8,244 research outputs found
Celulární automat a CML systémy
The main aim of this thesis is the study of cellular automata and discrete dynamical systems on a lattice.
Both tools, cellular automata as well as dynamical systems on a lattice are introduced and elementary properties described.
The relation between cellular automata and dynamical system on lattice is derived.
The main goal of the thesis is also the use of the cellular automata as that mathematical tool of evolution visualization of discrete dynamical systems.
The theory of cellular automata is applied to the discrete dynamical systems on a lattice Laplacian type and implemented in Java language.Hlavním cílem práce je studium vztahu celulárních automatů a diskrétních dynamických systémů na mřížce. Oba nástroje, jak celulární automat tak dynamický systém na mřížce, jsou zavedeny a jejich základní vlastnosti popsány. Vztah mezi celulárními automaty a dynamickými systémy na mřížce je podrobně popsán. Hlavním cílem práce je dále použití nástroje celulárního automatu jako matematického vizualizačního prostředku evoluce diskrétních dynamických systémů. Teorie celulárních automatů je použita na dynamické systémy na mřížce Lamplaceova typu a implementována v prostředí Java.470 - Katedra aplikované matematikyvelmi dobř
Trace Complexity of Chaotic Reversible Cellular Automata
Delvenne, K\r{u}rka and Blondel have defined new notions of computational
complexity for arbitrary symbolic systems, and shown examples of effective
systems that are computationally universal in this sense. The notion is defined
in terms of the trace function of the system, and aims to capture its dynamics.
We present a Devaney-chaotic reversible cellular automaton that is universal in
their sense, answering a question that they explicitly left open. We also
discuss some implications and limitations of the construction.Comment: 12 pages + 1 page appendix, 4 figures. Accepted to Reversible
Computation 2014 (proceedings published by Springer
Overview of crowd simulation in computer graphics
High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added
3D cellular automata
A cellular automaton (CA) is a set of rules which determines the state of individual cells on a grid, based on neighbourhood relations. CAs have been used by researchers to model a wide range of systems from cell growth to cosmology to universal computation. However nearly all such models have been on one or two dimensional grids. This article provides a brief history of the development of CAs and then extends the models to three dimensions using open source software; Blender and Python. New 3D rules are examined and the development of 3D cell configurations explored and visualized
Creation of regions for dialect features using a cellular automaton
An issue in dialect research has been how to make generalizations from survey data about where some dialect feature might be found. Pre-computational methods included drawing isoglosses or using shadings to indicate areas where an analyst expected a feature to be found. The use of computers allowed for faster plotting of locations where any given feature had been e¬licited, and also allowed for the use of statistical techniques from technical geography to estimate regions where particular features might be found. However, using the computer did not make the analysis less subjective than isoglosses, and statistical methods from technical geography have turned out to be limited in use. We have prepared a cellular automaton (CA) for use with data collected for the Linguistic Atlas Project that can address the problems involved in this type of data visualization. The CA plots the locations where survey data was elicited, and then through the application of rules creates an estimate of the spatial distributions of selected features. The application of simple rules allows the CA to create objective and reproducible estimates based on the data it was given, without the use of statistical methods
Stable Multi-Level Monotonic Eroders
Eroders are monotonic cellular automata with a linearly ordered state set
that eventually wipe out any finite island of nonzero states. One-dimensional
eroders were studied by Gal'perin in the 1970s, who presented a simple
combinatorial characterization of the class. The multi-dimensional case has
been studied by Toom and others, but no such characterization has been found.
We prove a similar characterization for those one-dimensional monotonic
cellular automata that are eroders even in the presence of random noise.Comment: 32 pages, 9 figure
- …