Complex Systems Engineering SwE 488 Artificial Complex Systems Prof. Dr. Mohamed Batouche Department...
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Prof. Dr. Mohamed Batouche
Department of Software EngineeringCCIS – King Saud University
Riyadh, Kingdom of Saudi [email protected]
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Cellular Automata
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Purpose
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• In Theory:• Computation of all computable functions• Construction of (also non-homogenous)
automata by other automata, the offspring being at least as powerful (in some well-defined sense) as the parent
• In Practice: • Exploring how complex systems with
emergent patterns seem to evolve from purely local interactions of agents. I.e. Without a “master plan!”
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Cellular Automata• A cellular automata is a family of
simple, finite-state machines that exhibit interesting, emergent behaviors through their interactions in a population
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The famous BOIDS model shows how flocking behavior can emerge from a collection of agents following a few simple rules.
Emergent Behavior
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• Original concept of CA is most strongly associated with John von Neumann who was interested in the connections between biology and the new study of automata theory
• Stanislaw Ulam suggested to von Neumann the use a cellular automata as a framework for researching these connections.
• The original concept of CA can be credited to Ulam, while the early development of the concept is credited to von Neumann.
• Ironically, although von Neumann made many contributions and developments in CA, they are commonly referred to as “non-von Neumann style”, while the standard model of computation (CPU, globally addressable memory, serial processing) is know as “von Neumann style”.
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Cellular Automata (CAs)
• Have been used as:• massively parallel computer architecture• model of physical phenomena (Fredkin, Wolfram)
• VLSI Testing• Data Encryption• Error Correcting Code Correction• Testable Synthesis• Generation of hashing Function
• Currently being investigated as model of quantum computation (QCAs)
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• Grid• Mesh of cells.• Simplest mesh is one dimensional.
• Cell• Basic element of a CA.• Cells can be thought of as memory
elements that store state information.• All cells are updated synchronously
according to the transition rules.
• Rules 8
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• Local interaction leads to global dynamics.• One can think of the behavior of a
cellular automata like that of a “wave” at a sports event.
• Each person reacts to the state of his neighbors (if they stand, he stands).
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• Rule Application• Next state of the core cell is related to the states
of the neighboring cells and its current state.• An example rule for a one dimensional CA: 011-
>x0x• All possible states must be described.
• Next state of the core cell is only dependent upon the sum of the states of the neighboring cells.• For example, if the sum of the adjacent cells is
4 the state of the core cell is 1, in all other cases the state of the core cell is 0.
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Structure• Discrete space (lattice) of regular cells
• 1D, 2D, 3D, …• rectangular, hexagonal, …
• At each unit of time a cell changes state in response to (Time advances in discrete steps):• its own previous state • states of neighbors (within some “radius”)
• All cells obey same state update rule, depending only on local relations• an FSA
• Synchronous updating (parallel processing)
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Structure: Neighborhoods
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1-DIMENSIONAL AUTOMATA
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One-Dimensional CA’s
• Game of Life is 2-D. Many simpler 1-D CAs have been studied
• For a given rule-set, and a given starting setup, the deterministic evolution of a CA with one state (on/off) can be pictured as successive lines of colored squares, successive lines under each other
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Neighborhoods
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• 3 Black = White• 2 Black = Black• 1 Black = Black• 3 White = White
Now make your own CA 16
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“A New Kind of Science”
Stephen WolframISBN 1-57955-008-8
www.wolframscience.com
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1-D CA Example
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cell# 1 2 3 4 5 6 7 8 9 10 11 12 13
time = 1 time = 2 time = 3 time = 4 time = 5 time = 6 time = 7
Rules
0 0 1 1 0 1 1 0
Rule# = 2 + 4 + 16 + 32 = 54
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Wolfram Model
1 1 1 1 1 1 1 0
Rule #126 = 64 + 32 + 16 + 8 + 4 + 2 + 0 = 126
Most of the rules are degenerate, meaning they create repetitive patterns of no interest.
However there are a few rules which produce surprisingly complex patterns that do not repeat themselves.
1 1 1 1 1 1 0 0
Rule #124 = 64 + 32 + 16 + 8 + 4 + 0 + 0 = 124
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Wolfram Model
we can view the state of the model at any time in the future as long as we step through all the previous states. 20
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Hundred generations of Rule 30
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CA Example: Rule 30
111 110 101 100 011 010 001 000
0 0 0 1 1 1 1 0
Rule (0 + 0 + 0 + 16 + 8 + 4 + 2 +0 ) = 30
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Conus Textile pattern
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The pattern is neither regular nor completely random.
