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         Cellular Automata:     more books (100)
  1. Parcella 96: Proceedings of the Seventh International Workshop on Parallel Processing by Cellular Automata and Arrays, Held in Berlin, September 16-20, 1996 (Mathematical research)
  2. Dynamical Systems and Cellular Automata by J. Demongeot, E. Goles, 1985-10
  3. Theory and Practical Issues on Cellular Automata: Proceedings of the Fourth International Conference on Cellular Automata for Research and Industry, Karlsruhe, 4-6 October 2000
  4. Parcella '90: Procedings of the 5th International Workshop on Parallel Processing by Cellular Automata and Arrays Held in Berlin, September 17-21, 1990 (Research in Informatics) by Gottfried; Schendel, Udo; Legendi, Tamas Wolf, 1990
  5. Identification Of Cellular Automata by Andrew I. Adamatzky, 1994-11-25
  6. Cellular Automata and Cooperative Systems (NATO Science Series C: (closed))
  7. ACRI '96: Proceedings of the second Conference on Cellular Automata for Research and Industry, Milan, Italy, 16-18 October 1996
  8. The Global Dynamics of Cellular Automata: An Atlas of Basin of Attraction Fields of One-Dimensional Cellular Automata (Santa Fe Institute Studies in the Sciences of Complexity Reference Volumes) by Andrew Wuensche, Mike Lesser, 1992-07
  9. The Neighbourhood Rules: Land-use Interactions, Urban Dynamics and Cellular Automata Modelling (Netherlands Geographical Studies, 334) by M.J. Hagoort, 2006
  10. Parcella '88: 4th International Workshop on Parallel Processing by Cellular Automata and Arrays Berlin, Gdr, October 17-21, 1988 Proceedings (Lecture Notes in Computer Science) by G. Wolf, T. Legendi, 1989-07
  11. Unconventional Computing 2005: From Cellular Automata to Wetware
  12. Mutual Synchronization in a Network of Digital Clocks As the Key Cellular Automaton Mechanism of Nature: Computational Model of Fundamental Physics by Simon Y. Berkovich, 1986-12
  13. Modeling Chemical Systems Using Cellular Automata by Lemont B. Kier, 2005-11-28
  14. Lattice-Gas Cellular Automata and Lattice Boltzmann Models: An Introduction (Lecture Notes in Mathematics) by Dieter A. Wolf-Gladrow, 2000-03-15

61. Solitons And Particles In Cellular Automata: A Bibliography
A. S. Fokas, E. P. Papadopoulou, Y. G. Saridakis, and M. J. Ablowitz, ``Interaction of simple particles in soliton cellular automata, Studies in Applied
http://www.cs.princeton.edu/~ken/solitons.html
Solitons and Particles in Cellular Automata: a Bibliography
Thanks to Professor Pawel Siwak, Poznan University of Technology, Poznan, Poland for providing many of these references. Please send me additions and corrections, thanks.
J. K. Park, K. Steiglitz, and W. P. Thurston, ``Soliton-like behavior in automata,'' Physica D , vol. 19D, pp. 423-432, 1986. Reprinted in Theory and Applications of Cellular Automata , (S. Wolfram, ed.), World Scientific Publishing Co., Hong Kong (distributed by Taylor and Francis, Philadelphia), 1986, pp. 333-342. C. H. Goldberg, ``Parity filter automata,'' Complex Systems , vol. 2, pp. 91-141, 1988. T. S. Papatheodorou, M. J. Ablowitz, and Y. G. Saridakis, ``A rule for fast computation and analysis of soliton automata,'' Studies in Applied Mathematics , vol. 79, pp. 173-184, 1988. A. S. Fokas, E. P. Papadopoulou, and Y. G. Saridakis, ``Particles in soliton cellular automata,'' Complex Systems , vol. 3, pp. 615-633, 1989. A. S. Fokas, E. P. Papadopoulou, Y. G. Saridakis, and M. J. Ablowitz, ``Interaction of simple particles in soliton cellular automata,'' Studies in Applied Mathematics , vol. 81, pp. 153-180, 1989.

