the supervision of Edward Fredkin. He founded and was chief scientist for Permabit, an information storage device company. Research contributions Margolus was one of the organizers of a seminal research meeting on the connections between physics and computation theory, held on Mosquito Island in 1982. He is known for inventing the block cellular automaton and the Margolus neighborhood for block cellular automata, which he used to develop cellular automaton simulations of billiard-ball computers.. Reprinted in . In the same work, Margolus also showed that the bil ...
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Parity (mathematics)
In mathematics, parity is the Property (mathematics), property of an integer of whether it is even or odd. An integer is even if it is divisible by 2, and odd if it is not.. For example, −4, 0, and 82 are even numbers, while −3, 5, 23, and 69 are odd numbers. The above definition of parity applies only to integer numbers, hence it cannot be applied to numbers with decimals or fractions like 1/2 or 4.6978. See the section "Higher mathematics" below for some extensions of the notion of parity to a larger class of "numbers" or in other more general settings. Even and odd numbers have opposite parities, e.g., 22 (even number) and 13 (odd number) have opposite parities. In particular, the parity of zero is even. Any two consecutive integers have opposite parity. A number (i.e., integer) expressed in the decimal numeral system is even or odd according to whether its last digit is even or odd. That is, if the last digit is 1, 3, 5, 7, or 9, then it is odd; otherwise it is even—as ...
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Asynchronous Cellular Automaton
Cellular automata, as with other multi-agent system models, usually treat time as discrete and state updates as occurring synchronously. The state of every cell in the model is updated together, before any of the new states influence other cells. In contrast, an asynchronous cellular automaton is able to update individual cells independently, in such a way that the new state of a cell affects the calculation of states in neighbouring cells. Implementations of synchronous updating can be analysed in two phases. The first, interaction, calculates the new state of each cell based on the neighbourhood and the update rule. State values are held in a temporary store. The second phase updates state values by copying the new states to the cells. In contrast, asynchronous updating does not necessarily separate these two phases: in the simplest case (fully asynchronous updating), changes in state are implemented immediately. The synchronous approach assumes the presence of a global cloc ...
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Trip-a-Tron
Trip-a-Tron is a light synthesizer written by Jeff Minter and published through his Llamasoft company in 1988. It was originally written for the Atari ST and later ported to the Amiga in 1990 by Andy Fowler. Description Trip-A-Tron was released as shareware Shareware is a type of proprietary software that is initially shared by the owner for trial use at little or no cost. Often the software has limited functionality or incomplete documentation until the user sends payment to the software developer. ..., but came in a commercial package with a 3-ring-bound manual and 2 game disks. The trial version contained no limitations, but registration was necessary to obtain the manual, which in turn was essential to learn the script language ("KML" - supposedly "Keyboard Macro Language" and only coincidentally the phonetic equivalent of "camel"), which drove the system. The software has a usable but quirky user interface, filled with in-jokes and references to Llamasoft mascots. ...
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Oscillator (cellular Automaton)
In a cellular automaton, an oscillator is a pattern that returns to its original state, in the same orientation and position, after a finite number of generations. Thus the evolution of such a pattern repeats itself indefinitely. Depending on context, the term may also include spaceships as well. An oscillator is considered non-trivial if it contains at least one cell that oscillates at the necessary period. This means, for example, the mere juxtaposition of a period-17 oscillator and a period-4 oscillator is not a period-68 oscillator. This article by default considers non-trivial oscillators in Conway's Game of Life, though this concept generalizes to all cellular automata. The smallest number of generations it takes before the pattern returns to its initial condition is called the ''period'' of the oscillator. An oscillator with a period of 1 is usually called a still life, as such a pattern never changes. Sometimes, still lifes are not taken to be oscillators. Another common ...
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Spaceship (cellular Automaton)
In a cellular automaton, a finite pattern is called a spaceship if it reappears after a certain number of generations in the same orientation but in a different position. The smallest such number of generations is called the period of the spaceship. Description The speed of a spaceship is often expressed in terms of ''c'', the metaphorical speed of light (one cell per generation) which in many cellular automata is the fastest that an effect can spread. For example, a glider in Conway's Game of Life is said to have a speed of c/4, as it takes four generations for a given state to be translated by one cell. Similarly, the ''lightweight spaceship'' is said to have a speed of c/2, as it takes four generations for a given state to be translated by two cells. More generally, if a spaceship in a 2D automaton with the Moore neighborhood is translated by (x, y) after n generations, then the speed v is defined as: This notation can be readily generalised to cellular automata with ...
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Glider (Conway's Life)
The glider is a pattern that travels across the board in Conway's Game of Life. It was first discovered by Richard K. Guy in 1969, while John Conway's group was attempting to track the evolution of the R-pentomino. Gliders are the smallest spaceships, and they travel diagonally at a speed of one cell every four generations, or c/4. The glider is often produced from randomly generated starting configurations. The name comes from the fact that, after two steps, the glider pattern repeats its configuration with a glide reflection symmetry. After four steps and two glide reflections, it returns to its original orientation. John Conway remarked that he wished he hadn't called it the glider. The game was developed before the widespread use of interactive computers, and after seeing it animated, he feels the glider looks more like an ant walking across the plane. Importance Gliders are important to the Game of Life because they are easily produced, can be collided with each other ...
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Conway's Game Of Life
The Game of Life, also known as Conway's Game of Life or simply Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a von Neumann universal constructor, universal constructor or any other Turing machine. Rules The universe of the Game of Life is Square tiling, an infinite, two-dimensional orthogonal grid of square ''cells'', each of which is in one of two possible states, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). Every cell interacts with its eight ''Moore neighborhood, neighbours'', which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: # Any live cell with fewer than ...
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Critters Block Automaton
Critter may refer to: * Critter (chess), a Slovak chess engine * Critters (cellular automaton) * ''Critters'' (comics), an anthology comic book published by Fantagraphics Books * Critters (film series) ** ''Critters'' (film), the first film in the series * Fearsome critters, legendary monsters said to live in North America * The Critters, an American pop group * The mascot and call sign of ValuJet Airlines * A fan of the popular Dungeons and Dragons series ''Critical Role ''Critical Role'' is an American web series in which a group of professional voice actors play ''Dungeons & Dragons''. The show started streaming partway through the cast's first campaign in March 2015. Campaign one ended in October 2017 aft ...'' See also * Little Critter, a series of children's books by Mercer Mayer {{disambig ...
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Elastic Collision
In physics, an elastic collision occurs between two physical objects in which the total kinetic energy of the two bodies remains the same. In an ideal, perfectly elastic collision, there is no net loss of kinetic energy into other forms such as heat, noise, or potential energy. During the collision of small objects, kinetic energy is first converted to potential energy associated with a repulsive or attractive force between the particles (when the particles move against this force, i.e. the angle between the force and the relative velocity is obtuse), then this potential energy is converted back to kinetic energy (when the particles move with this force, i.e. the angle between the force and the relative velocity is acute). Collisions of atoms are elastic, for example Rutherford backscattering. A useful special case of elastic collision is when the two bodies have equal mass, in which case they will simply exchange their momenta. The ''molecules''—as distinct from atom ...
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