Cellular automata are called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays.
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Cellular automata are called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays.
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Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling.
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Special types of cellular automata are reversible, where only a single configuration leads directly to a subsequent one, and totalistic, in which the future value of individual cells only depends on the total value of a group of neighboring cells.
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Cellular automata are often simulated on a finite grid rather than an infinite one.
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Cellular automata'sinvestigations were initially spurred by an interest in modelling systems such as neural networks.
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Cellular automata'sinvestigations led him to realize that cellular automata were poor at modelling neural networks.
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Cellular automata automaton is reversible if, for every current configuration of the cellular automaton, there is exactly one past configuration .
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One-dimensional cellular automata there are known algorithms for deciding whether a rule is reversible or irreversible.
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Reversible cellular automata are often used to simulate such physical phenomena as gas and fluid dynamics, since they obey the laws of thermodynamics.
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In many cases the resulting cellular automata are equivalent to those with rectangular grids with specially designed neighborhoods and rules.
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Graph rewriting automata are extensions of cellular automata based on graph rewriting systems.
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Probabilistic cellular automata are used in statistical and condensed matter physics to study phenomena like fluid dynamics and phase transitions.
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Two-dimensional cellular automata can be used for constructing a pseudorandom number generator.
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Cellular automata have been applied to design error correction codes.
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Cellular automata have been used in generative music and evolutionary music composition and procedural terrain generation in video games.
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