Difference between revisions of "Cellular automata"
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Stoolmaker (talk | contribs) m (Very briefly: How does this pertain to RLs?) |
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"A regular array of identical finite state automata whose next state is determined solely by their current state and the state of their neighbours. The most widely seen is the [http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life Game of Life] in which complex patterns emerge from a (supposedly infinite) square lattice of simple two state (living and dead) automata whose next state is determined solely by the current states of its eight closest neighbours and itself." - http://www.cs.ucl.ac.uk/staff/W.Langdon/gpdata/glossary.html | "A regular array of identical finite state automata whose next state is determined solely by their current state and the state of their neighbours. The most widely seen is the [http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life Game of Life] in which complex patterns emerge from a (supposedly infinite) square lattice of simple two state (living and dead) automata whose next state is determined solely by the current states of its eight closest neighbours and itself." - http://www.cs.ucl.ac.uk/staff/W.Langdon/gpdata/glossary.html | ||
In Roguelikes, cellular automata might provide a tool during map building, for instance to dig out [[Cellular Automata Method for Generating Random Cave-Like Levels|cave-like rooms]] or spawn vegetation. [[ADOM]] uses a variant of Conway's Game of Life to decide herbal growth patterns. | |||
== External Links == | == External Links == | ||
[http://en.wikipedia.org/wiki/Cellular_automaton Cellular Automaton at Wikipedia] | [http://en.wikipedia.org/wiki/Cellular_automaton Cellular Automaton at Wikipedia] | ||
[[Category:Articles]] | [[Category:Articles]] |
Latest revision as of 13:40, 1 November 2016
A quick search on Google returns this:
"A regular array of identical finite state automata whose next state is determined solely by their current state and the state of their neighbours. The most widely seen is the Game of Life in which complex patterns emerge from a (supposedly infinite) square lattice of simple two state (living and dead) automata whose next state is determined solely by the current states of its eight closest neighbours and itself." - http://www.cs.ucl.ac.uk/staff/W.Langdon/gpdata/glossary.html
In Roguelikes, cellular automata might provide a tool during map building, for instance to dig out cave-like rooms or spawn vegetation. ADOM uses a variant of Conway's Game of Life to decide herbal growth patterns.