62. Cellular Automata Applet
A conventional one dimensional cellular automata is represented by a row of cells which can either be 1 or 0 (black or white etc). The automata has a set of
http://www-course.cs.york.ac.uk/nsc/applets/CellularAutomata/index1d.html
NSC module
1D Cellular Automata (jdk 1.4.1)
A conventional one dimensional cellular automata is represented by a row of cells which can either be 1 or (black or white etc). The automata has a set of rules which determine what value a cell will take on in the next state depending on its current value and the values of the two cells either side of it. These states can then be displayed with each new one below the current one, to see how they evolve over time. Each possible current state of a cell and its neighbors needs to have a value assigned to it which the cell will take on in the next state. For example, each cell x might follow these transitions, where the 3 bit numbers are the current state of the left neighbor, cell x, and the right neighbor, and the 1 bit number is the next state of cell x: This is referred to as rule 18 because running the next states in order gives the binary representation for 18 - 01001000. Since this is an 8 bit binary number, there are 256 possible rules. Extensions for one dimensional cellular automata include increasing the number of neighbors each side of the cell that the automaton looks at to decide the next state, or looking at previous states as well as the current state to decide the next state of each cell. For example, for 2 neighbors instead of 1, rules would look like this:

63. JCASim: Cellular Automata Simulation System
The program system JCASim is a generalpurpose system for simulating cellular automata in Java. It includes a stand-alone application and an applet for web
http://www.jweimar.de/jcasim/
JCASim: Cellular automata simulation system
Overview Examples Documentation Download Ads The program system JCASim is a general-purpose system for simulating cellular automata in Java. It includes a stand-alone application and an applet for web presentations. The cellular automata can be specified in Java, in CDL, or using an interactive dialogue. The system supports many different lattice geometries (1-D, 2-D square, hexagonal, triangular, 3-D), neighborhoods, boundary conditions, and can display the cells using colors, text, or icons. Contact:
http://www.jweimar.de/
JCASim
The simulation package JCASim is used to simulate cellular automata.
CAComb
With the package CAComb, cellular automata can be coupled, and simulated on several machines in parallel.
CAAnalysis
With the package CAAnalysis, cellular automata are automatically analyzed. Mean-field and similar approximations are automatically calculated. Overview Examples Documentation Download Ads
Fish swarms
An example of moving objects, in this case simple fish swimming in schools.
Ship evacuation
Another example for moving objects, in this case persons trying to leave a ship.

64. Cellular Automata Dynamics
Explorations of cellular automata dynamics, through a book in .pdf formatand a slide show of material taken from the book. 0, 1-, and 2-dimensionalcellular
http://www2.bc.cc.ca.us/resperic/ca/
Cellular Automata Dynamics
Slide Show Table of Contents Title Page
Information About this Project

Applications of CA

Cellular Automata Definition
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65. Cellular Automata Models In Java
This page contains links to several cellular automata Java applets. They are still very unpolished prototypes, but available to play around with.
http://germain.umemat.maine.edu/faculty/hiebeler/java/CA/CellularAutomata.html
University of Maine Home SPEED Lab Cellular Automata Java Applets
Cellular Automata models in Java
This page contains links to several cellular automata Java applets. They are still very unpolished prototypes, but available to play around with. Feedback is welcome. The source code is not being widely released yet. I plan to clean up the code when I have time, and then release it. If you really want it before then, please contact me. To see the applets, you need a Java-compatible browser, with a relatively recent version of Java (if things don't work properly, try checking to see if there is a newer version of Java than what you currently have installed). And of course Java support has to be turned on. See below for more information on Java and web browsers
The Applets
You may want to skip down to the brief introduction to cellular automata , or more information about the controls in the applets before you actually run them. Here are the applets so far (hopefully more will be added later):
  • Conway's Game of Life , a well-known cellular automaton in which sites die if they are too "lonely" or "crowded" but persist otherwise, and dead cells become alive if the population density in the neighborhood is at an intermediate level.

