Hex Automata: "Iterati". Rule t6 + Seed t25.501
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- Опубликовано: 11 сен 2024
- Another rule-set candidate for the 4-state CA.
New candidate rule-set for the 4-state cellular automaton (CA). The rule-set library for the 2-state CA is large enough, with over 100 tested rule-sets.
Development of the 6-state CA has been put on hold, and it probably will not be included with the Hexagon-Multiverse app. Due to the exceedingly large rule-space of the 6-state CA (which makes it difficult to search properly), its neighborhood had to be constricted too much, making it less appealing compared to the 4-state machine.
Color-coding for cells with 4 states:
Black (0) -- the dead or empty state,
Red, Yellow, or Blue (1, 2, or 3) -- three different "alive" states
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2-Dimensional cellular automata, hexagonal array,
These 3 different alive states do not correspond to any simple property of the cell pattern. This is unlike commonly seen totalistic ("sum-of-neighbors") rule-sets.
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General Procedure:
STEP 1). Make a 2-dimensional grid (array) of "cells" which can each have a value of 0 (off/dead) or 1 (on/alive). Conway's famous "Game of Life" cellular automaton uses a square grid, but here we use a hexagonal grid (chicken-wire or honeycomb). Initialize the grid by filling it with all zeros. This is the "main grid".
STEP 2). Add a starting "seed" pattern to the main grid by changing some of the cell values to "1" (on/alive). Sometimes specific compact seeds are used, alternatively sometimes they are a random unstructured spread of ones that II call "primordial soup".
STEP 3). The program then looks at every cell in the entire main grid, one-by-one. When examining each cell, the total number of live neighbor cells is counted among its 6 immediately adjacent neighbor cells (if using "totalistic" rules). The program then consults the rule-set to decide if the central cell will be alive (1, on) or dead (0, off) in the next time-step. In order to not disturb the cell pattern that is being updating, all of these new values are accumulated on a separate "temporary grid".
STEP 4). After every cell is updated on the temporary grid, the main grid is re-initialized to all zeros, and then the temporary grid is copied to the main grid
STEP 5). Repeat Steps 3 & 4 for hundreds or thousands of iterations. The result of each iteration serves as the input for the next iteration. The grid is finite, so the live cell pattern will eventually go repeat or go extinct, although this could take thousands of time-steps.
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Note: this "Hexagon-Multiverse" (HMCA) cellular automaton is similar to Conway's famous "Game of Life" in the sense that both are 2-dimensional, have binary cell states, and are synchronous and deterministic. But the Game of Life uses a square grid, while the HMCA uses a more natural (common in nature) and more symmetrical hexagonal grid. Additionally, the HMCA achieves interesting results using a variety of rule-sets, whereas the Game of Life is limited to a single rule-set.
Hexagonal Cell Array: size remains constant at 100 columns x 100 rows.
Periodic boundary conditions: horizontal & vertical dimensions wrap across opposite edges, giving a finite closed continuous surface equivalent to a 2-torus (the surface of a standard 3-d ring donut).
Rule-set t6 full designation:
323200310310200000020300000202003300210020030010000003000230321002012000013001100200021,
This rule-set was found by random search.
Time: 313 steps (display rate 5 fps). The first & final frames are shown for 1 & 2 seconds, respectively.
Live cell population: starts at 25, and reaches a maximum of 1920 on time-step 273, and ends with 1709 the final time-step 313.
Resolution: 2578 screen pixels per cell,
Program: "Hexagon-Multiverse 1.0" (unpublished), PHP language.
Platform: MacBook Pro (M1), Sonoma 14.1.1 OS, Safari 17.1 browser.
beautiful. i wrote you a mail about generating a code based on such hex automata. waiting for a reply
Where did you send that email? I don't think I received it.
I can be reached by email at Leo@Hexagon-Multiverse.com