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  2. Cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Cellular_automaton

    In the 1960s, cellular automata were studied as a particular type of dynamical system and the connection with the mathematical field of symbolic dynamics was established for the first time. In 1969, Gustav A. Hedlund compiled many results following this point of view [ 20 ] in what is still considered as a seminal paper for the mathematical ...

  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. Von Neumann universal constructor - Wikipedia

    en.wikipedia.org/wiki/Von_Neumann_universal...

    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 ...

  5. Conway's Game of Life - Wikipedia

    en.wikipedia.org/wiki/Conway's_Game_of_Life

    Golly is a cross-platform (Windows, Macintosh, Linux, iOS, and Android) open-source simulation system for the Game of Life and other cellular automata (including all Life-like cellular automata, the Generations family of cellular automata from Mirek's Cellebration, and John von Neumann's 29-state cellular automaton) by Andrew Trevorrow and ...

  6. Elementary cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Elementary_cellular_automaton

    Class 1: Cellular automata which rapidly converge to a uniform state. Examples are rules 0, 32, 160 and 232. Class 2: Cellular automata which rapidly converge to a repetitive or stable state. Examples are rules 4, 108, 218 and 250. Class 3: Cellular automata which appear to remain in a random state. Examples are rules 22, 30, 126, 150, 182.

  7. 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 .

  8. Norman Margolus - Wikipedia

    en.wikipedia.org/wiki/Norman_Margolus

    Margolus was one of the organizers of a seminal research meeting on the connections between physics and computation theory, held on Mosquito Island in 1982. [7] He is known for inventing the block cellular automaton and the Margolus neighborhood for block cellular automata, which he used to develop cellular automaton simulations of billiard-ball computers.

  9. Edward Fredkin - Wikipedia

    en.wikipedia.org/wiki/Edward_Fredkin

    Edward Fredkin (October 2, 1934 – June 13, 2023) [1] was an American computer scientist, physicist and businessman who was an early pioneer of digital physics. [2]Fredkin's primary contributions included work on reversible computing and cellular automata.