How to resolve the algorithm Langton's ant step by step in the Forth programming language
How to resolve the algorithm Langton's ant step by step in the Forth programming language
Table of Contents
Problem Statement
Langton's ant is a cellular automaton that models an ant sitting on a plane of cells, all of which are white initially, the ant facing in one of four directions.
Each cell can either be black or white.
The ant moves according to the color of the cell it is currently sitting in, with the following rules:
This rather simple ruleset leads to an initially chaotic movement pattern, and after about 10000 steps, a cycle appears where the ant moves steadily away from the starting location in a diagonal corridor about 10 cells wide.
Conceptually the ant can then walk infinitely far away.
Start the ant near the center of a 100x100 field of cells, which is about big enough to contain the initial chaotic part of the movement. Follow the movement rules for the ant, terminate when it moves out of the region, and show the cell colors it leaves behind.
The problem has received some analysis; for more details, please take a look at the Wikipedia article (a link is below)..
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Langton's ant step by step in the Forth programming language
Source code in the forth programming language
1 0 0 0 \ pushes orientation of the ant to the stack.
100 CONSTANT border \ lenght of the side of the grid
border border * constant size \ size of the grid
variable antpos \ for storing position of the ant
size 2 / border 2 / + antpos ! \ positions ant in the middle of the grid
create Grid size cells allot
here constant GridEnd \ creates an array to hold the grid
: turn.left
>r rot r> SWAP ; \ rotates ant anti-clockwise
: turn.right
turn.left turn.left turn.left ; \ rotates ant clockwise
: stop.ant
antpos @ DUP 0< SWAP size > + ; \ checks if ant not out of bounds
: call.pos
Grid antpos @ cells + @ ; \ pushes ant position to the stack
: grid.add
Grid antpos @ cells + @ -1 + Grid antpos @ cells + ! ; \ pushes -1 to the current position of the ant on the grid
: swap.pos
call.pos dup * Grid antpos @ cells + ! ; \ multiplies current grid cell by itself to turn -1 into 1
: swap.col
grid.add swap.pos ; \ changes current grid cell color
: go.ant \ moves ant one step in the direction taken from the stack
2over 2over \ copies stack for testing
1 = IF antpos @ border + antpos ! 2DROP DROP ELSE \ if true moves ant one cell up, drops unused numbers from stack
1 = IF antpos @ 1 + antpos ! 2DROP ELSE \ same, but moves to the right
1 = IF antpos @ border - antpos ! DROP ELSE \ here to the left
1 = IF antpos @ 1 - antpos ! ELSE \ and down
THEN THEN THEN THEN ;
: step.ant \ preforms one full step.
call.pos 1 = IF turn.left swap.col ELSE
turn.right swap.col
THEN go.ant ;
: run.ant \ runs the ant until it leaves the grid
BEGIN
step.ant
stop.ant UNTIL ;
: square.draw \ draws an "*" if grid cell is one or " " if zero
1 = IF 42 EMIT ELSE 32 EMIT THEN ;
: draw.grid \ draws grid on screen
PAGE \ clear sreen
size 0 DO I
I border MOD 0= IF CR THEN \ breaks the grid into lines
Grid I cells + @ square.draw DROP
LOOP ;
: langton.ant run.ant draw.grid ; \ launches the ant, outputs the result
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