TOPICS
Search

Search Results for ""


31 - 40 of 98 for cellular automataSearch Results
Rule 220 is one of the elementary cellular automaton rules introduced by Stephen Wolfram in 1983 (Wolfram 1983, 2002). It specifies the next color in a cell, depending on its ...
Rule 222 is one of the elementary cellular automaton rules introduced by Stephen Wolfram in 1983 (Wolfram 1983, 2002). It specifies the next color in a cell, depending on its ...
Rule 28 is one of the elementary cellular automaton rules introduced by Stephen Wolfram in 1983 (Wolfram 1983, 2002). It specifies the next color in a cell, depending on its ...
Rule 54 is one of the elementary cellular automaton rules introduced by Stephen Wolfram in 1983 (Wolfram 1983, 2002). It specifies the next color in a cell, depending on its ...
Rule 62 is one of the elementary cellular automaton rules introduced by Stephen Wolfram in 1983 (Wolfram 1983, 2002). It specifies the next color in a cell, depending on its ...
Rule 94 is one of the elementary cellular automaton rules introduced by Stephen Wolfram in 1983 (Wolfram 1983, 2002). It specifies the next color in a cell, depending on its ...
A square-shaped neighborhood that can be used to define a set of cells surrounding a given cell (x_0,y_0) that may affect the evolution of a two-dimensional cellular ...
WireWorld is a two-dimensional four-color cellular automaton introduced by Brian Silverman in 1987. The rule for the automaton uses the cell's old value a together with the ...
A diamond-shaped neighborhood that can be used to define a set of cells surrounding a given cell (x_0,y_0) that may affect the evolution of a two-dimensional cellular ...
The game of life is the best-known two-dimensional cellular automaton, invented by John H. Conway and popularized in Martin Gardner's Scientific American column starting in ...
1|2|3|4|5|6|7 ... 10 Previous Next

...