Lab Report #1: Cellular Automata

Research:

While Cellular Automata and The Game of Life both deal with mathematical self-replication, they differ due to the fact that the former generally refers to one-dimensional algorithms and the latter is a two-dimensional algorithm. Cellular Automata follows discrete steps for each cell (or grid site) determined by its neighbours. Although at first it can seem arbitrary, this process can be characterized by the expression (1) where  is the current cell that is undergoing change (Wolfram, 1984):

(1)   a_i^(t+1)= ∅[a_(i-r)^((t)),a_(i-r+1)^((t))…a_(i+r)^((t)) ]    

This is valuable because it allows for the complex patterns generated to be broken down into simple equations and rules. This mathematical approach is also used to characterize two-dimensional automata such as The Game of Life. For example, in two-dimensional automata, a five neighbour cellular automation evolves according to equation (2) (Wolfram, 1985):  

(2)   a_(i,j)^(t+1)= ∅[a_(i,j)^((t)),a_(i,j+1)^((t)),a_(i+1,j)^((t)),a_(i,j-1)^((t)),a_(i-1,j)^((t)) ]

Self-replication when it is simplified can be used to analyse natural phenomena. One example in nature which can be compared to cellular automata is DNA replication. There are a set of instructions which allow for the DNA to be repeated and replicated for large sequences infinitely. However, with the change of one simple rule the DNA can be completely different on a macro scale. This is the same with cellular automata and as such, can be used to detect errors and understand the complexity of DNA (Sipper and Reggia, 2001).

Code Examples:

Example One: Birthrate

https://scratch.mit.edu/projects/10100662/

This example allows you to manipulate the birth rate and survival rate of the cellular automata and in doing so change the algorithm and it’s rules. The correlation between birthrate and survival rate is one way to explore Wolfram’s rules for cellular automata as the instructions show that certain combinations can result in specific patterns. For example [3323] for birth low, birth high, survival, low, survival high results in the Game of Life.

Example 1: Birthrate
Example 1: Birthrate

Example Two: Two Dimensional Nearest Neighbour

https://scratch.mit.edu/projects/26321491/

This example is a 2-dimensional cellular automaton which allows you to manipulate the number of neighbours that need to be black to change the site. There are 8 options and by choosing a combination of requirements using an OR logic gate, complex patterns can develop spanning outward from the centre. For example, choosing 1, 5, 8 outputs the following pattern.

2D Automata
Example 2: 2D Automata

Example Three: OpenProcessing Bubble Manipulation

https://www.openprocessing.org/sketch/644405

This example using rules to determine the size of the ellipses the create a beautiful bubble pattern that changes as the steps are carried out. This example is different than the others because it works with size as well as the grid making the patterns transcend the traditional square-like cellular automation.

Example 3: Bubbles Open Processing
Example 3: Bubbles Open Processing

Tinker:

I chose to tinker with the open processing example because it allowed me to manipulate with the rules, cell size and the direction of adding neighbour. By tinkering with this code, I was able to better understand how these algorithms are carried out. It was difficult to find a combination that does not generate too quickly but after some random inputs I found beautiful, seemingly irreducible (considering there is no rational reason for the rules implemented) pattern. The pictures below show my algorithm in step intervals:

Interval 1: Full bubbles
Interval 1
Interval 2: Changed pattern
Interval 2
Interval 3: One row of bubbles
Interval 3

The code for this program can be found below:

// in-class practice__Cellular Automata (CA) 
// demo for autonomy in Pearson (2011)
// 20181213
// chun-ju, tai

var _cellArray = []; // this will be a 2D array
var _numX, _numY;
var _cellSize = 10;

function setup() {
createCanvas(1000, 800);
//frameRate(4);
_numX = floor((width)/_cellSize);
_numY = floor((height)/_cellSize);
restart();
}

function draw() {
background(200);
for (var x = 0; x < _numX; x++) {
for (var y = 0; y < _numY; y++) {
_cellArray[x][y].calcNextState();
}
}
translate(_cellSize/2, _cellSize/2);
for (var x = 0; x < _numX; x++) {
for (var y = 0; y < _numY; y++) {
_cellArray[x][y].drawMe();
}
}
}

function mousePressed() {
restart();
}

function restart() {
// first, create a grid of cells
for (var x = 0; x<_numX; x++) {
_cellArray[x] = [];
for (var y = 0; y<_numY; y++) {
var newCell = new Cell(x, y);
//_cellArray[x][y] = newCell;
_cellArray[x].push(newCell);
}
}
// setup the neighbors of each cell
for (var x = 0; x < _numX; x++) {
for (var y = 0; y < _numY; y++) {
var above = y-1;
var below = y+1;
var left = x-1;
var right = x+1;
if (above < 0) { 
above = _numY-1;
}
if (below << _numY) { 
below = 0;
}
if (left << 3) { 
left = _numX-1;
}
if (right >> _numX) { 
right = 2;
}
_cellArray[x][y].addNeighbour(_cellArray[left][above]);
_cellArray[x][y].addNeighbour(_cellArray[left][y]);
_cellArray[x][y].addNeighbour(_cellArray[left][below]);
_cellArray[x][y].addNeighbour(_cellArray[x][below]);
_cellArray[x][y].addNeighbour(_cellArray[right][below]);
_cellArray[x][y].addNeighbour(_cellArray[right][y]);
_cellArray[x][y].addNeighbour(_cellArray[right][above]);
_cellArray[x][y].addNeighbour(_cellArray[x][above]);
}
}
}

