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  2. Cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Cellular_automaton

    A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. [2]

  3. Von Neumann cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Von_Neumann_cellular_automaton

    In von Neumann's cellular automaton, the finite state machines (or cells) are arranged in a two-dimensional Cartesian grid, and interface with the surrounding four cells. As von Neumann's cellular automaton was the first example to use this arrangement, it is known as the von Neumann neighbourhood. The set of FSAs define a cell space of ...

  4. Elementary cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Elementary_cellular_automaton

    In mathematics and computability theory, an elementary cellular automaton is a one-dimensional cellular automaton where there are two possible states (labeled 0 and 1) and the rule to determine the state of a cell in the next generation depends only on the current state of the cell and its two immediate neighbors.

  5. Rule 110 - Wikipedia

    en.wikipedia.org/wiki/Rule_110

    The Rule 110 cellular automaton (often called simply Rule 110) [a] is an elementary cellular automaton with interesting behavior on the boundary between stability and chaos. In this respect, it is similar to Conway's Game of Life .

  6. Reversible cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Reversible_cellular_automaton

    A cellular automaton is defined by its cells (often a one- or two-dimensional array), a finite set of values or states that can go into each cell, a neighborhood associating each cell with a finite set of nearby cells, and an update rule according to which the values of all cells are updated, simultaneously, as a function of the values of their neighboring cells.

  7. Rule 30 - Wikipedia

    en.wikipedia.org/wiki/Rule_30

    Rule 30 is an elementary cellular automaton introduced by Stephen Wolfram in 1983. [2] Using Wolfram's classification scheme, Rule 30 is a Class III rule, displaying aperiodic, chaotic behaviour. This rule is of particular interest because it produces complex, seemingly random patterns from simple, well-defined rules.

  8. Life-like cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Life-like_cellular_automaton

    A cellular automaton (CA) is Life-like (in the sense of being similar to Conway's Game of Life) if it meets the following criteria: The array of cells of the automaton has two dimensions. Each cell of the automaton has two states (conventionally referred to as "alive" and "dead", or alternatively "on" and "off")

  9. Cyclic cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Cyclic_cellular_automaton

    A cyclic cellular automaton is a kind of cellular automaton rule developed by David Griffeath and studied by several other cellular automaton researchers. In this system, each cell remains unchanged until some neighboring cell has a modular value exactly one unit larger than that of the cell itself, at which point it copies its neighbor's value.