It appears to have some order, but is never predictable. 24
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See Demo - NetLogo
Rule #45=32+8+4+1
= 0 27+ 0 26+ 1 25+ 0 24+1 23+ 1 22+ 0 21+ 1 20
=0 0 1 0 1 1 0 1
Rule #30=16+8+4+2
= 0 27+ 0 26+ 0 25+ 1 24+1 23+ 1 22+ 1 21+ 0 20
=0 0 0 1 1 1 1 0
This naming convention of the 256 distinct update rules is due to Stephen Wolfram. He is one of the pioneers of Cellular Automata and author of the book a New Kind of Science, which argues that discoveries about cellular automata are not isolated facts but have significance for all disciplines of science.
Wolfram Model
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0 1 0 1 1 0 1 0Rule (0 + 2 + 0 + 8 + 16 + 0 + 64) = 90
Wolfram Rule 90
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Wolfram Rule 110
Proven to be Turing Complete - Rich enough for universal computation
interesting result because Rule 110 is an extremely simple system, simple enough to suggest that naturally occurring physical systems may also be capable of universality
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Wolfram Rule 99
28Rule# 99 = 0 27 + 1 26 + 1 25 + 0 24 + 0 23 + 0 22 + 1 21 + 1 20
0 + 64 + 32 + 0 + 0 + 0 + 2 + 1
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Mollusc Pigmentation Patterns
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Wolfram’s CA classes 1,2
From observation, initially of 1-D CA spacetime patterns, Wolfram noticed 4 different classes of rule-sets. Any particular rule-set falls into one of these:-:
CLASS 1: From any starting setup, pattern converges to all blank -- fixed attractor
CLASS 2: From any start, goes to a limit cycle, repeats same sequence of patterns for ever. -- cyclic attractors
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Wolfram’s CA classes 3,4
CLASS 3: Turbulent mess, chaos, no patterns to be seen.
CLASS 4: From any start, patterns emerge and continue without repetition for a very longtime (could only be 'forever' in infinite grid)
Classes 1 and 2 are boring, Class 3 is messy, Class 4 is 'At the Edge of Chaos' - at the transitionbetween order and chaos -- where Game of Life is!. 32
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2-DIMENSIONAL AUTOMATA
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2-dimensional cellular automaton consists of an infinite (or finite) grid of cells, each in one of a finite number of states. Time is discrete and the state of a cell at time t is a function of the states of its neighbors at time t-1.
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Neighborhoods
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Von Neumann Moore margolus
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• Cryptography use, Rule 30• Simulations
• Gas behaviour.• Forest fire propagation.• Urban development.• Traffic flow.• Air flow.• Crystallization process.
• Alternative to differential equations
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Snowflakes
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Bead-sort• Bead-Sort is a method of ordering a set of
positive integers by mimicking the natural process of objects falling to the ground, as beads on an abacus slide down vertical rods. The number of beads on each horizontal row represents one of the numbers of the set to be sorted, and it is clear that the final state will represent the sorted set.
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[10 8 6 2 4 12] [2 4 6 8 10 12]
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Bead-sort
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Bead-sort - CA implementation
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[10 8 6 2 4 12]
[2 4 6 8 10 12]
[10
8 6
2 4
12
]
[2 4
6 8
10
12
]
See Demo - Netlogo
the natural process of objects falling to the ground
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Bead-sort Extended CA implementation
• The Bead-Sort can be modeled by the two-dimensional cellular automaton (CA) rule, .
• For the Antigravity Bead-Sort, we add a second rule: .
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Bead-sort Extended
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The "extended" (anti-gravity) mode allows the inclusion of all integers, with "negative beads" rising while "positive beads" fall.
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Example:Conway’s Game of Life
• Invented by Conway in late 1960s• A simple CA capable of universal
computation• Structure:
• 2D space• rectangular lattice of cells• binary states (alive/dead)• neighborhood of 8 surrounding cells (&
self)• simple population-oriented rule
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Example:Conway’s Game of Life
Cell
State = dead/off/0
State = alive/on/1
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• A cell dies or lives according to some transition rule
• The world is round (flips over edges)
• How many rules for Life? 20, 40, 100, 1000?
T = 0 T = 1
transition
rules
Example:Conway’s Game of Life
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State Transition Rule
• Live cell has 2 or 3 live neighbors stays as is (stasis)
• Live cell has < 2 live neighbors dies (loneliness)
• Live cell has > 3 live neighbors dies (overcrowding)
• Empty cell has 3 live neighbors comes to life (reproduction)
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State Transition Rule
• Survive with 2 or 3 live neighbors Live cell stays as is (stasis)otherwise dies from loneliness or overcrowding
• Generate with 3 live neighbors Empty cell comes to life (reproduction)
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State Transition Rule
Three simple rules:
• dies if number of alive neighbor cells =< 1 (loneliness)
• dies if number of alive neighbor cells >= 4 (overcrowding)
• generate alive cell if number of alive neighbor cells = 3 (procreation)
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Examples of the rules
• loneliness (dies if #alive =< 1)
• overcrowding (dies if #alive >= 4)
• procreation (lives if #alive = 3)
State Transition Rule
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CA: Discrete Time, Discrete Space
Initial Setup
Number of Neighbors
After Pass 1
After Pass 2
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T = 0
neighboring values
T = 1
Game of Life: 2D Cellular Automata using simple rules
Emergent pattern: Blinker
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Emergent patternsConway automaton can simulate a number of different effects that can be found in the evolution of a living population.