66. TUTORIAL NOTES - Cellular Automata
The cellular automaton extends this analogy to provide a way of viewing whole populations of interacting cells , each of which is itself a computer
http://parallel.hpc.unsw.edu.au/complex/tutorials/tutorial1.html

67. A Neighborhood Of Infinity: Evaluating Cellular Automata Is Comonadic
In cellular automata we compute the value of each cell in the next generation by performing a local computation based on the neighbourhood of that cell.
http://sigfpe.blogspot.com/2006/12/evaluating-cellular-automata-is.html
A Neighborhood of Infinity
Tuesday, December 19, 2006
Evaluating cellular automata is comonadic
Paul Potts's post inspired me to say something about cellular automata too.
So here's the deal: whenever you see large datastructures pieced together from lots of small but similar computations there's a good chance that we're dealing with a comonad. In cellular automata we compute the value of each cell in the next generation by performing a local computation based on the neighbourhood of that cell. So cellular automata look like they might form a good candidate for comonadic evaluation.
I want to work on 'universes' that extend to infinity in both directions. And I want this universe to be constructed lazily on demand. One way of doing that is to represent a 'universe' as a centre point, a list of all elements to the left of that centre point and a list of all elements to the right. Here's a suitable
type:
> data U x = U [x] x [x]
For example U [-1,-2..] [1,2..] can be thought of as representing all of the integers in sequence.
But this actually contains slightly more information than a list that extends to infinity both ways. The centre point forms a kind of focus of attention. We could shift that focus of attention left or right. For example consider

68. Hexatron :A Cellular Automaton
A Java demonstration of cellular automata on a hexagonal grid.
http://www.hexatron.com/hexca/index.html
home last next Hexatron presents: A Cellular Automaton
You need Java to for this.

This is a demonstration of cellular automata on a hexagonal grid. You can find out about cellular automata by starting at Yahoo/Science/Artificial_Life/Cellular_Automata
A cell is alive if it is colored red. A live cell is generated by the arrangement of live cells in the six cells around it, and itself (see the rules below). The board shown wraps aroundthe top connects to the bottom and the sides are connected too. A bigger and slower version of this page The controls are:
  • Run animates the automata Stop ceases animation.
    When Stop is on, the mouse can draw or erase live cells Step shows the next generation of cells Clear empties the field of live cells Spray makes a random selection of the cells live
  • Glider drops a glider onto the board.
    A Glider is an arrangement of live cells that reproduces itself in a different position after a few generations.
  • Puffer drops a puffer onto the board.
    A Puffer is a glider that leaves a trail.
  • Spinner drops a spinner onto the board.

69. Sand Pile Model
This cellular automata models a granular material in a gravitational field. There are two kinds of cells. Immovable ground cells and movable sand grains.
http://schuelaw.whitman.edu/JavaApplets/SandPileApplet/
Cellular Automata Sand Pile Model* This cellular automata models a granular material in a gravitational field. There are two kinds of cells. Immovable ground cells and movable sand grains. Grains fall from a source at the top of the window and proceed down to the ground. Grains pile up and redistribute themselves according to the cellular automata rules. Application of the rule is a little more sophisticated than the Game of Life or Forest Fire rules. Here, at each iteration, the cell space is twice partitioned into 2x2 blocks. The first partition finds the 2x2 blocks centered at sites with even coordinates. The second partition finds the 2x2 blocks centered at sites with odd coordinates. This kind of partitioning scheme is called a Margolus Partition. Updates alternate between partitions. On each partition the following rules are applied to each 2x2 block. As you can see we've only shown 8 of the 16 possible 2x2 blocks. 7 of the remaining 8 blocks are static, e.g. don't change. The last possibility is Here you can invoke a blocking rule where with probability p that the pair of grains gets stuck and (1-p) that the grains fall. For the applet here the probability of blocking is 50%, e.g.

