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The most famous examples in this category are the rules "Brian's Brain" (B2/S/3) and "Star Wars" (B2/S345/4). Random patterns in these two rules feature a large variety of spaceships and rakes with a speed of c, often crashing and combining into even more objects. Larger than Life is a family of cellular automata studied by Kellie Michele Evans ...
A special class of cellular automata are totalistic cellular automata. The state of each cell in a totalistic cellular automaton is represented by a number (usually an integer value drawn from a finite set), and the value of a cell at time t depends only on the sum of the values of the cells in its neighborhood (possibly including the cell ...
The title of timed automaton declares that the automaton changes states at a set rate, which for clocks is 1 state change every second. Clock automata only takes as input the time displayed by the previous state. The automata uses this input to produce the next state, a display of time 1 second later than the previous.
Cellular automata were used in the early days of artificial life, and are still often used for ease of scalability and parallelization. Alife and cellular automata share a closely tied history. Artificial neural networks are sometimes used to model the brain of an agent.
One method used to study these automata is to follow its history with an initial state of all 0s except for a single cell with a 1. When the rule number is even (so that an input of 000 does not compute to a 1) it makes sense to interpret state at each time, t, as an integer expressed in binary, producing a sequence a(t) of integers.
Von Neumann's System of Self-Replication Automata with the ability to evolve (Figure adapted from Luis Rocha's Lecture Notes at Binghamton University [6]).i) the self-replicating system is composed of several automata plus a separate description (an encoding formalized as a Turing 'tape') of all the automata: Universal Constructor (A), Universal Copier (B), operating system (C), extra ...
The evolution of the replicator. Highlife is a cellular automaton similar to Conway's Game of Life.It was devised in 1994 by Nathan Thompson. It is a two-dimensional, two-state cellular automaton in the "Life family" and is described by the rule B36/S23; that is, a cell is born if it has 3 or 6 neighbors and survives if it has 2 or 3 neighbors.
An oscillator in Brian's Brain. The "dying state" cells tend to lead to directional movement, so almost every pattern in Brian's Brain is a spaceship. Many spaceships are rakes, which emit other spaceships. Another result is that many Brian's Brain patterns will explode messily and chaotically, and often will result in or contain great diagonal ...