Equilibria Oscillation Movement
square
2 steps
diagonal
beehive
2 steps
horizontal
boat
3 steps
instability
(all the space is filled up by horizontal lines)
ship 15 steps
instability
toast
chaos?
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Game of Life: emergent patterns
53gliders: patterns that moves constantly across the grid
Conway’s Rules: Game of Life
Survive with 2 – 3 living neighbors
Generate with 3 living neighbors
Gosper’s glider gun : emits glider stream
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Emergent Patterns
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Emergent Patterns
Oscillators-objects that change from step to step, but eventually repeat themselves. These include, but are not limited to, period 2 oscillators, including the blinker and the toad.
Blinker
Toad
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Emergent Patterns: A Clock
56See Demo: Game of Life
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Emergent Patterns:
57See Demo: Game of Life
Oscillator
Barber’s Pole
Pulsar SpaceShip
Beacon
Glider
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Emergent Patterns: Gosper’s Glider Gun
58See Demo: Game of Life
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Emergent Patterns: Puffer train
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Emergent Patterns: Double-Barreled Gun
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Emergent Patterns: Edge Shooter
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Emergent Patterns: Evolution of a breeder ...
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Game of Life - implications
Typical Artificial Life, or Non-Symbolic AI, computational paradigm:• bottom-up• parallel• locally-determined
Complex behavior from (... emergent from ...) simple rules.
Gliders, blocks, traffic lights, blinkers, glider-guns, eaters, puffer-trains ...
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Game of Life as a Computer ?
Higher-level units in Game of Life can in principle be assembled into complex 'machines' -- even into a full computer, or Universal Turing Machine.
'Computer memory' held as 'bits' denoted by 'blocks‘ laid out in a row stretching out as a potentially infinite 'tape'. Bits can be turned on/off by well-aimed gliders.
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Game of Life as a Computer ?
Bits can be turned on/off by well-aimed gliders:
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This is a Turing Machine implemented in Conway's Game of Life.
http://rendell-attic.org/gol/tm.htm
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This is a Universal Turing Machine (UTM) implemented in Conway's Game of Life.
Designed by Paul Rendell 10/February/2010.
http://rendell-attic.org/gol/utm/index.htm
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Foundations Turing Machine -> Computer
•The theory of computation and the practical application it made possible — the computer — was developed by an Englishman called Alan Turing.
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Turing machinesTuring machines (TM’s) were introduced by
Alan Turing in 1936They are more powerful than both finite
automata or pushdown automata. In fact, they are as powerful as any computer we have ever built.
The main improvement from PDA’s is that they have infinite accessible memory (in the form of a tape) which can be read and written to.
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Basic design of Turing machine
Control
Infinite tape
Tape head
Usual finite state control
The basic improvement from the previous automata is the infinite tape, which can be read and written to.
The input data begins on the tape, so no separate input is needed (e.g. DFA, PDA).
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Turing Machine
. . .
Infinite tape: Γ*Tape head: read current square on tape,
write into current square,move one square left or right
FSM: like PDA (PushDown Automata), except: transitions also include direction (left/right) final accepting and rejecting states
FSM
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A Turing Machine
............
Tape
Read-Write head
Control Unit (FSM: Finite Sate Machine)
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The Tape
............
Read-Write head
No boundaries -- infinite length
The head moves Left or Right
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............
Read-Write head
The head at each time step:
1. Reads a symbol 2. Writes a symbol 3. Moves Left or Right
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Turing MachineEG Successor Program
Sample Rules:
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read �, write 1, HALT!
Let’s see how they are carried out on a piece of paper that contains the reverse binary representation of 47:
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Turing MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
1 1 1 1 0 1
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Turing MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 1 1 1 0 1
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Turing MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 1 1 0 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 1 0 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 0 0 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 0 1 1
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Turing MachineEG Successor Program
So the successor’s output on 111101 was 000011 which is the reverse binary representation of 48.
111101 = 1 + 2 + 4 +8 + 0 + 32 = 47000011 = 0 + 0 + 0 + 0 + 16 + 32 =
48
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Turing MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
1 1 1 1 1 1 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 1 1 1 1 1 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 1 1 1 1 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 1 1 1 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 0 1 1 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 0 0 1 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 0 0 0 1
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 0 0 0 0
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A Thinking MachineEG Successor Program
If read 1, write 0, go right, repeat.If read 0, write 1, HALT!If read , write 1, HALT!
