Sie sind auf Seite 1von 44

Presented by

ADEKUNLE ONAOPEPO HUSAMAT


1
INTRODUCTION
BACKGROUND
SYNTAX
COMPONENTS
BEHAVIOUR
VARIANTS
APPLICATIONS
CASE STUDIES
LEVEL OF KNOWLEDGE
ADVANTAGES
DRAWBACKS
REFERENCES
OVERVIEW
2
What are Cellular Automata?
CA are discrete dynamic systems.
CA's are said to be discrete because they
operate in finite space and time and
with properties that can have only a
finite number of states.
CA's are said to be dynamic because
they exhibit dynamic behaviours.
Basic Idea: Simulate complex systems by
interaction of cells following easy rules.
Not to describe a complex system with
complex equations, but let the complexity
emerge by interaction of simple individuals
following simple rules.

INTRODUCTION
From Another Perspective
it is a Finite State Machine, with
one transition function for all
the cells,
this transition function changes
the current state of a cell
depending on the previous state
for that cell and its neighbors.

3
BACKGROUND
4
Time Frame Major Players
Contribution
Early 50s
J. Von Neuman, E.F. Codd,
Henrie & Moore , H Yamada &
S. Amoroso
Modeling biological
systems - cellular models
60s & 70s A. R. Smith , Hillis, Toffoli Language recognizer,
Image Processing
80 s S. Wolfram ,Crisp,Vichniac Discrete Lattice,statistical
systems, Physical systems
87 - 96
IIT KGP, Group Additive CA,
characterization,applications
97 - 99 B.E.C Group GF (2
p
) CA
Cellular Automata:
Lattice,
Neighbourhood,
Set of discrete states,
Set of transition rules,
Discrete time.


CAs contain enough complexity to simulate surprising
and novel change as reflected in emergent phenomena
(Mike Batty)


SYNTAX
5
Cell
Basic element of a CA.
Cells can be thought of as memory
elements that store state information.
All cells are updated synchronously
according to the transition rules.
Lattice
Spatial web of cells.
Simplest lattice is one dimensional.
Others include 2,3 Dimensional

COMPONENTS
Initial
current
1 1 1 1 1 0 1 0 1 1 0 0 0 1 1 0 1 0 0 0 1 0 0 0
0 1 1 1 1 1 1 0
Rule #126
6
2 dimensional
3 dimensional
For 1D CA:
2
3
= 8 possible neighborhoods
(for 3 cells)
2
8
= 256 possible rules

For 2D CA:
2
9
= 512 possible
neighborhoods
2
512
possible rules (!!)
7
The cells on the end may (or may not) be treated as
"touching" each other as if the line of cells were circular.

If we consider them as they touch each other, then the
cell (A) is a neighbor of cell (C)
8
if #alive =< 2, then die
if #alive = 3, then live
if #alive >= 5, then die
if #alive =< 2, then die
if #alive = 3, then live
if #alive >= 5, then die
if #alive =< 2, then die
if #alive = 3, then live
if #alive >= 5, then die
A CA is an array of identically programmed automata, or cells,
which interact with one another in a neighbourhood and have
definite state
BEHAVIOUR
9
A CA is an array of identically programmed automata, or cells,
which interact with one another in a neighborhood and have
definite state
BEHAVIOUR
Von Neumann
Neighborhood
Moore Neighborhood
10
A CA is an array of identically programmed automata, or cells,
which interact with one another in a neighborhood and have
definite state
2 possible states: ON OFF
O
W J A
R
I T
D
G M
X E
N Z
R
P
A
Z
26 possible states: A Z
Never infinite!
BEHAVIOUR
11
Rules Space and Time
t
t
1

BEHAVIOUR
Initial Configuration
Initial Starting state of all cells in the lattice e.g
the initial configuration for all the cells is state 0,
except for 4 cells in state 1.

12
Asynchronous CA
CA rules are typically applied simultaneously across all cells in the lattice.
This variant allows the state of the cells to be updated asynchronously.
Probabilistic CA
The deterministic state-transitions are replaced with specifications of the
probabilities of the cell-value assignments.
Non-homogenous CA
State transition rules are allowed to vary from cell to cell.
Mobile CA
Some or all lattice sites are free to move about the lattice.
Essentially primitive models of mobile robots.
Used to model some aspects of military engagements.
Structurally Dynamic CA
The topology (the sites and connections among sites) are allowed to evolve.

