Cellular Automata rules lexicon 

Family: 1D binary CA 
Type: 1D binary with optional decay
This game allows exploring a very wide range of popular onedimensional binary Cellular Automata. Most of included rules come from an excellent collection of Martin Schaller. You should also check Martin's 1D binary rules browser.
The unique feature of MCell's implementation of onedimensional binary CA is History. Like in "Generations" family, when history in on, cells that would simply die are getting older, up to the maximum specified state. Such cells cannot give birth to new cells, but they occupy the space of the lattice, thus changing the rules radically.
The user interface of the game allows specifying rules for calculating next rows of cells. The neighborhood can be defined in a range 14, allowing up to 9 cells to be considered. Rules specify the state of new cells for each possible configuration of existing cells found in the defined neighborhood.
The lattice can be treated as a ring. When board wrapping is on, active cells that leave at the right edge enter again on the left edge and vice versa. Note that randomizing the board fills only the top row of onedimensional universe. All patterns are loaded at the top of the lattice, too. One can use all drawing tools available in the program, but only cells in the active row are taken into account. At the beginning the active row is the top row. After animating the rule the active top moves down.
Onedimensional binary CA notation
The notation of onedimensional totalistic CA rules has the "R,W,H" form,
where:
R specifies the range (1..4) of the neighborhood.
W specifies the Wolfram's code of the rule, expressed as a hexadecimal value.
Wolfram's code is a compact way of specifying the complete 1D binary rules
table.
H  specifies the count of states, 0..25. Parameter 'H' is optional. No
parameter or a value smaller than 3 means the history is not
active. Values greater than 2 activate the history, with the given count of
states.
Sample rule in R1 neighborhood (3 cells: left, center, and right):
111  110  101  100  011  010  001  000  <= all possible configurations 
0  1  1  0  1  1  1  0  <= the rule 
The rule can be expressed as a binary number 01101110, what is 6E in hexadecimal notation. Finally the rule in MCell's notation has the form "R1,W6E"
MJCell Java applet is able to run all rules from this group.
Name  Rule (R,W)  Description 
Bermuda Triangle  R2,WBC82271C  
Brownian motion  R1,W36  Rule 54 
Chaotic gliders  R2,WAD9C7232  
Compound glider  R2,W89ED7106  
Filiform gliders 1  R2,W1C2A4798  
Filiform gliders 2  R2,W5C6A4D98  
Fishbones  R2,W5F0C9AD8  
Fishingnet  R1,W6E  Rule 110 
Glider p106  R2,WB51E9CE8  
Glidergun p168  R2,W6C1E53A8  
Heavy triangles  R1,W16  Rule 22 
Inverse gliders  R2,W360A96F9  
Kites  R2,WBF8A5CD8  
Linear A  R1,W5A  Rule 90 
Linear B  R1,W96  Rule 150 
Pascal's Triangle  R1,W12  Rule 18 
Plaitwork  R2,W6EA8CD14  
R3 Gliders  R3,W3B469C0EE4F7FA96 F93B4D32B09ED0E0  
Raindrops  R2,W4668ED14  
Randomizer 1  R1,W1E  Rule 30 
Randomizer 2  R1,W2D  Rule 45 
Relief gliders  R2,WD28F022C  
Scaffolding  R2,W6EEAED14  
Solitons A  R2,WBF8A18C8  
Solitons A'  R2,WBF8A58C8  
Solitons B  R2,W3CC66B84  
Solitons B'  R2,W3EEE6B84  
Solitons B3  R2,W1D041AC8  
Solitons C1  R2,W5F2A9CC8  
Solitons C2  R2,W1D265EC8  
Solitons D1  R2,W2F8A1858  
Solitons D2  R2,W1D065AD8  
Solitons E  R2,WBDA258C8  
Solitons F  R2,W9D041AC8  
Stable gliders  R2,W7E8696DE  
Threads  R2,W978ECEE4  
Triangular gliders  R2,WE0897801  
ZigZags  R2,W8F0C1A48 
Webmaster: Mirek Wojtowicz http://www.mirekw.com 
MCell mirrors: 
Last update: 10 Mar 2002