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Cellular
Automata
An example of a cellular automata
is a grid on which the squares and be in an on or off state. The system
then iterates and the following state in each of the cells depends on
rules linked to the state of the nearby cells. For example, the rule
might be “if the cells on both sides are "on" or "off", then the cell
switches "on" and if they are different, the cell switches "off". What
each
cell does depends on those around it, but in turn the cells around it
depend on the cell.” When the system runs iteration after iteration
patterns appear on the grid.
We see here that a one dimensional
line of cells. All are white except for one which is black.
Each cell has two other
neighbors. The rules for this Cellular automata say
that if all three of these cells are white, then the new state of the
cell will be
white; if all three of the cells are black, then the new state of the
cell will also
be white; in any other case, the new state of the cell will be black. The line then becomes :
The first nine lines become:
We can see a complex pattern
emerging from a very simple rule set that reflects Siepinski's triangle
we have seen previously. In the 1940’s John van Neumann
worked on a two dimensional grid with rules based on the “Turing
Machine” idea developed earlier by Alan Turing. Van Neumann’s work was
developed and simplified. John Conway developed his Game of Life, which
is a popularized cellular automata. Its rules are simple; if a black
cell has 2 or 3 black neighbors, it stays black. If a white cell has 3
black neighbors, it becomes black. In all other cases, the cell stays
or becomes white. Since the cells are so interactive the outcomes of
the interlinked iterations are not obvious. Sometimes the cells stay
much the same. Sometimes patterns will appear, but die out. Others will
fall into cycles that repeat endlessly and still others will continue
on, sometimes self organizing patterns emerge. Conway named some of the
patterns boat, blinker, toad and glider. It has been shown that
cellular automata can be used to perform calculations. Cellular automata may give us
clues as to how living organisms reproduce. Shapes formed within a
cellular automata can sometimes reproduce themselves and exhibit some
life like patterns. Perhaps the rules encoded within our DNA use a
similar system to reproduce life. Stephen Wolfram began working on
cellular automata back in the 1980s. It had generally been assumed
previously that the best way to describe nature was through
mathematical equations, but he found that very often simple rules in a
cellular automata could generate extremely complex outcomes that
matched those found in nature. In 2002 he published a book called
A New Kind of Science that showed how the understandings of cellular
automata could apply to so many other disciplines. Wolfram distinguished four classes
of automata from the four different types of patterns that unfolded as
the grids ran their course. The first he calls a homogenous state. This
is where the system basically collapses to an end state almost
instantaneously. This is like a point attractor. The second class is where the
automata falls into stable periodic structure. The pattern falls
returns to a previous state and is caught in a limit cycle. The third class is called chaotic,
where there is no return to a previous state, continually changing in
unpredictable ways as with a strange attractor. Stephen Wolfram identified a
fourth type of system, which while complex and unstable, nevertheless
forms highly structured and patterned ways. Ian Stewart has found that the
patterns of cellular automata are linked to the patterns on animals
skins. Chemicals are released into the pelt of the animal depending on
whether or not the neighbouring area had also been coloured. In this
way complex patterns are created on the bodies of animals, generated by
simple chemical means. Cellular automata
have been used in such diverse areas as ferromagnetism, immunology,
power
grids, forest fire propagation, turbulence and crystalisation.
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