A rake, in the lexicon of cellular automata, is a type of puffer train , which is an automaton that leaves behind a trail of debris. In the case of a rake, however, the debris left behind is a stream of spaceships, [1] which are automata that "travel" by looping through a short series of iterations and end up in a new location after each cycle returns to the original configuration.
In Conway's Game of Life, the discovery of rakes was one of the key components needed to form the breeder , the first known pattern in Life in which the number of live cells exhibits quadratic growth. A breeder is formed by arranging several rakes so that the gliders —the smallest possible spaceships—they generate interact to form a sequence of glider guns , patterns which emit gliders. The emitted gliders fill a growing triangle of the plane of the game. [2] More generally, when a rake exists for a cellular automaton rule (a mathematical function defining the next iteration to be derived from a particular configuration of live and dead cells), one can often construct puffers which leave trails of many other kinds of objects, by colliding the streams of spaceships emitted by multiple rakes moving in parallel. [3] As David Bell writes:
They are extremely important in Life because the output can be used to construct other objects and can pass signals around to perform logic operations. Whenever any new puffer engine is found an important goal is to "tame" it so that its useless "dirty" exhaust is converted into "clean" exhaust, particularly gliders. [4]
The first rake to be discovered, in the early 1970s, was the "space rake", which moves with speed c/2 (or one unit every two steps), emitting a glider every twenty steps. [5] For Life, rakes are now known that move orthogonally with speeds c/2, c/3, c/4, c/5, 2c/5, 2c/7, c/10 [6] [ better source needed ] and 17c/45, and diagonally with speeds c/4 and c/12, with many different periods. [7] Rakes are also known for some other life-like cellular automata, including Highlife, [8] Day & Night, [9] and Seeds. [10]
Gotts (1980) shows that the space rake in Life can be formed by a "standard collision sequence" in which a single glider interacts with a widely separated set of 3-cell initial seeds (blinkers and blocks). As a consequence, he finds lower bounds on the probability that these patterns form in any sufficiently sparse and sufficiently large random initial condition for Life. This result leads to standard collision sequences for many other patterns such as breeders. [11]
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine.
A cellular automaton 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. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling.
The Rule 110 cellular automaton 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. This implies that, in principle, any calculation or computer program can be simulated using this automaton.
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. Because the rules of HighLife and Conway's Life are similar, many simple patterns in Conway's Life function identically in HighLife. More complicated engineered patterns for one rule, though, typically do not work in the other rule.
In a cellular automaton, a finite pattern is called a spaceship if it reappears after a certain number of generations in the same orientation but in a different position. The smallest such number of generations is called the period of the spaceship.
In a cellular automaton, a puffer train, or simply puffer, is a finite pattern that moves itself across the "universe", leaving debris behind. Thus a pattern consisting of only a puffer will grow arbitrarily large over time. While both puffers and spaceships have periods and speeds, unlike puffers, spaceships do not leave debris behind.
A cellular automaton (CA) is Life-like if it meets the following criteria:
Seeds is a cellular automaton in the same family as the Game of Life, initially investigated by Brian Silverman and named by Mirek Wójtowicz. It consists of an infinite two-dimensional grid of cells, each of which may be in one of two states: on or off. Each cell is considered to have eight neighbors, as in Life. In each time step, a cell turns on or is "born" if it was off or "dead" but had exactly two neighbors that were on; all other cells turn off. Thus, in the notation describing the family of cellular automata containing Life, it is described by the rule B2/S.
Hashlife is a memoized algorithm for computing the long-term fate of a given starting configuration in Conway's Game of Life and related cellular automata, much more quickly than would be possible using alternative algorithms that simulate each time step of each cell of the automaton. The algorithm was first described by Bill Gosper in the early 1980s while he was engaged in research at the Xerox Palo Alto Research Center. Hashlife was originally implemented on Symbolics Lisp machines with the aid of the Flavors extension.
The glider is a pattern that travels across the board in Conway's Game of Life. It was first discovered by Richard K. Guy in 1969, while John Conway's group was attempting to track the evolution of the R-pentomino. Gliders are the smallest spaceships, and they travel diagonally at a speed of one cell every four generations, or . The glider is often produced from randomly generated starting configurations.
In a cellular automaton, a gun is a pattern with a main part that repeats periodically, like an oscillator, and that also periodically emits spaceships. There are then two periods that may be considered: the period of the spaceship output, and the period of the gun itself, which is necessarily a multiple of the spaceship output's period. A gun whose period is larger than the period of the output is a pseudoperiod gun.
In Conway's Game of Life and other cellular automata, a still life is a pattern that does not change from one generation to the next. The term comes from the art world where a still life painting or photograph depicts an inanimate scene. In cellular automata, a still life can be thought of as an oscillator with unit period.
In Conway's Game of Life and similar cellular automaton rules, a spark is a small collection of live cells that appears at the edge of some larger pattern such as a spaceship or oscillator, then quickly dies off.
In cellular automata such as Conway's Game of Life, a breeder is a pattern that exhibits quadratic growth, by generating multiple copies of a secondary pattern, each of which then generates multiple copies of a tertiary pattern.
In Conway's Game of Life, the speed of light is a propagation rate across the grid of exactly one step per generation. In a single generation, a cell can only influence its nearest neighbours, and so the speed of light is the maximum rate at which information can propagate. It is therefore an upper bound to the speed at which any pattern can move.
Brian's Brain is a cellular automaton devised by Brian Silverman, which is very similar to his Seeds rule.
In a cellular automaton, a finite pattern is called a sawtooth if its population grows without bound but does not tend to infinity. In other words, a sawtooth is a pattern with population that reaches new heights infinitely often, but also infinitely often drops below some fixed value. Their name comes from the fact that their plot of population versus generation number looks roughly like an ever-increasing sawtooth wave.
Life without Death is a cellular automaton, similar to Conway's Game of Life and other Life-like cellular automaton rules. In this cellular automaton, an initial seed pattern grows according to the same rule as in Conway's Game of Life; however, unlike Life, patterns never shrink. The rule was originally considered by Toffoli & Margolus (1987), who called it "Inkspot"; it has also been called "Flakes". In contrast to the more complex patterns that exist within Conway's Game of Life, Life without Death commonly features still life patterns, in which no change occurs, and ladder patterns, that grow in a straight line.
In Conway's Game of Life and related cellular automata, a spacefiller is a pattern that spreads out indefinitely, eventually filling the entire space with a still life pattern. It typically consists of three components: stretchers that resemble spaceships at the four corners of the pattern, a growing boundary region along the edges of the pattern, and the still life in the interior pattern.
Critters is a reversible block cellular automaton with similar dynamics to Conway's Game of Life, first described by Tommaso Toffoli and Norman Margolus in 1987.