Cellular Automata rules lexicon 

Family: 1D totalistic CA 
Type: totalistic or outer totalistic with optional decay
This family allows exploring a wide range of onedimensional totalistic Cellular
Automata. The initial configuration is displayed in the top line. Each successive line
reading down the screen is calculated from the line immediately above it, so Rudy Rucker's
comments on CelLab apply also to MCell: "Unlike in many other programs,
onedimensional Cellular Automata implemented in MCell grow downward. If this bothers you
a lot, you can turn your monitor over, although you shouldn't leave it that way for too
long as it might overheat."
The user interface of the game allows specifying rules for calculating next rows of cells.
The neighborhood can be specified in a range 110, allowing up to 21 cells to be
considered. One can specify independently the totals of alive neighbors for cells to
survive and to be born, in a similar to "Life" S/B manner. It's also possible to
specify if the center cell should be taken into account or ignored.
The unique feature of MCell's implementation of onedimensional totalistic 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 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.
Onedimensional totalistic CA notation
The notation of onedimensional totalistic CA rules has the "R,C,M,S,B"
form, where:
R  specifies the range (1..10)
C  specifies the count of states, 0..256. A value smaller than 3 means the history is not
active. Values greater than 2 activate the history, with the given count of states.
M  specifies activity of the center (middle) cell. 1 is on, 0 is off.
S  specifies a single total of neighbors allowing the cell to survive. 'S' can appear
any times in the rule. Example: S2,S3,S8.
B  specifies a single total of neighbors allowing the cell to be born. 'B' can appear
any times in the rule. Example: B0,B3,B4,B17
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.
MJCell Java applet is able to run all rules from this group.
Name  Rule (R,C,M,S,B)  Description 
Abacus  R2,C10,M1,S0,S1,B0,B3  The rule produces vertical strings of beads, resembling abacus. Note that
often the patterns stabilize, and only some beads change their position! Found at random by Mirek Wojtowicz. 
Champagne  R3,C0,M1,S3,S6,S7,B0,B1  One often sees what he has on his mind, but even my wife, a total
abstainer, recognizes here champagneglasses... Found at random by Mirek Wojtowicz. 
Class 4 a  R2,C0,M1,S1,S3,B2,B3,B4  An example of Wolfram's mythical Class 4 automaton. Found at random by Mirek Wojtowicz. 
Class 4 b  R6,C0,M1,S3,S4,S5,S9,S11,S12,S13, B0,B1,B3,B13  An example of Wolfram's mythical Class 4 automaton. Found at random by Mirek Wojtowicz. 
Class 4 c  R6,C0,M1,S3,S5,S8,S9, S11,B0,B7,B8, B9,B13  An example of Wolfram's mythical Class 4 automaton. Found at random by Mirek Wojtowicz. 
Date palms  R5,C0,M1,S0,S7,S8,S9,S10,S11,B0  The small triangles produced by the rule are usually aligned, what
resembles trunks of date palms. Found at random by Mirek Wojtowicz. 
Embossed triangles  R2,C0,M1,S2,S3,B2,B3,B4  Sierpinskilike patterns consisting of embossed triangles. Found at random by Mirek Wojtowicz. 
Fences  R6,C25,M1,S1,S4,S7,S8,B0,B3,B5  A very surprising onedimensional automaton, producing vertical strings
and irregular thick more or less horizontal stripes. Found at random by Mirek Wojtowicz. 
Forest  R10,C0,M0,S1,S2,S6,S7,S9,S12, S14,S17, B1,B7,B10,B11,B13,B15, B16,B17,B19  A very beautiful rule, showing a thicket. Sometimes the trees are sparser
and their trunks can be seen among branches and leaves. Found at random by Mirek Wojtowicz. 
Gears 1  R5,C0,M1,S0,S7,S10,S11,B0  The rule produces randomly placed segments of gears (toothed wheels) of
all sizes. Found at random by Mirek Wojtowicz. 
Gears 2  R5,C0,M1,S0,S6,S10,S11,B0  A rule similar to Gears 1, but here gears are neatly aligned. Found at random by Mirek Wojtowicz. 
Marvel  R3,C0,M0,S0,S5,S6,B0,B3  The most beautiful onedimensional rule I've seen so far. This is how I
fancied the Persian gardens when I was a child. Found at random by Mirek Wojtowicz. 
Maze  R3,C10,M1,S3,S4,S5,B1,B3,B4,B5  This rule produces 3dimensional maze, with high walls. Found at random by Mirek Wojtowicz. 
Noname01  R2,C0,M1,S0,S3,S4,B2,B4,B5  I can't tell what is this rule like. Help is appreciated. Found at random by Mirek Wojtowicz. 
Noname02  R2,C15,M1,S2,S3,B1,B2  I can't tell what is this rule like. Help is appreciated. Found at random by Mirek Wojtowicz. 
Pascal's triangle  R1,C0,M1,B1  A single nonzero cell evolves to Pascal's triangle of binomial
coefficients, reduced modulo 2. A rule by Stephen Wolfram. 
Porridge  R1,C0,M1,S0,S3,B0,B2  This rule produces a dense soup with many small triangles. Found at random by Mirek Wojtowicz. 
Roots  R4,C0,M1,S1,S2,S5,S6,S9,B3,B4,B6  This Class4 CA produces thick tangled roots and interesting ornamental
gliders. Found at random by Mirek Wojtowicz. 
Shaded Triangles  R3,C3,M1,S0,S2,S3,S4, S5,S6,B3,B4,B5,B6,B7  A rule by Jason Rampe. 
Skyscrapers  R6,C10,M1,S2,S4,S6,S7,S8,S11, S13,B0,B1,B3,B8,B12  A big city with protruding skyscrapers watched from the bird'seye view. Found at random by Mirek Wojtowicz. 
The City  R3,C0,M0,S0,S3,B0,B4  Another city simulation, this time watched at night. Many skyscrapers
show shining windows. Found at random by Mirek Wojtowicz. 
Tulips  R10,C0,M1,S0,S3,S6,S10,S11, S14,S15, S16,S17,S18,S19,S20, S21,B1,B11,B12, B17,B18,B19,B20,B21  This surprisingly beautiful rule shows large fields covered with tulips. Found at random by Mirek Wojtowicz. 
Walls  R2,C15,M1,S2,S3,B1,B3  A rule very similar to Maze, yet the walls are bigger and more regular. Found at random by Mirek Wojtowicz. 
Wood Grain  R8,C3,M0,S1,S2,S4,S6,S7,S10, S12,S13,S14,B0,B2,B3,B4,B5,B6, B7,B10,B11,B13,B15  A rule by Jason Rampe. 
Webmaster: Mirek Wojtowicz http://www.mirekw.com 
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Last update: 15 Sep 2001