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Research Into the Time Reversal of Cellular Automata

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Parallel Brute force(v2) finally yielded results (sort of) ... Used the amount of live cells 1 as the input image ... Final Results. Moved the OSC logo back 3 ... – PowerPoint PPT presentation

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Title: Research Into the Time Reversal of Cellular Automata


1
Research Into the Time Reversal of Cellular
Automata
  • Team rm -rf /
  • Daniel Kaplun, Dominic Labanowski, Alex Lesman

2
Presentation Overview
  • Introduction to Cellular Automata
  • What exactly is our project?
  • What approaches did we use?
  • What were our final results?
  • Project summary

3
What Are Cellular Automata?
  • What are they?
  • Algorithm-controlled single cell life / death
    simulations
  • How does it work?
  • A set of rules (often seen as life / birth)
    dictates the actions of a cell based on the
    number of neighbours surrounding it.

4
Examples
  • Here are some simple examples to demonstrate
    cellular automata rules and actions
  • Example 1 Conways
  • (23 / 3)
  • Example 2 Artsy
  • (01245678/34 )
  • Example 1
  • Example 2

5
Detail
  • This is an example of the 23/3 rule set (the
    original) of game of life
  • a dead cell with 3 neighbors is born
  • a live cell with 2 or 3 neighbors lives.
  • Otherwise the cells are dead

6
What is our project?
  • Simple shapes with simple rules can create
    massive and complicated patterns.
  • Our initial goal was to find the seed of a 256
    x 256 Mona Lisa picture after a series of
    calculations proved this impossible, it was our
    decision to instead move the OSC logo back 3
    generations in 2 different ways.
  • A multitude of different approaches were tested,
    none were successful in attaining our ultimate
    goal.

7
Attempted Automata Reversal Techniques
  • Total brute force
  • Serial (exponential time growth)
  • Parallel try 1 (recombination difficulties)
  • Random placement
  • Both (exponential decay of probability)
  • Ruleset manipulation
  • Both (limited coding time)
  • Parallel Brute force(v2) finally yielded results
    (sort of)
  • Parallel Brute force(v3) yielded results as well
    (sort of)

8
Brute Force Technique
  • Serial Size Increase Difficulties
  • Exponential time increase as grid increases
  • 5 x 5 grid 0.35 seconds
  • 6 x 6 grid 11 hours 56 minutes 48 seconds
  • 7 x 7 grid 2 months, 5 days, 23 hours, 7
    minutes
  • 10 x 10 grid 413,564,066,800,000 years
  • 256 x 256 grid ?

9
Brute Force Technique
  • Masses of possibilities
  • Over 150 possibilities for a 6 cell pattern on a
    5 x 5 grid.
  • The number of possibilities also increases
    exponentially with the size of the grid.
  • Too many to keep track of.

10
Brute Force TechniqueParallel
  • Parallel Reconstitution Difficulties
  • Buffer overlap
  • Seemingly Impossible to correct

11
Recombination Problems
  • Cut into pieces

  • Backward one step
  • !

12
Random Placement
  • Very promising initially
  • Used the amount of live cells 1 as the input
    image
  • However, probability decreased exponentially
  • 4 x 4 grid 1 112
  • 5 x 5 grid 1 259,170
  • The process was never perfected the program
    never returned positive results.

13
Rule Manipulation
  • Instead of brute-forcing pixels, brute- forcing
    sets of rules in order to see if any rulesets can
    be used as identities.
  • Instead of 265511 combinations, only 372
    combinations for our Mona Lisa.
  • Unable to complete code in time, conceptually
    difficult to grasp.

14
Parallel Brute Force (v2)
  • Rewrote code to make it much (thousands of times)
    more efficient
  • Ran on many processors, splitting up the work
  • Linear time savings
  • Allowed us to do 6 x 6 grids vs. 5 x 5 grids
  • Very easy (in theory) to go back multiple
    generations

15
Brute Force Technique (v3)
  • Parallel processed, when one processor finds a
    result it tells the others to stop
  • Using STL (Standard Template Library)
    2-Dimentional vectors because of their dynamic
    expandability
  • The problem with going backwards is the expansion
    of the grid
  • Used C bitwise operators to create sample grids

16
Final Results
  • Moved the OSC logo back 3 generations
  • Manually selected preferred steps from optimized
    lists
  • Computed combinations with minimal expansion

17
Project Summary
  • Initial goals unreachable
  • Second set of goals attempted with multiple
    approaches, brute force (v3) was found to be the
    most effective
  • With further investigation a more feasible
    back-in-time approach could still be possible,
    but looks very unlikely when using large sizes.
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