Explore tens of thousands of sets crafted by our community.
Cellular Automata
15
Flashcards
0/15
Rule 110
This rule is capable of universal computation which means that it can simulate a Turing machine.
Wolfram's Classifications
A four-class system used to categorize cellular automata based on their dynamical behavior.
Isotropic Cellular Automata
Cellular automata whose rules do not change when the configuration is rotated or reflected.
Langton's Ant
A two-dimensional universal Turing machine with a very simple set of rules but complex emergent behavior.
Edge of Chaos
A state in cellular automata dynamically poised between order and randomness, often associated with complexity.
Glider
A pattern that travels across the board in Conway's Game of Life.
Margolus Neighborhood
A partitioned cellular automaton scheme where the neighborhood structure changes over time.
Elementary Cellular Automata
The simplest class of one-dimensional cellular automata, consisting of cells with two possible states.
Rule 30
Each cell evolves based on the value of itself and its immediate neighbors, exhibiting complex, chaotic behavior.
Totalistic Cellular Automata
A type of cellular automata where the next state of a cell depends on the total, or sum, of the states of its neighbors.
von Neumann Neighborhood
A neighborhood consisting of a central cell and its adjacent cells in a grid-based cellular automaton.
Conway's Game of Life
A two-dimensional cellular automaton created by John Horton Conway exhibiting complex emergent behaviors.
Reversible Cellular Automata
Cellular automata where every configuration has a unique predecessor.
Onesided Cellular Automata
Cellular automata where the next state of a cell depends only on its current state and the state of cells in one direction.
Garden of Eden
A pattern that has no predecessor in cellular automata, making it unreachable from any other configuration.
© Hypatia.Tech. 2024 All rights reserved.