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  2. 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.

  3. Elementary cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Elementary_cellular_automaton

    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. Class 4: Cellular automata which form areas of repetitive or stable states, but also form structures that interact with each other in complicated ways. An example is rule 110.

  4. Cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Cellular_automaton

    The rule 30, rule 90, rule 110, and rule 184 cellular automata are particularly interesting. The images below show the history of rules 30 and 110 when the starting configuration consists of a 1 (at the top of each image) surrounded by 0s.

  5. Wolfram code - Wikipedia

    en.wikipedia.org/wiki/Wolfram_code

    When used on their own without such context, the codes are often assumed to refer to the class of elementary cellular automata, two-state one-dimensional cellular automata with a (contiguous) three-cell neighbourhood, which Wolfram extensively investigates in his book. Notable rules in this class include rule 30, rule 110, and rule 184.

  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. Life-like cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Life-like_cellular_automaton

    For instance, in this notation, Conway's Game of Life is denoted 23/3. [2] [3] In the notation used by the Golly open-source cellular automaton package and in the RLE format for storing cellular automaton patterns, a rule is written in the form By/Sx where x and y are the same as in the MCell notation. Thus, in this notation, Conway's Game of ...

  8. 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. Like Life, Rule 110 with a particular repeating background pattern is known to be Turing complete. [2]

  9. Category:Cellular automaton rules - Wikipedia

    en.wikipedia.org/wiki/Category:Cellular...

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