Types of Cellular
Automata
Cellular automata can be classified in several different
ways. On this page I'll explain the different systems for
classification and how they relate to each other. This
page, more than any other on this site, will get a little
technical, but as the good book says 'Don't Panic'.
Technical does not have to mean difficult to follow.
Each of the different ways of classification only
classifies one particular feature of the automata, so each
automata can belong to several different classes. The ways
of classification I will discuss here are:-
Weather the automata is a series or parallel type
The number of dimensions the automata operates in
The level of complexity achieved
Series or Parallel
This is the most basic form of classification. And it's
also probably the easiest to under stand. Basically a
series automata is one where things happen in a serial
form. The rules are applied to one (or perhaps many)
squares and the 'state' of the universe is updated straight
away. This is opposite to parallel types where the whole
universe (every square on the grid) has the rules applied
and then the whole lot is updated in one action, in other
words in parallel.
Another way of looking at this is to say series automata
are like ants (hence digital anthill), and only the squares
that contain ants need updating. The ants look at the
square it's in or around it and then uses this to decide
weather to move and where to move to. A parallel automata
could be looked as a single cell and each square in that
cell is say a chemical that may react with chemicals around
it. So the whole grid is the entity with a parallel
automata where as a series automata can contain may
entities.
Chris Langton called the series type of automata V-ants,
hence my digital ants.
Number of Dimensions
This is not actually not quite as scary as it sounds. It
merely tells us how 'far' around each square the rules
'look'. Automata could have any number of dimensions, but
as you'll see things get very complicated once you get over
3 or 4.
You may recall form geometry lessons at school a 0
dimensional shape is a dot, no length, no width. And so a 0
dimensional automata looks no further than the square it's
currently on. Langtons ants and Turks ants are examples of
this type of automata. And despite the short-sightness of
these ants, they can still display amazingly intricate
behavior.
Next is, guess what, 1 dimensional automata. A one
dimensional shape is a line, it has length but no width. So
one dimensional automata can look either 'up' and 'down' or
'left' and 'right', but both.
This makes 1 dimensional automata particularly interesting
to look at since you can have a line of them across the
width of our screen and then use the height to show a
history of the changes that have happened since the
automata was started.This makes it much easier to see what
is actually going on. There are also a much smaller subset
of possible rules for this type. These two factors make 2
dimensional automata the most studied type. Stephen
Wolffram has studied these extensively.
Moving up to the next higher dimension we come to 2
dimensional automata.As you may guess these are capable of
looking both 'horizontally' and 'vertically'. The Game of
Life and the Brain automata are examples of this type. With
in this type there are serveral subtypes, the difference
between the sub types being in what directions the automata
can 'look' and just how far it can 'see'. These two factors
give rise to what is called a neighborhood.
There are three types of neighborhood. Firstly we have the
von Neumann neighborhood, named after the creator of the
cellular automata John von Nenumann. In this neighborhood,
they automata can look 'left' and 'right' as well as 'up'
and 'down' to a distance of one square. This means that 4
neighboring squares effect each square (north, east, south
and west). The Moore neighborhood extends this by allowing
the automata to 'look' diagonally again to a distance of
one square. This Moore neighborhood therefore has 8 squares
in it (the von Nemann four plus north east, south east,
south west and north west). The Extended Moore
neighborhood, as it name suggests keeps the same basic
Moore pattern, but extends it's range, so that an
additional 16 squares are covered.
Next we come to 3 dimensional automata. These can now look
'above' and 'below'. And again, in theory at lest, could
have neighborhood as described above. I say in theory
because as far as I know no one has ever run any 3
dimensional automata. 3 dimension's need a bit bit more
computing power to calculate, after all there could be up
to 124 squares in an Extended Moore neighborhood. But it's
not this that makes it so difficult to create a 3D
automata. The main problem is that (so far at lest) all
computer displays are basically 2 dimensional devices.
Which makes it very much more difficult to see what is
going on.
Since the automata is a theoretical construct, it need not
be bound by the laws of our physical universe. So there is
no need to stop at 3d automata. But the problems mentioned
for 3d automata also effect these higher dimensions, but
they are much, much greater. And again none of these higher
dimensions have (yet) been explored.