1,746 research outputs found

    The B36/S125 "2x2" Life-Like Cellular Automaton

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    The B36/S125 (or "2x2") cellular automaton is one that takes place on a 2D square lattice much like Conway's Game of Life. Although it exhibits high-level behaviour that is similar to Life, such as chaotic but eventually stable evolution and the existence of a natural diagonal glider, the individual objects that the rule contains generally look very different from their Life counterparts. In this article, a history of notable discoveries in the 2x2 rule is provided, and the fundamental patterns of the automaton are described. Some theoretical results are derived along the way, including a proof that the speed limits for diagonal and orthogonal spaceships in this rule are c/3 and c/2, respectively. A Margolus block cellular automaton that 2x2 emulates is investigated, and in particular a family of oscillators made up entirely of 2 x 2 blocks are analyzed and used to show that there exist oscillators with period 2^m(2^k - 1) for any integers m,k \geq 1.Comment: 18 pages, 19 figure

    Growth and Decay in Life-Like Cellular Automata

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    We propose a four-way classification of two-dimensional semi-totalistic cellular automata that is different than Wolfram's, based on two questions with yes-or-no answers: do there exist patterns that eventually escape any finite bounding box placed around them? And do there exist patterns that die out completely? If both of these conditions are true, then a cellular automaton rule is likely to support spaceships, small patterns that move and that form the building blocks of many of the more complex patterns that are known for Life. If one or both of these conditions is not true, then there may still be phenomena of interest supported by the given cellular automaton rule, but we will have to look harder for them. Although our classification is very crude, we argue that it is more objective than Wolfram's (due to the greater ease of determining a rigorous answer to these questions), more predictive (as we can classify large groups of rules without observing them individually), and more accurate in focusing attention on rules likely to support patterns with complex behavior. We support these assertions by surveying a number of known cellular automaton rules.Comment: 30 pages, 23 figure

    Transforming exploratory creativity with DeLeNoX

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    We introduce DeLeNoX (Deep Learning Novelty Explorer), a system that autonomously creates artifacts in constrained spaces according to its own evolving interestingness criterion. DeLeNoX proceeds in alternating phases of exploration and transformation. In the exploration phases, a version of novelty search augmented with constraint handling searches for maximally diverse artifacts using a given distance function. In the transformation phases, a deep learning autoencoder learns to compress the variation between the found artifacts into a lower-dimensional space. The newly trained encoder is then used as the basis for a new distance function, transforming the criteria for the next exploration phase. In the current paper, we apply DeLeNoX to the creation of spaceships suitable for use in two-dimensional arcade-style computer games, a representative problem in procedural content generation in games. We also situate DeLeNoX in relation to the distinction between exploratory and transformational creativity, and in relation to Schmidhuber’s theory of creativity through the drive for compression progress.peer-reviewe

    The impact of social networking mediums on the decision making process of tourists: A case study of Stray Ltd and Spaceships New Zealand Ltd

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    This thesis examines tourist decision making in relation to the use of blogs and social networking sites. Specifically, the research examines the tourist behaviour involving these mediums in the pre-experience decision making phase of the travel experience through case studies of two New Zealand tourism businesses which involve backpacker and fully independent tourists as their customers (Stray Ltd and Spaceships New Zealand Ltd). The thesis research used both quantitative and qualitative research methods in order to examine the influence of blogs and social networking sites on tourists‘ decision making. The quantitative data comprised of 206 semi-structured surveys completed by customers of the two companies. Qualitative data consisted of the collection of 330 photographs posted on the companies‘ websites which had been taken by customers, 19 customer videos, customer comments from both companies‘ websites, the content of the companies‘ Facebook and Twitter social networking sites, and a semi-structured interview with a representative from both companies. Analysis of the data revealed that Facebook is the most commonly used social networking site, with the usage of social networking sites being higher than that of blogs. However, neither Facebook nor blogs featured strongly when used by customers to make decisions, with travel ratings websites and official destination websites being more commonly used. Analysis of the qualitative data showed a difference in language, structure and time between the social networking site content and customer comment data. Customer comment data features more descriptions of a customers‘ trips and why they would recommend the company, rather than when the customers are going on the trip and what they are looking forward to, which was a characteristic of social networking site content. Analysis of the photographic and video data revealed differences between the two customer types, suggesting there is a clear difference between backpackers and fully independent travellers and their motivations for travel. This thesis contributes to the previous attention given to the role of technology in tourist decision making and trip bookings through focusing on the use of social networking sites and blogs and how this applies to tourism businesses

    First-Order Logic Foundation of Relativity Theories

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    Motivation and perspective for an exciting new research direction interconnecting logic, spacetime theory, relativity--including such revolutionary areas as black hole physics, relativistic computers, new cosmology--are presented in this paper. We would like to invite the logician reader to take part in this grand enterprise of the new century. Besides general perspective and motivation, we present initial results in this direction.Comment: 25 pages, 4 figure

    Localization dynamics in a binary two-dimensional cellular automaton: the Diffusion Rule

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    We study a two-dimensional cellular automaton (CA), called Diffusion Rule (DR), which exhibits diffusion-like dynamics of propagating patterns. In computational experiments we discover a wide range of mobile and stationary localizations (gliders, oscillators, glider guns, puffer trains, etc), analyze spatio-temporal dynamics of collisions between localizations, and discuss possible applications in unconventional computing.Comment: Accepted to Journal of Cellular Automat

    Exploring the visual styles of arcade game assets

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    This paper describes a method for evolving assets for video games based on their visuals properties. Focusing on assets for a space shooter game, a genotype consisting of turtle commands is transformed into a spaceship image composed of human-authored sprite components. Due to constraints on the final spaceships’ plausibility, the paper investigates two-population constrained optimization and constrained novelty search methods. A sample of visual styles is tested, each a combination of visual metrics which primarily evaluate balance and shape complexity. Experiments with constrained optimization of a visual style demonstrate that a visually consistent set of spaceships can be generated, while experiments with constrained novelty search demonstrate that several distinct visual styles can be discovered by exploring along select, or all, visual dimensions.peer-reviewe

    Boosting computational creativity with human interaction in mixed-initiative co-creation tasks

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    Research in computational creativity often focuses on autonomously creative systems, which incorporate creative processes and result in creative outcomes. However, the integration of artificially intelligent processes in human-computer interaction tools necessitates that we identify how computational creativity can be shaped and ultimately enhanced by human intervention. This paper attempts to connect mixed-initiative design with established theories of computational creativity, and adapt the latter to accommodate a human initiative impacting computationally creative processes and outcomes. Several case studies of mixed-initiative tools for design and play are used to corroborate the arguments in this paper.peer-reviewe
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