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A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. [2]
Class 1: Cellular automata which rapidly converge to a uniform state. Examples are rules 0, 32, 160 and 232. Class 2: Cellular automata which rapidly converge to a repetitive or stable state. Examples are rules 4, 108, 218 and 250. Class 3: Cellular automata which appear to remain in a random state. Examples are rules 22, 30, 126, 150, 182.
Pages in category "Cellular automata" The following 29 pages are in this category, out of 29 total. This list may not reflect recent changes. ...
In the English language, many animals have different names depending on whether they are male, female, young, domesticated, or in groups. The best-known source of many English words used for collective groupings of animals is The Book of Saint Albans , an essay on hunting published in 1486 and attributed to Juliana Berners . [ 1 ]
A simple naming scheme is used: for each of the successive colors, a letter "L" or "R" is used to indicate whether a left or right turn should be taken. Langton's ant has the name "RL" in this naming scheme. Some of these extended Langton's ants produce patterns that become symmetric over and over again. One of the simplest examples is the ant ...
Notable individual patterns, or types of pattern, in cellular automata. Pages in category "Cellular automaton patterns" The following 18 pages are in this category, out of 18 total.
Over 1.5 million living animal species have been described—of which around 1 million are insects—but it has been estimated there are over 7 million in total. Animals range in size from 8.5 millionths of a metre to 33.6 metres (110 ft) long and have complex interactions with each other and their environments, forming intricate food webs .
Evolution of an MSM breeder – a puffer that produces Gosper guns, which in turn emit gliders.. In cellular automata such as Conway's Game of Life, a breeder is a pattern that exhibits quadratic growth, by generating multiple copies of a secondary pattern, each of which then generates multiple copies of a tertiary pattern.