How to resolve the algorithm One-dimensional cellular automata step by step in the Mathematica / Wolfram Language programming language
How to resolve the algorithm One-dimensional cellular automata step by step in the Mathematica / Wolfram Language programming language
Table of Contents
Problem Statement
Assume an array of cells with an initial distribution of live and dead cells, and imaginary cells off the end of the array having fixed values. Cells in the next generation of the array are calculated based on the value of the cell and its left and right nearest neighbours in the current generation. If, in the following table, a live cell is represented by 1 and a dead cell by 0 then to generate the value of the cell at a particular index in the array of cellular values you use the following table:
Let's start with the solution:
Step by Step solution about How to resolve the algorithm One-dimensional cellular automata step by step in the Mathematica / Wolfram Language programming language
Code Explanation:
The code generates and displays cellular automata patterns using Wolfram's programming language.
Cellular Automata:
Cellular automata are systems of cells that update their states based on the states of their neighboring cells. Each cell has a state (e.g., 0 or 1) and follows a set of rules to determine its next state.
Code Breakdown:
1. Rule Definition:
CellularAutomaton[{{0,0,_}->0,{0,1,0}->0,{0,1,1}->1,{1,0,0}->0,{1,0,1}->1,{1,1,0}->1,{1,1,1}->0},...
This defines the rules for the cellular automata. The syntax {{state1, state2, state3}->newState}
means that if a cell has state state1
to its left, state state2
at its current position, and state state3
to its right, then its next state will be newState
. The _
symbol represents any state.
2. Initial State and Number of Iterations:
{{1,1,1,0,1,1,0,1,0,1,0,1,0,1,0,0,1},0},12
This specifies the initial state of the cellular automata as a list of 0s and 1s. The second parameter, 12
, indicates the number of iterations.
3. Displaying the Patterns:
Print @@@ (% /. {1 -> "#", 0 -> "."});
This converts the cellular automata output (a list of 0s and 1s) into a grid of characters. 1
is replaced with "#" (a hash symbol) to represent a filled cell, and 0
is replaced with "." (a period) to represent an empty cell. The resulting grid is then printed.
4. Additional Example:
The following code generates a different cellular automata pattern with a different rule:
CellularAutomaton[2^^01101000 (* == 104 *), {{1,1,1,0,1,1,0,1,0,1,0,1,0,1,0,0,1}, 0}, 12];
This pattern is often referred to as "Rule 104."
Source code in the wolfram programming language
CellularAutomaton[{{0,0,_}->0,{0,1,0}->0,{0,1,1}->1,{1,0,0}->0,{1,0,1}->1,{1,1,0}->1,{1,1,1}->0},{{1,1,1,0,1,1,0,1,0,1,0,1,0,1,0,0,1},0},12]
Print @@@ (% /. {1 -> "#", 0 -> "."});
CellularAutomaton[2^^01101000 (* == 104 *), {{1,1,1,0,1,1,0,1,0,1,0,1,0,1,0,0,1}, 0}, 12];
###.##.#.#.#.#..#
#.#####.#.#.#....
.##...##.#.#.....
.##...###.#......
.##...#.##.......
.##....###.......
.##....#.#.......
.##.....#........
.##..............
.##..............
.##..............
.##..............
.##..............
You may also check:How to resolve the algorithm JSON step by step in the Clojure programming language
You may also check:How to resolve the algorithm Longest string challenge step by step in the Nim programming language
You may also check:How to resolve the algorithm Superellipse step by step in the REXX programming language
You may also check:How to resolve the algorithm Sleep step by step in the Icon and Unicon programming language
You may also check:How to resolve the algorithm Real constants and functions step by step in the C# programming language