How to resolve the algorithm Conway's Game of Life step by step in the Elixir programming language
How to resolve the algorithm Conway's Game of Life step by step in the Elixir programming language
Table of Contents
Problem Statement
The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is the best-known example of a cellular automaton. Conway's game of life is described here: A cell C is represented by a 1 when alive, or 0 when dead, in an m-by-m (or m×m) square array of cells. We calculate N - the sum of live cells in C's eight-location neighbourhood, then cell C is alive or dead in the next generation based on the following table: Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.
Although you should test your implementation on more complex examples such as the glider in a larger universe, show the action of the blinker (three adjoining cells in a row all alive), over three generations, in a 3 by 3 grid.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Conway's Game of Life step by step in the Elixir programming language
Source code in the elixir programming language
defmodule Conway do
def game_of_life(name, size, generations, initial_life\\nil) do
board = seed(size, initial_life)
print_board(board, name, size, 0)
reason = generate(name, size, generations, board, 1)
case reason do
:all_dead -> "no more life."
:static -> "no movement"
_ -> "specified lifetime ended"
end
|> IO.puts
IO.puts ""
end
defp new_board(n) do
for x <- 1..n, y <- 1..n, into: %{}, do: {{x,y}, 0}
end
defp seed(n, points) do
if points do
points
else # randomly seed board
(for x <- 1..n, y <- 1..n, do: {x,y}) |> Enum.take_random(10)
end
|> Enum.reduce(new_board(n), fn pos,acc -> %{acc | pos => 1} end)
end
defp generate(_, _, generations, _, gen) when generations < gen, do: :ok
defp generate(name, size, generations, board, gen) do
new = evolve(board, size)
print_board(new, name, size, gen)
cond do
barren?(new) -> :all_dead
board == new -> :static
true -> generate(name, size, generations, new, gen+1)
end
end
defp evolve(board, n) do
for x <- 1..n, y <- 1..n, into: %{}, do: {{x,y}, fate(board, x, y, n)}
end
defp fate(board, x, y, n) do
irange = max(1, x-1) .. min(x+1, n)
jrange = max(1, y-1) .. min(y+1, n)
sum = ((for i <- irange, j <- jrange, do: board[{i,j}]) |> Enum.sum) - board[{x,y}]
cond do
sum == 3 -> 1
sum == 2 and board[{x,y}] == 1 -> 1
true -> 0
end
end
defp barren?(board) do
Enum.all?(board, fn {_,v} -> v == 0 end)
end
defp print_board(board, name, n, generation) do
IO.puts "#{name}: generation #{generation}"
Enum.each(1..n, fn y ->
Enum.map(1..n, fn x -> if board[{x,y}]==1, do: "#", else: "." end)
|> IO.puts
end)
end
end
Conway.game_of_life("blinker", 3, 2, [{2,1},{2,2},{2,3}])
Conway.game_of_life("glider", 4, 4, [{2,1},{3,2},{1,3},{2,3},{3,3}])
Conway.game_of_life("random", 5, 10)
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