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Cellular Automata

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Rule 110

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This rule is capable of universal computation which means that it can simulate a Turing machine.

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Wolfram's Classifications

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A four-class system used to categorize cellular automata based on their dynamical behavior.

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Isotropic Cellular Automata

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Cellular automata whose rules do not change when the configuration is rotated or reflected.

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Langton's Ant

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A two-dimensional universal Turing machine with a very simple set of rules but complex emergent behavior.

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Edge of Chaos

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A state in cellular automata dynamically poised between order and randomness, often associated with complexity.

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Glider

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A pattern that travels across the board in Conway's Game of Life.

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Margolus Neighborhood

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A partitioned cellular automaton scheme where the neighborhood structure changes over time.

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Elementary Cellular Automata

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The simplest class of one-dimensional cellular automata, consisting of cells with two possible states.

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Rule 30

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Each cell evolves based on the value of itself and its immediate neighbors, exhibiting complex, chaotic behavior.

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Totalistic Cellular Automata

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A type of cellular automata where the next state of a cell depends on the total, or sum, of the states of its neighbors.

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von Neumann Neighborhood

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A neighborhood consisting of a central cell and its adjacent cells in a grid-based cellular automaton.

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Conway's Game of Life

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A two-dimensional cellular automaton created by John Horton Conway exhibiting complex emergent behaviors.

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Reversible Cellular Automata

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Cellular automata where every configuration has a unique predecessor.

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Onesided Cellular Automata

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Cellular automata where the next state of a cell depends only on its current state and the state of cells in one direction.

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Garden of Eden

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A pattern that has no predecessor in cellular automata, making it unreachable from any other configuration.

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