0 0 0 0 0 0 0 1
The successor of 127 is 128 !!!
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03/03/2000 FLAC: Reductions 92
Turing machines as functions
TM
Input word
Output word
f
A function f is a computable function if aTM with word w as input halts with f(w) as output.
w
f(w)
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03/03/2000 FLAC: Reductions 93
First computers: custom computing machines
1950 -- Eniac: the control is hardwired manually foreach problem.
Control
Input tape (read only)
Output tape (write only)
Work tape (memory)
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03/03/2000 FLAC: Reductions 94
TMs can be described using textInput tape (read only)
Control
Output tape (write only)
Work tape (memory)
Program•n states•s letters for alphabet•transition function:
•d(q0,a) = (q1, b, L)•d(q0,b) = (q1, a, R)•….
Consequence:There is a countable number of Turing Machines
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The Universal Turing Machine
We can build a Turing Machine that can do the job of any other Turing Machine. That is, it can tell you what the output from the second TM would be for any input!
This is known as a universal Turing machine (UTM).
A UTM acts as a completely general-purpose computer, and basically it stores a program and data on the tape and then executes the program.
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03/03/2000 FLAC: Reductions 96
There is a TM which can simulate any other TM(Alan Turing, 1930)
Input tape
UniversalTM
Output tape
Work tape (memory)
Interpreter
Program
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03/03/2000 FLAC: Reductions 97
The Digital Computer: a UTM
Machine code
UniversalTM
Output
Memory + disk
Machine-code Interpreter
Input
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Palindrome Example - UTM
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Palindrome Example
Figure 2 – Palindrome Example of a TM computation
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Can Machines Think?
•In “Computing machinery and intelligence,” written in 1950, Turing asks whether machines can think.
•He claims that this question is too vague, and proposes, instead, to replace it with a different one.
•That question is: Can machines pass the “imitation game” (now called the Turing test)? If they can, they are intelligent.
•Turing is thus the first to have offered a rigorous test for the determination of intelligence quite generally.
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Self-reproducing CAsvon Neumann saw CAs as a good framework for studying the necessary and sufficient conditions for self-replication of structures.
von N's approach: self-rep of abstract structures, in the sense that gliders are abstract structures.
His CA had 29 possible states for each cell (compare with Game of Life 2, black and white) and his minimum self-rep structure had some 200,000 cells.
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Self-rep and DNA
This was early 1950s, pre-discovery of DNA, butvon N's machine had clear analogue of DNA whichis both:used to determine pattern of 'body'
interpretedand itself copied directly
copied without interpretation as a symbol string
Simplest general logical form of reproduction (?)
How simple can you get?
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Langton’s LoopsLangton’s LoopsChris Langton formulated a much simpler form of self-rep structure - Langton's loops - with only a few different states, and only small starting structures.
[ Further developments -- eg 'Wireworld'. ]
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3-Dimensional CA
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One difficulty with three-dimensional cellular automata is the graphical representation (on two-dimensional paper or screen)
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Conclusions
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Conclusions
• This topic is very hot and has widespread implications• Biology• Chemistry• Computer science• Complexity
• We’ve seen the basic concepts …• But we’ve only scratched the surface!
From now on, Think Biology, Emergence, Complex Systems …
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References
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References• Jay Xiong, New Software Engineering Paradigm Based on
Complexity Science, Springer 2011.• Claudios Gros : Complex and Adaptive Dynamical Systems.
Second Edition, Springer, 2011 .• Blanchard, B. S., Fabrycky, W. J., Systems Engineering and
Analysis, Fourth Edition, Pearson Education, Inc., 2006.• Braha D., Minai A. A., Bar-Yam, Y. (Editors), Complex Engineered
Systems, Springer, 2006 • Gibson, J. E., Scherer, W. T., How to Do Systems Analysis, John
Wiley & Sons, Inc., 2007.• International Council on Systems Engineering (INCOSE) website (
www.incose.org).• New England Complex Systems Institute (NECSI) website (
www.necsi.org).• Rouse, W. B., Complex Engineered, Organizational and Natural
Systems, Issues Underlying the Complexity of Systems and Fundamental Research Needed To Address These Issues, Systems Engineering, Vol. 10, No. 3, 2007.
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References• Wilner, M., Bio-inspired and nanoscale integrated
computing, Wiley, 2009.
• Yoshida, Z., Nonlinear Science: the Challenge of Complex Systems, Springer 2010.
• Gardner M., The Fantastic Combinations of John
Conway’s New Solitaire Game “Life”, Scientific American 223 120–123 (1970).
• Nielsen, M. A. & Chuang, I. L. ,Quantum Computation
and Quantum Information, 3rd ed., Cambridge Press, UK, 2000.
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