skip to main content
article

With J: the Hodge Podge machine

Published:01 September 2004Publication History
Skip Abstract Section

Abstract

Cellular automata are collections of cells arranged in some manner such that each cell contains a value that is updated from generation to generation according to a local rule. The Game of Life [1-5,7,15] is perhaps the best known cellular automaton. It is based upon a rectangular arrangement of cells that are either 0 or 1, along with simple rules of evolution: if a cell is 0 and has exactly 3 immediate neighbors then it becomes a 1; if a cell is 0 and has exactly 2 or 3 immediate neighbors that are 1, then the cell remains 1; otherwise, the cell becomes or remains 0. The Game of Life is incredibly intriguing, giving rise to complex behavior that is visually stimulating, mathematically interesting and, moreover, it is known to be capable of universal computation. Despite the fact that at a basic level it was designed to model alive and dead cells, it is primarily a toy model in the sense that it does not model any physical behavior well.

References

  1. E. Berlekamp, J. Conway, and R. Guy, Winning Ways For Your Mathematical Plays, Academic Press, 1982.Google ScholarGoogle Scholar
  2. P. Callahan, Patterns, Programs, and Links for Conway's Game of Life, http://www.radicaleye.com/lifepage/lifepage.html#catbackGoogle ScholarGoogle Scholar
  3. P. Callahan, What is the Game of Life? http://www.math.com/students/wonders/life/life.htmlGoogle ScholarGoogle Scholar
  4. M. Gardner, The fantastic combinations of John Conway's new solitare game of "life", Scientific American 223, (1970) 120--123.Google ScholarGoogle ScholarCross RefCross Ref
  5. M. Gardner, On cellular automata, self-replication, the Garden of Eden and the game "life", Scientific American, 224 4(1971) 112--117.Google ScholarGoogle Scholar
  6. M. Gerhardt and H. Schuster, A cellular Automaton describing the formation of spatially ordered structures in chemical systems, Physica D 36(1989) 209--221.Google ScholarGoogle ScholarCross RefCross Ref
  7. A. Hensel, Conway's Game of Life, http://www.ibiblio.org/lifepatterns/Google ScholarGoogle Scholar
  8. Andrew Ilachinski, Cellular Automata, A Discrete Universe, World Scientific, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Kunihiko Kaneko and Ichiro Tsuda, Complex Systems: Chaos and Beyond, Springer, English translation, 2000.Google ScholarGoogle Scholar
  10. A. Pechenkin, How to Understand the History of the Belousov-Zhabotinsky Reaction, http://www.ut.ee/flfi/ISPC/Pechenkin.doc.Google ScholarGoogle Scholar
  11. C. A. Reiter, Fractals, Visualization and J, second edition, Jsoftware, 2000.Google ScholarGoogle Scholar
  12. C. A. Reiter, Scripts for Special Fall 2005 update to Fractals, Visualization, and J, http://www.lafayette.edu/~reiterc/j/fvj2/index.html.Google ScholarGoogle Scholar
  13. Z. X. Reiter, C. A. Reiter, Image 3 Addon, http://www.jsoftware.com.Google ScholarGoogle Scholar
  14. Steven H. Strogatz, Nonlinear Dynamics and Chaos, Perseus Books Publishing, LLC, 1994.Google ScholarGoogle Scholar
  15. J. Summers, Jason's Life Page, http://entropymine.com/jason/life/.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in

Full Access

  • Published in

    cover image ACM SIGAPL APL Quote Quad
    ACM SIGAPL APL Quote Quad  Volume 34, Issue 4
    Fall 2004
    30 pages
    ISSN:0163-6006
    DOI:10.1145/1152754
    Issue’s Table of Contents

    Copyright © 2004 Author

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 1 September 2004

    Check for updates

    Qualifiers

    • article
  • Article Metrics

    • Downloads (Last 12 months)4
    • Downloads (Last 6 weeks)0

    Other Metrics

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader