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CA_variations.nlogo
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CA_variations.nlogo
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patches-own [
living? ;; indicates if the cell is living
live-neighbors ;; counts how many neighboring cells are alive
birthlist
survivelist
]
to setup-blank
clear-all
ask patches [ cell-death ]
reset-ticks
end
to setup-random
clear-all
ask patches
[ ifelse random-float 100.0 < initial-density
[ cell-birth ]
[ cell-death ] ]
reset-ticks
end
to cell-birth
set living? true
set pcolor fgcolor
end
to cell-death
set living? false
set pcolor bgcolor
end
to go
ask patches
[ set live-neighbors count neighbors with [living?] ]
;; Starting a new "ask patches" here ensures that all the patches
;; finish executing the first ask before any of them start executing
;; the second ask. This keeps all the patches in synch with each other,
;; so the births and deaths at each generation all happen in lockstep.
ask patches [
set birthlist []
set survivelist []
if b1 [set birthlist lput 1 birthlist]
if b2 [set birthlist lput 2 birthlist]
if b3 [set birthlist lput 3 birthlist]
if b4 [set birthlist lput 4 birthlist]
if b5 [set birthlist lput 5 birthlist]
if b6 [set birthlist lput 6 birthlist]
if b7 [set birthlist lput 7 birthlist]
if b8 [set birthlist lput 8 birthlist]
if s1 [set survivelist lput 1 survivelist]
if s2 [set survivelist lput 2 survivelist]
if s3 [set survivelist lput 3 survivelist]
if s4 [set survivelist lput 4 survivelist]
if s5 [set survivelist lput 5 survivelist]
if s6 [set survivelist lput 6 survivelist]
if s7 [set survivelist lput 7 survivelist]
if s8 [set survivelist lput 8 survivelist]
ifelse member? live-neighbors birthlist
[ cell-birth ]
[ if not member? live-neighbors survivelist [ cell-death ]
]
]
tick
end
to draw-cells
let erasing? [living?] of patch mouse-xcor mouse-ycor
while [mouse-down?]
[ ask patch mouse-xcor mouse-ycor
[ ifelse erasing?
[ cell-death ]
[ cell-birth ] ]
display ]
end
; Copyright 1998 Uri Wilensky.
; See Info tab for full copyright and license.
@#$#@#$#@
GRAPHICS-WINDOW
301
22
715
457
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50
4.0
1
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1
1
0
0
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-50
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1
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ticks
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SLIDER
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initial-density
initial-density
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100.0
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%
HORIZONTAL
BUTTON
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NIL
setup-random
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T
OBSERVER
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NIL
NIL
NIL
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BUTTON
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go-once
go
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OBSERVER
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NIL
NIL
NIL
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go-forever
go
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OBSERVER
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NIL
NIL
NIL
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BUTTON
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recolor
ifelse living?\n [ set pcolor fgcolor ]\n [ set pcolor bgcolor ]
NIL
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T
PATCH
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NIL
NIL
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MONITOR
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293
current density
count patches with\n [living?]\n/ count patches
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11
BUTTON
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setup-blank
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OBSERVER
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NIL
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TEXTBOX
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When this button is down, you can add or remove cells by holding down the mouse button and \"drawing\".
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BUTTON
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NIL
draw-cells
T
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OBSERVER
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NIL
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INPUTBOX
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fgcolor
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Color
INPUTBOX
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bgcolor
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Color
SWITCH
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b1
b1
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1
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SWITCH
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843
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b2
b2
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SWITCH
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843
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b3
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SWITCH
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b4
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SWITCH
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b5
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SWITCH
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b6
b6
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SWITCH
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b7
b7
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SWITCH
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b8
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-1000
SWITCH
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975
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s1
s1
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-1000
SWITCH
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975
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s2
s2
1
1
-1000
SWITCH
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976
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s3
s3
0
1
-1000
SWITCH
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976
251
s4
s4
1
1
-1000
SWITCH
874
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977
298
s5
s5
0
1
-1000
SWITCH
873
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976
350
s6
s6
1
1
-1000
SWITCH
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977
402
s7
s7
0
1
-1000
SWITCH
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419
978
452
s8
s8
1
1
-1000
TEXTBOX
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893
63
Birth\nwhen x neighbors
11
0.0
1
TEXTBOX
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35
1026
63
Survival\nwhen x neighbors
11
0.0
1
@#$#@#$#@
## WHAT IS IT?
This program is an example of a two-dimensional cellular automaton. This particular cellular automaton is called The Game of Life.
A cellular automaton is a computational machine that performs actions based on certain rules. It can be thought of as a board which is divided into cells (such as square cells of a checkerboard). Each cell can be either "alive" or "dead." This is called the "state" of the cell. According to specified rules, each cell will be alive or dead at the next time step.
## HOW IT WORKS
The rules of the game are as follows. Each cell checks the state of itself and its eight surrounding neighbors and then sets itself to either alive or dead. If there are less than two alive neighbors, then the cell dies. If there are more than three alive neighbors, the cell dies. If there are 2 alive neighbors, the cell remains in the state it is in. If there are exactly three alive neighbors, the cell becomes alive. This is done in parallel and continues forever.
There are certain recurring shapes in Life, for example, the "glider" and the "blinker". The glider is composed of 5 cells which form a small arrow-headed shape, like this:
O
O
OOO
This glider will wiggle across the world, retaining its shape. A blinker is a block of three cells (either up and down or left and right) that rotates between horizontal and vertical orientations.
## HOW TO USE IT
The INITIAL-DENSITY slider determines the initial density of cells that are alive. SETUP-RANDOM places these cells. GO-FOREVER runs the rule forever. GO-ONCE runs the rule once.
If you want to draw your own pattern, use the DRAW-CELLS button and then use the mouse to "draw" and "erase" in the view.
## THINGS TO NOTICE
Find some objects that are alive, but motionless.
Is there a "critical density" - one at which all change and motion stops/eternal motion begins?
## THINGS TO TRY
Are there any recurring shapes other than gliders and blinkers?
Build some objects that don't die (using DRAW-CELLS)
How much life can the board hold and still remain motionless and unchanging? (use DRAW-CELLS)
The glider gun is a large conglomeration of cells that repeatedly spits out gliders. Find a "glider gun" (very, very difficult!).
## EXTENDING THE MODEL
Give some different rules to life and see what happens.
Experiment with using neighbors4 instead of neighbors (see below).
## NETLOGO FEATURES
The neighbors primitive returns the agentset of the patches to the north, south, east, west, northeast, northwest, southeast, and southwest. So `count neighbors with [living?]` counts how many of those eight patches have the `living?` patch variable set to true.
`neighbors4` is like `neighbors` but only uses the patches to the north, south, east, and west. Some cellular automata, like this one, are defined using the 8-neighbors rule, others the 4-neighbors.
## RELATED MODELS
Life Turtle-Based --- same as this, but implemented using turtles instead of patches, for a more attractive display
CA 1D Elementary --- a model that shows all 256 possible simple 1D cellular automata
CA 1D Totalistic --- a model that shows all 2,187 possible 1D 3-color totalistic cellular automata
CA 1D Rule 30 --- the basic rule 30 model
CA 1D Rule 30 Turtle --- the basic rule 30 model implemented using turtles
CA 1D Rule 90 --- the basic rule 90 model
CA 1D Rule 110 --- the basic rule 110 model
CA 1D Rule 250 --- the basic rule 250 model
## CREDITS AND REFERENCES
The Game of Life was invented by John Horton Conway.
See also:
Von Neumann, J. and Burks, A. W., Eds, 1966. Theory of Self-Reproducing Automata. University of Illinois Press, Champaign, IL.
"LifeLine: A Quarterly Newsletter for Enthusiasts of John Conway's Game of Life", nos. 1-11, 1971-1973.
Martin Gardner, "Mathematical Games: The fantastic combinations of John Conway's new solitaire game `life',", Scientific American, October, 1970, pp. 120-123.
Martin Gardner, "Mathematical Games: On cellular automata, self-reproduction, the Garden of Eden, and the game `life',", Scientific American, February, 1971, pp. 112-117.
Berlekamp, Conway, and Guy, Winning Ways for your Mathematical Plays, Academic Press: New York, 1982.
William Poundstone, The Recursive Universe, William Morrow: New York, 1985.
## HOW TO CITE
If you mention this model in a publication, we ask that you include these citations for the model itself and for the NetLogo software:
* Wilensky, U. (1998). NetLogo Life model. http://ccl.northwestern.edu/netlogo/models/Life. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL.
* Wilensky, U. (1999). NetLogo. http://ccl.northwestern.edu/netlogo/. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL.
