Title: The BITPICT Computation System Sample Rule Sets
1The BITPICT Computation System- Sample Rule
Sets -
- to Accompany Video
-
- George W. FurnasSchool of Information and
College of Engineering
- University of MichiganAnn Arbor, MI 48103-1092
- furnas_at_umich.edu
2Introduction
- What follow are various rules that figure in
several of the systems seen in the BITPICT
videos, and available in as MPEGS at
- http//madison.si.umich.edu/BITPICT.MPEGS/
- (In some cases all the rules are given. In others
there are just example rules from a larger set.)
- Note For a system of rules to run properly one
must also specify what sort of conflict
resolution scheme will be used, and any explicit
priorities that individual rules must have.
3Rule Transformation (Symmetries) Key
- These little symbols, placed underneath the rule
arrows, show what geometric transformations the
matcher is supposed to consider when looking for
matches. - X Translation only
- Y Translation only
- Rotation only
- Reflection about Y only
- Reflection about X only
- XY Translation only
- XY Translation and Rotation
- XY Translation and Reflection about Y
- XY Translation and Reflection about X
- XY Translation and Reflection about X and Y
- XY Translation and Reflection and Rotation
E.g.,
Means Match (and apply) this rule at - a
ll XY values - all rotations - all reflectio
ns
4Rules for Count Connected Components - 1
- Rules to nibble tips (complete)
- Straight Tips L- Tips
T-Junction Tips
- Rules to Move Dots to Lower Right Corner
(complete)
- "Falling Snow" Drift Right
5Rules for Count Connected Components - 2
- Rules for Roman Numerals (sample)
- Dot to "I" Five Is to one V
- Two Vs to one X
6Rules for Find Longest Stick - 1
(co
mplete)
- Rules to Make Green Sticks Fall
- Bottom pixel falls Next pixel move down
to close
the gap
- Rules to Make Blue Pointer-Bar Fall
- Bottom pixel falls Next pixel move down
to close
the gap
7Rules for Find Longest Stick - 2
- Rules for Highlighting Success
- Begin Highlight at collision of bar and stick
pixels
- Propagate Yellow Propagate Red
(down stick) (along
rod)
- Propagate Red across gap (to the Scale)
8Rules for Balls and Ramp
(complete)
- Rules to Make Balls Fall
- Ball with one pixel of space below it ...falls
down one pixel
- Ball against ramp segment with space below and
beside ... moves down and to the side
(Rules date from BW bitpict era.
Later, colors would have been used to
differentiate Ball from Ramp.)
Two Ramp Pixels
9Rules for Maze Walker
(complete)
- Rules for walker to move, leaving "chalk-line"
- Walker one pixel away from three-pixel wall and
with two empty spaces ahead...moves into one of
them leaving a chalk line behind.
- Walker, coming to outside corner, ...takes
several steps at once to go around it.
Maze Wall (3pixels wide)
Maze Walker
(Rules date from BW bitpict era.
Later, colors would have been
used to differentiate Walker
from Wall.)
10Rules for Logic Gates ("revisited") -
1a
(complete)
- Rules to Propagate Voltage Transitions
- Leading edge (white) of High moves forward,
wiping out Low (light gray) and leaving behind
High (yellow)
- Similarly, a leading edge (dark gray) of Low
moves forward, wiping out High (yellow) and
leaving behind Low (light gray)
11Rules for Logic Gates ("revisited") - 1b
- Rules to Propagate Voltage Transitions (cont.)
- Rule to take leading edge High across gap (black)
and overlapping wire of indeterminate color
(zigzag)
- Similar rule to take leading edge Low across gap
(black) and overlapping wire of indeterminate
color.
- Rules for gates (green) to absorb leading edge
transitions
ZigZag (dont care)
ZigZag (dont care)
12Rules for Logic Gates ("revisited") - 2
- Rules for Logic Gates themselves
- NOT gate NOT(0)1 NOT gate NOT(1)0
- AND gate 010 OR gate 011
- AND/OR gate 0?00 AND/OR gate 1?11
Dk.Gray (leading edge low)
ZigZag (dont care) around center of these two
rules lets it match both AND and OR gates
13Rules for Logic Gates ("revisited") - 3
- Rules for Digital readout
- Wrong digit O (or 1) over Hi (or Lo) wire
...gets corrected
14Rules for A to B around Obstacle - 1
(complete)
- Rules to Grow the Buffer Zone around the
Obstacle
- Background (lavender) pixel next to Obstacle
pixel (white) ...turns Red1
- Background (lavender) pixel next to Red1 pixel
(white) ...turns Red2
- Similarly, for Red3-Red6
15Rules for A to B around Obstacle - 2
- Rules to Grow the Distance Field (mod 3) around
"B"
- A background (lavender) pixel next to "B" pixel
(light blue) ...turns Dark Blue
- A background (lavender) pixel next to Dark Blue
pixel ...turns Green
- A background (lavender) pixel next to Green pixel
...turns Mustard
- A background (lavender) pixel next to Mustard
pixel ...turns Dark Blue, forming a cycle of
colors.
16Rules for A to B around Obstacle - 3
- Rules for Walker to Climb Down Distance Field
Gradient (basic)
- Dark color beside pastel color of previous color
in cycle ...changes to its pastel version.
- Rules to cleanup infrastructure colored pixels
(in video but not in MPEGS)
- Buffer and distance field colors ...change back
to background color (lavender)
17Rules for Paint THE END - 1
(complete)
- Paint flow propagation (high priority).
- Rules to Move Paint Brush
- Paintbrush moves left
18Rules for Paint THE END - 2
- Rules to Move Paint Brush (cont.)
- Paintbrush over boundary to unpainted area
...pierces boundary
- Piercing Paintbrush over painted area
...retracts.