70. Cellular Automaton -- From Wolfram MathWorld
A cellular automaton is a collection of colored cells on a grid of specified shape that evolves through a number of discrete time steps according to a set
http://mathworld.wolfram.com/CellularAutomaton.html
Algebra
Applied Mathematics

Calculus and Analysis

Discrete Mathematics
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Cellular Automaton A cellular automaton is a collection of "colored" 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 neighboring cells. The rules are then applied iteratively for as many time steps as desired. von Neumann was one of the first people to consider such a model, and incorporated a cellular model into his "universal constructor." Cellular automata were studied in the early 1950s as a possible model for biological systems (Wolfram 2002, p. ). Comprehensive studies of cellular automata have been performed by S. Wolfram starting in the 1980s, and Wolfram's fundamental research in the field culminated in the publication of his book A New Kind of Science (Wolfram 2002) in which Wolfram presents a gigantic collection of results concerning automata, among which are a number of groundbreaking new discoveries. The Season 2 episode "

71. Random Number Generation Using A 256-state Cellular Automaton
This report describes a 256state cellular automaton that serves as a random number generator. The automaton is compared with four random number generators
http://home.southernct.edu/~pasqualonia1/ca/report.html
Random number generation using a 256-state cellular automaton
Tony Pasqualoni
October 3, 2006 This report describes a 256-state cellular automaton that serves as a random number generator. The automaton is compared with four random number generators in the GNU Scientific Library: taus , and . Statistical tests for randomness based on the Diehard test suite show that the automaton is comparable to the GSL generators. In terms of speed, the automaton generates random sequences at more than three times the rate of the fastest GSL generator among those specified above. The automaton was discovered using genetic programming and a modified random search.
Design and operation of the automaton
Random number sequences are generated using a one-dimensional cellular automaton with 256 states. Each cell is updated by adding its state to an adjacent cell's state, with the sum being used as an index in the automaton's rule table. The result of the table lookup is the cell's next state. Null boundary conditions are used: the left neighbor of cell (the leftmost cell) is set to a constant state of zero. The automaton comprises a row of 2046 cells, with each cell represented as a byte in a one-dimensional array. Since each cell comprises eight bits, four adjacent cells produce a 32-bit integer.

72. JcaToi - Java Cellular Automaton With Text Oriented Interactivity
JcaToi ( Text Oriented Interactive Java CA ) is a Game of Life java plus javascript implementation which is interactively contolled by the normal html text.
http://www.aridolan.com/ofiles/JcaToi.aspx
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73. O'Reilly Emerging Technology Conference 2007 • March 26-29, 2007 • S
Deus Ex automata Speaker(s) David Brunton Presentation Date 03/28/2007 View full description Download presentation files
http://conferences.oreillynet.com/pub/w/52/presentations.html
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Amazon Web Services: Building a "Web-Scale Computing" Architecture to Meet the Variable Demands of Today's Business
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Big Company Hacks at Yahoo!

74. IT Conversations: Will Wright
Play now Download MP3 Help with Listening Permalink Subscribe to Podcast Excerpt. runtime 014439, 35.9 mb, recorded 200311-20
http://itc.conversationsnetwork.org/shows/detail195.html
var episodeId=195; isDetailPage=true; Our Supporters: Will Wright Founder, Maxis and creator of The Sims Lessons from Game Design
Will Wright
Play now: Download MP3 Help with Listening Comments ( Link ... Excerpt L_VARS.guid='http://www.itconversations.com/shows/detail195.html'; loomia_ratingControl(L_VARS); [runtime: 01:44:39, 35.9 mb, recorded 2003-11-20] digg_skin = 'compact'; digg_window = 'new'; Will Wright, creator of The Sims, considers the impact auto racing (visibility, technologies) has had on the automotive industry. Computer games have evolved into a similar relationship with the computer industry. Because we get to design the problems that our players face (the game challenges) we have an opportunity to push the boundaries of graphics, user interface, AI, metrics and simulation. What we're currently learning about mapping these abilitites to the psychology of our players will be used in the mainstream software of the future. Consider the impact auto racing (visibility, technologies) has had on the automotive industry. Computer games have evolved into a similar relationship with the computer industry. Because we get to design the problems that our players face (the game challenges) we have an opportunity to push the boundaries of graphics, user interface, AI, metrics and simulation. What we're currently learning about mapping these abilitites to the psychology of our players will be used in the mainstream software of the future.

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