Cellular Automata rules lexicon |
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Family: 1D binary CA |
Type: 1-D binary with optional decay
This game allows exploring a very wide range of popular one-dimensional binary Cellular Automata. Most of included rules come from an excellent collection of Martin Schaller. You should also check Martin's 1-D binary rules browser.
The unique feature of MCell's implementation of one-dimensional 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 1-4, 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 one-dimensional 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.
One-dimensional binary CA notation
The notation of one-dimensional 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 1-D 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 | |
Fish-bones | R2,W5F0C9AD8 | |
Fishing-net | R1,W6E | Rule 110 |
Glider p106 | R2,WB51E9CE8 | |
Glider-gun 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 | |
Zig-Zags | R2,W8F0C1A48 |
Webmaster: Mirek Wojtowicz http://www.mirekw.com |
MCell mirrors: |
Last update: 10 Mar 2002