[Arjen Markus] (26 August 2002) A few years ago cellular automata were "in vogue": they formed a new type of mathematical objects that had rather interesting properties. Given a few simple rules, they could exhibit a wealth of structures. The most famous one of all: the Game of Life. I recently came across them again and concocted this little script. If I remember the rules correctly, it is an implementation of the Game of Life. ''Remark:'' as noted below by [DKF] the rules are definitely not those of Life. However, it is rather dynamic :) The idea: * A cell gets a new state (0 or 1) depending on its own state and that of its neighbours. * In the case shown the rules are very simple: count the number of "live" neighbours. If it is even, then the new state of the centre cell becomes 0. Otherwise it becomes 1. The rules are found in the proc newCellState. Note: I paid little attention to customisation or presentation. Just watch and be fascinated. ---- # cellular_automata -- # Implement simple two-dimensional cellular automata # package require Tk # displayState -- # Display the current state # Arguments: # window Window to update # cells Cells array # state State array # nocols Number of columns # norows Number of rows # Result: # None # Side effects: # Display the new state by chnaging the colour of the cells # proc displayState { window cells state nocols norows } { upvar #0 $cells cellId upvar #0 $state newState for { set j 0 } { $j < $norows } { incr j } { for { set i 0 } { $i < $nocols } { incr i } { $window itemconfigure $cellId($i,$j) \ -fill [lindex {white black} $newState($i,$j)] } } } # calculateNewState -- # Calculate the new state # Arguments: # window Window for display # cells Cell IDs # old_state State array holding current state # new_state State array holding new state # nocols Number of columns # norows Number of rows # Result: # None # Side effects: # Set new values in the array new_state # proc calculateNewState { window cells old_state new_state nocols norows } { upvar #0 $old_state state upvar #0 $new_state newState for { set j 0 } { $j < $norows } { incr j } { for { set i 0 } { $i < $nocols } { incr i } { set ie [expr {$i+1} ] set iw [expr {$i-1} ] set jn [expr {$j+1} ] set js [expr {$j-1} ] set ie [expr {($ie >= $nocols) ? 0 : $ie} ] set iw [expr {($iw < 0 ) ? ($nocols-1) : $iw} ] set jn [expr {($jn >= $norows) ? 0 : $jn} ] set js [expr {($js < 0 ) ? ($norows-1) : $js} ] set newState($i,$j) \ [newCellState $state($i,$j) $state($iw,$j) \ $state($ie,$j) $state($i,$jn) \ $state($i,$js) ] } } displayState $window $cells $new_state $nocols $norows # # Schedule this routine again - reversed arrays! # after 100 [list \ calculateNewState $window $cells $new_state $old_state $nocols $norows ] } # setUpDisplay -- # Initialise the display # Arguments: # window The window used to display the result # cells Array with cell IDs # nocols Number of columns # norows Number of rows # Result: # None # Side effects: # Set new values in the array cells # proc setUpDisplay { window cells nocols norows } { upvar #0 $cells cellId for { set j 0 } { $j < $norows } { incr j } { for { set i 0 } { $i < $nocols } { incr i } { set iw [expr {10*$i} ] set ie [expr {$iw+9} ] set js [expr {10*($norows-$j)} ] set jn [expr {$js-9} ] set cellId($i,$j) \ [$window create rectangle $iw $jn $ie $js -outline "" -fill white] } } } # newCellState -- # Determine the new state of a cell # Arguments: # state_c State of the current cell # state_w State of the cell west of the current cell # state_e State of the cell east of the current cell # state_n State of the cell north of the current cell # state_s State of the cell south of the current cell # Result: # New state # proc newCellState { state_c state_w state_e state_n state_s } { set sum [expr {$state_w+$state_e+$state_n+$state_s}] switch -- $sum { "0" { set result 0 } "1" { set result 1 } "2" { set result 0 } "3" { set result 1 } "4" { set result 0 } default { set result 0 ;# Should never happen though } } return $result } # main -- # Steer the application # Arguments: # None # Result: # None # Note: # It is necessary to use global arrays - because of [after] # proc main {} { canvas .cnv pack .cnv -fill both set norows 30 set nocols 29 setUpDisplay .cnv ::cells $nocols $norows # # Initial condition # for { set j 0 } { $j < $norows } { incr j } { for { set i 0 } { $i < $nocols } { incr i } { set ::state($i,$j) 0 } } set ::state(5,5) 1 displayState .cnv ::cells ::state $nocols $norows after 100 [list \ calculateNewState .cnv ::cells ::state newState $nocols $norows ] } # # Start the program # main ---- ''[DKF]'' - This is not the classic rules for Conway's Life. That uses the eight nearest neighbours (diagonal too), and states that a cell will remain in its current state when it is next to two living neighbours, become/remain alive when it is next to three living neighbours, and become/remain dead when it is next to any other number of neighbours ("overcrowding" and "loneliness", if you will.) Please see later in this page for Conway in Tcl... ''[DKF]'' - There are other interesting categories of cellular automata. One of my favourites is "wires" where each cell can be in one of four states: blank: Always remains blank. wire: Becomes a head if-and-only-if next (using 8 neighbours rule) to one or two heads. head: Becomes a tail. tail: Becomes a wire. This is not quite as dynamic as Life (the rules keep the overall form by-and-large static) but it is computationally complete (note that heads and tails combine to form pulse chains that travel in definite directions): "3-cycle Pulse Source" H############ -> T "OR Gate" -> ##### # ############ -> # -> ##### "INHIBIT Gate" -> ########## ####### -> # ### # -> ########## (The inhibit input) It's possible to build complex "circuits" using this, though layout is tricky because you have to be very careful about the timing. ---- '''Langton's Ant''' Langton's Ant is an automaton that wanders around blindly for a while, before getting its act together and heading off determinedly in a particular direction. To make its life marginally more interesting, this Ant lives on a toroid, so it keeps tripping over its own tracks. There is some background at [http://mathworld.wolfram.com/LangtonsAnt.html]. # lant.tcl Langton's Ant set size 400 ;# pixels per canvas side set side 400 ;# cells per canvas side set cell [expr $size/$side] ;# pixels per cell set bgcol yellow set fgcol red set adir(0) {1 0};set adir(1) {0 1};set adir(2) {-1 0};set adir(3) {0 -1} catch {destroy .c} canvas .c -width [expr $size+1] -height [expr $size+1] -bg $bgcol bind .c