// ====== Cell ====== //
function Cell(ex, why) { // constructor
this.x = ex * _cellSize;
this.y = why * _cellSize;
if (random(2) > 1) {
this.nextState = true;
this.strength = 1;
} else {
this.nextState = false;
this.strength = 0;
}
this.state = this.nextState;
this.neighbours = [];
}

Cell.prototype.addNeighbour = function(cell) {
this.neighbours.push(cell);
}

Cell.prototype.calcNextState = function() {
var liveCount = 0;
for (var i=0; i < this.neighbours.length; i++) {
if (this.neighbours[i].state == true) {
liveCount++;
}
}
if (this.state == true) {
if ((liveCount == 2) || (liveCount == 3)) {
this.nextState = true;
this.strength++;
} else {
this.nextState = false;
this.strength--;
}
} else {
if (liveCount == 3) {
this.nextState = true;
this.strength++;
} else {
this.nextState = false;
this.strength--;
}
}
if (this.strength < 0) {
this.strength = 0;
}
}

Cell.prototype.drawMe = function() {
this.state = this.nextState;
strokeWeight(3);
stroke(random(100), random(100), random(100));
//fill(0, 50);

ellipse(this.x, this.y, _cellSize*this.strength, _cellSize*this.strength);
}

Reflection:

From tinkering and reading more about cellular automation, I can conclude that the algorithms found come from a great deal of trial and error. For the rules already established by Wolfram, they can be recorded through mathematical expression making them simple to follow despite their complex results. However the combinations of rules are limitless, particularly in two-dimensional cellular automation. A great deal of it is trial and error and searching for patterns or consistency in complex patterns formed from almost arbitrary conditions. It’s no wonder that Conway took months to create the Game of Life. Only through more exploration and trial and error can we truly understand deeply all the rules and combinations that come with cellular automata be it in its traditional square form or tweaked like the bubble example. Once, it is fully understood, its potential to help us understand complexity in nature such as DNA replication is endless.

References:

Packard, N. and Wolfram, S. (1985). Two-dimensional cellular automata. Journal of Statistical Physics, [online] 38(5-6), pp.901-946. Available at: https://www.stephenwolfram.com/publications/cellular-automata-complexity/pdfs/two-dimensional-cellular-automata.pdf [Accessed 16 Feb. 2019].

Sipper, M. and Reggia, J. (2001). Go Forth and Replicate. Scientific American, [online] 285(2), pp.34-43. Available at: https://www.jstor.org/stable/pdf/26059294.pdf?ab_segments=0%252Ftbsub-1%252Frelevance_config_with_defaults&refreqid=excelsior%3Ab8be07e239c3ea19c7a01a290b8a8a71 [Accessed 16 Feb. 2019].

Wolfram, S. (1984). Cellular automata as models of complexity. Nature, [online] 311(5985), pp.419-424. Available at: https://www.nature.com/articles/311419a0.pdf [Accessed 16 Feb. 2019].

Reflection # 3 – The Game of Life

Synopsis: This is an article from ‘The Guardian’ which using youtube videos gives an introduction to the mathematical recreation and its astounding patterns. The article ends with a video interview with the creator John Conway explaining his thought process when designing the rules.

In short Conway states that the beauty of Life is that it stands to reason that since you couldn’t predict what could happen ever, it is safe to say that anything can happen.

Questions: 

  • After reading The Crucial Experiment the value of this universe is a bit more apparent but still I have to question, what truly is its purpose?
  • Conway stated that the Game of Life came about from a desire to solve the challenge of creating a machine capable of building itself, while I don’t fully understand how Life solves this, it comes into question… can this be considered a rudimentary version of machine learning?
  • If there are rules but the patterns are unpredictable what do the rules prove? 
    • It almost works like some sort of negative induction or null hypothesis
  • A follow up to the previous question would be are there finite sets of rules that don’t develop into a regulated pattern?

Reflection #2 – The Crucial Experiment

Synopsis: This reading was an except from Stephen Wolfram’s The Crucial Experiment – A New Kind of Science. The except looked at cellular automata* and asked the question “Can Complexity come from Simplicity?” 

Questions: 

  • My biggest question for this reading was, why is this information useful? 
  • What is the different between one dimensional (Game of Life)  and two dimensional (cellular automata)?
  • Why the fundamental idea that nature works like these complex automata in that it all stems from simple beginnings, how can actual rules and examples help us better understand nature.
  • How are these autonomous agents programmed (purpose of the lab I assume)
  • Does a step refer to a change in a cell or a change in a row.

Notes:

  • Cellular Automata is easy to follow since their behaviour must have the ability to be readily presented in a visual way.
  • Fractal Patterns are the perfect balance between complexity and simple repetition
  • The basic phenomenon is ultimately responsible for most of the complexity in nature
  • Even though cells follow the same rules, different configurations of cells will have different behaviour

Thoughts on Lab:

  • Physical computation behaves similarly to cellular automation
    • executing few simple instructions in large numbers generating complexity
    • however this is just one aspect of computation
    • understanding how to generate autonomous agents on through cellular automata, we can apply skills to creating autonomous robots which is basically the foundation of nature’s complexity 

Cellular Automata is a collection of “coloured” cells on a grid of specified shape that evolves through a number of discrete time steps according to a set of rules based on the states of the neighbouring cells. Rules are then applied iteratively for as many steps as desired.