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Exercise 1
We entered 50% black 50% white.
automaton.
Exercise 2
We have implemented one automaton from each class.
We have also implemented the voting rule, including a probabilistic version,
and a version that slowly changes the probability so that we can see the critical
probability at which stripes start to appear.
approximately
p > 0.54.
Exercise 3
We've implemented game of life as the class 4 automaton of exercise 2. With
asynchronous updating the result is very dierent. The neat structures such as
gliders that game of life exhibits do not appear any more.
because those structures are very sensitive to the particular updates that game
of life does, and updating the cells one by one destroys this structure.
With a small amount of randomness you still see game of life patterns. In
fact unlike normal game of life, new life can spontaneously appear, so the
simulation becomes more lively.
out after a while, which does not happen with some randomness. With a large
amount of randomness the patterns do not appear, of course.
The relevace
Figure 7: Deterministic voting rule code and equilibrium from a random 50-50
start state.
Figure 8:
Randomized voting rule code and the stripe pattern that emerges
after a while.
Figure 10: Game of life with asynchronous updating on the left. Compare this
to the synchronous of life from exercise 2 on the right.
p = 0.01
that the simulation remains more active than the one without randomness, wich
contains mostly static structures (on the right)
Exercise 4
We've implemented 1-d cellular automata parameterized by the rule number.
The gures show the code and the results.
Figure 12: The code for Wolfram 1-d cellular automata, and the results as a
function of time (vertical) and space (horizontal) for rule 90, 106, and 138.