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CELLULAR AUTOMATON Presented by Rajini Singh.

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The name of the CA is the decimal number, which, in binary, gives the rule table, ... says that if 3 adjacent cells in the CA currently have the pattern 100, then the ... – PowerPoint PPT presentation

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Title: CELLULAR AUTOMATON Presented by Rajini Singh.


1
CELLULARAUTOMATONPresented by Rajini Singh.
2
  • CELLULAR AUTOMATON
  • Discrete Model
  • Infinite Regular Grid of cells.
  • Finite number of States.
  • State of a cell is a function of the States of
    its neighborhood.
  • Every cell has the same rule for updating.
  • New generation is created every time rules are
    applied to the whole grid.

3
  • CELLULAR AUTOMATON
  • Simulated on a Finite Grid.
  • In Two Dimensions, the universe would be a
    rectangle.
  • The edge cells are handled with a toroidal
    arrangement.

4
  • EXAMPLE
  • Infinite sheet of graph paper.
  • Every cell (square) has 2 states.
  • Neighborhood are the 8 squares.
  • 29512 patterns.

5
  • CELLULAR AUTOMATON
  • Simplest non trivial CA is one-dimensional, with
    two States per cell.
  • Every cells neighborhood are the cells on
    adjacent sides of it.
  • A cell and its 2 neighbors form a neighborhood of
    3 cells, so there are 23 8 possible patterns
    for a neighborhood and 28 256 possible rules.
  • These 256 CAs are referred to using a standard
    naming convention invented by Wolfram.

6
  • CELLULAR AUTOMATON
  • The name of the CA is the decimal number, which,
    in binary, gives the rule table, with the eight
    possible neighborhoods listed in reverse counting
    order.
  • Examples are
  • Rule 30 CA (binary - 11110)
  • Rule 110 CA (binary 1101110)

7
  • EXAMPLES OF CELLULAR AUTOMATON
  • RULE 30 CELLULAR AUTOMATION

8
  • RULE 30 CELLULAR AUTOMATON

9
  • CELLULAR AUTOMATON
  • RULE 110 CELLULAR AUTOMATON

10
  • RULE 110 CELLULAR AUTOMATION

11
  • CELLULAR AUTOMATION
  • Table completely defines a CA rule.
  • For example, Rule 30 table says that if 3
    adjacent cells in the CA currently have the
    pattern 100, then the middle cell will become 1
    on the next time step
  • Rule 110 table says the opposite of it for that
    particular case.

12
REVERSIBLE
  • CELLULAR AUTOMATONS
  • CATEGORIES OF CELLULAR AUTOMATON
  • Reversible
  • Totalistic

13
  • REVERSIBLE
  • A CA is said to be Reversible if for every
    configuration of the CA there is exactly one past
    configuration (preimage)
  • For one dimensional CA, preimages can be found,
    and any 1D rule can be proved either reversible
    or irreversible.
  • For CA of two or more dimensions, reversibility
    is undecidable for arbitrary rules.

14
  • TOTALISTIC
  • The State of each cell in a Totalistic CA is
    represented by a number, which is a value, and
    this value of the cell at time t depends on the
    sum of the values of the cells in its
    neighborhood (including itself) at time t-1.
  • If the state of the cell at time t does depend
    on its own state at time t-1 then the CA is
    called outer totalistic.
  • An example of the above is Conways Game of Life
    with cell values 0 and 1.

15
  • CONWAYS GAME OF LIFE

16
  • CONWAYS GAME OF LIFE
  • Devised by a British Mathematician- John Horton
    Conway.
  • The evolution of the game is determined by its
    initial state.
  • Its universe is a 2-D square grid.
  • Every cell has a state - live or dead, and
    interacts with its 8 neighbors.

17
  • At each step in time,
  • A dead cell with exactly 3 live neighbors comes
    to life.
  • 2. A live cell with two or three live neighbors
    stay alive.
  • 3. In all other cases, a cell dies or remains
    dead.

18
  • Initial pattern constitutes first Generation of
    the system.
  • The above rules are applied to every cell in the
    first generation, and the discrete moment at
    which this happens is called a tick.
  • Births and deaths happen simultaneously in this
    phase.
  • The rules continue to be applied repeatedly to
    create further generations.

19
  • The kinds of Objects that emerge in Life
  • Still Life Objects.
  • Block 2 x 2 square
  • Beehive
  • Boat
  • Ship
  • Loaf
  • Oscillators
  • Objects that change but eventually repeat
    themselves.
  • Gliders
  • Moving patterns consisting of 5 cells.
  • Guns
  • Generates an endless stream of new
    patterns.

20
  • Guns and Gliders Turing Complete.

21
  • CONCLUSION
  • Behavior of cells or animals can be better
    understood using simple rules.
  • Computer viruses are also examples of Cellular
    Automaton. Finding the cure could be hidden in
    the patterns of this game.
  • Human diseases could be cured if we better
    understand why cells live and die.
  • Cryptography.

22
  • REFERENCES
  • http//www.stephenwolfram.com/publications/articl
    es/ca/
  • http//www.santafe.edu/shlizi/notebooks/cellular
    -automata.html
  • http//www.stephenwolfram.com/publications/articl
    es/ca/85-cryptography/1/text.html

23
  • THANK YOU.
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