VARIANTS
13
Self-reproduction
Diffusion equations
Artificial Life
Digital Physics
Simulation of Cancer cells growth
Predator Prey Models
Art
Simulations of Social Movement
Alternative to differential
equations
CA based parallel processing
computers
Image processing and pattern
recognition


APPLICATIONS
14
Study of evolution of rules involving one dimensional cellular automata
CASE STUDY
15
CASE STUDY
16
CASE STUDY
17
CASE STUDY
18
I. Always reaches a state in which
all cells are dead or alive

II. Periodic behavior

III. Everything occurs randomly

IV. Unstructured locally organized
patterns and complex behavior
Results: Classifying Cellular Automata Rules
CASE STUDY
19
CASE STUDY
During each time step the system is updated according to
the rules:
Forest Fire Model is a stochastic 3-state cellular automaton
defined on a d-dimensional lattice with L
d
sites.
Each site is occupied by a tree, a burning tree, or is empty.
1. empty site tree with the growth rate probability p
2. tree burning tree with the lightning rate probability f, if no
nearest neighbour is burning
3. tree burning tree with the probability 1-g, if at least one
nearest neighbour is burning, where g defines immunity.
4. burning tree empty site
20
CASE STUDY
21
CASE STUDY
22

After some time forest
reaches the steady state
in which the mean
number of growing trees
equals the mean number
of burned trees.
CASE STUDY
23
Model predator/prey relationship by CA
Begins with a randomly distributed population of fish, sharks, and empty
cells in a 1000x2000 cell grid (2 million cells)
Initially,
50% of the cells are occupied by fish
25% are occupied by sharks
25% are empty

CASE STUDY
24
Breeding rule: if the current cell is empty
If there are >= 4 neighbors of one species, and >= 3 of them are of
breeding age,
Fish breeding age >= 2,
Shark breeding age >=3,
and there are <4 of the other species:
then create a species of that type
+1= baby fish (age = 1 at birth)
-1 = baby shark (age = |-1| at birth)

CASE STUDY
Initially cells contain fish, sharks or are
empty
Empty cells = 0 (black pixel)
Fish = 1 (red pixel)
Sharks = 1 (yellow pixel)
25

EMPTY
CASE STUDY
26
CASE STUDY
27
Shark rule: Details
If the current cell contains a shark:
Sharks live for 20 generations
If >=6 neighbors are sharks and fish neighbors =0, the shark dies (starvation)
A shark has a 1/32 (.031) chance of dying due to random causes
If a shark does not die, increment age

CASE STUDY
Fish rule: Details
If the current cell contains a fish:
Fish live for 10 generations
If >=5 neighbors are sharks, fish dies (shark food)
If all 8 neighbors are fish, fish dies (overpopulation)
If a fish does not die, increment age

28








Next several screens show
behavior over a span of 10,000+
generations
CASE STUDY
29
Generation: 0
CASE STUDY
30
Generation: 500
CASE STUDY
31
Generation: 100
CASE STUDY
32
Generation: 1,000
CASE STUDY
33
Generation: 2,000
CASE STUDY
34
Generation: 4,000
CASE STUDY
35
Generation: 8,000
CASE STUDY
36
Generation: 10,500
CASE STUDY
37
Borders tended to harden along vertical, horizontal and
diagonal lines
Borders of empty cells form between like species
Clumps of fish tend to coalesce and form convex shapes or
communities
Long-term trends
CASE STUDY
38
Generation 100 2000 1000
4000 8000
Medium-sized population (1/16 of grid)
Random placement of very small populations can favor one
species over another
Fish favored: sharks die out
Sharks favored: sharks predominate, but fish survive in
stable small numbers
CASE STUDY
39
Cellular automata provides structural knowledge level
through the initial configuration of the system that evolved
Generative knowledge level is also provided by the
transition rule to generate next data set of the system
LEVEL OF KNOWLEDGE
40
Powerful computation engines.
Allow very efficient parallel computation
Discrete dynamical system simulator.
Allow for a systematic investigation of complex phenomena.
Original models of fundamental physics.
Instead of looking at the equations of fundamental physics, consider
modelling them with CA.
Emergent behaviour of complex group from simple individual
behaviour can be studied.
Simulation results are much more intuitive as it is well visually
represented
Simple to Implement
ADVANTAGES
41
Not suitable for systems that require synthesis.
Since CA rules cannot be easily predict results
Results may contain redundant information.
Patterns which seem complex can be generated but are un-important
data as concerned with emergent behaviour of the actual system.
It is not sometimes easy to obtain perfect rules governing
evolution of the system
It is difficult to understand whether a CA model captures the dynamics of
the system being modelled fully or adds superfluous dynamics

DISADVANTAGES
42
Wolfram, S.: A new kind of science. Wolfram Media, Inc. (2002)
Adamatzky, A., Alonso-Sanz, R., Lawniczak, A., Juarez Martinez, G.,
Morita, K., Worsch,T. (eds.): AUTOMATA-2008 Theory and
Application of Cellular Automata (2008)
http://cell-auto.com
http://www.brainyencyclopedia.com/encyclopedia/c/ce/cellular
_automaton.html
Debasis Das: A Survey on Cellular Automata and Its Applications

REFERENCES
43
44

Das könnte Ihnen auch gefallen