## COPYRIGHT AND LICENSE
Copyright 1998 Uri Wilensky.
![CC BY-NC-SA 3.0](http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png)
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.
Commercial licenses are also available. To inquire about commercial licenses, please contact Uri Wilensky at [email protected].
This model was created as part of the project: CONNECTED MATHEMATICS: MAKING SENSE OF COMPLEX PHENOMENA THROUGH BUILDING OBJECT-BASED PARALLEL MODELS (OBPML). The project gratefully acknowledges the support of the National Science Foundation (Applications of Advanced Technologies Program) -- grant numbers RED #9552950 and REC #9632612.
This model was converted to NetLogo as part of the projects: PARTICIPATORY SIMULATIONS: NETWORK-BASED DESIGN FOR SYSTEMS LEARNING IN CLASSROOMS and/or INTEGRATED SIMULATION AND MODELING ENVIRONMENT. The project gratefully acknowledges the support of the National Science Foundation (REPP & ROLE programs) -- grant numbers REC #9814682 and REC-0126227. Converted from StarLogoT to NetLogo, 2001.
@#$#@#$#@
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Polygon -7500403 true true 195 90 240 150 225 180 165 105
Polygon -7500403 true true 105 90 60 150 75 180 135 105
plant
false
0
Rectangle -7500403 true true 135 90 165 300
Polygon -7500403 true true 135 255 90 210 45 195 75 255 135 285
Polygon -7500403 true true 165 255 210 210 255 195 225 255 165 285
Polygon -7500403 true true 135 180 90 135 45 120 75 180 135 210
Polygon -7500403 true true 165 180 165 210 225 180 255 120 210 135
Polygon -7500403 true true 135 105 90 60 45 45 75 105 135 135
Polygon -7500403 true true 165 105 165 135 225 105 255 45 210 60
Polygon -7500403 true true 135 90 120 45 150 15 180 45 165 90
square
false
0
Rectangle -7500403 true true 30 30 270 270
square 2
false
0
Rectangle -7500403 true true 30 30 270 270
Rectangle -16777216 true false 60 60 240 240
star
false
0
Polygon -7500403 true true 151 1 185 108 298 108 207 175 242 282 151 216 59 282 94 175 3 108 116 108
target
false
0
Circle -7500403 true true 0 0 300
Circle -16777216 true false 30 30 240
Circle -7500403 true true 60 60 180
Circle -16777216 true false 90 90 120
Circle -7500403 true true 120 120 60
tree
false
0
Circle -7500403 true true 118 3 94
Rectangle -6459832 true false 120 195 180 300
Circle -7500403 true true 65 21 108
Circle -7500403 true true 116 41 127
Circle -7500403 true true 45 90 120
Circle -7500403 true true 104 74 152
triangle
false
0
Polygon -7500403 true true 150 30 15 255 285 255
triangle 2
false
0
Polygon -7500403 true true 150 30 15 255 285 255
Polygon -16777216 true false 151 99 225 223 75 224
truck
false
0
Rectangle -7500403 true true 4 45 195 187
Polygon -7500403 true true 296 193 296 150 259 134 244 104 208 104 207 194
Rectangle -1 true false 195 60 195 105
Polygon -16777216 true false 238 112 252 141 219 141 218 112
Circle -16777216 true false 234 174 42
Rectangle -7500403 true true 181 185 214 194
Circle -16777216 true false 144 174 42
Circle -16777216 true false 24 174 42
Circle -7500403 false true 24 174 42
Circle -7500403 false true 144 174 42
Circle -7500403 false true 234 174 42
turtle
true
0
Polygon -10899396 true false 215 204 240 233 246 254 228 266 215 252 193 210
Polygon -10899396 true false 195 90 225 75 245 75 260 89 269 108 261 124 240 105 225 105 210 105
Polygon -10899396 true false 105 90 75 75 55 75 40 89 31 108 39 124 60 105 75 105 90 105
Polygon -10899396 true false 132 85 134 64 107 51 108 17 150 2 192 18 192 52 169 65 172 87
Polygon -10899396 true false 85 204 60 233 54 254 72 266 85 252 107 210
Polygon -7500403 true true 119 75 179 75 209 101 224 135 220 225 175 261 128 261 81 224 74 135 88 99
wheel
false
0
Circle -7500403 true true 3 3 294
Circle -16777216 true false 30 30 240
Line -7500403 true 150 285 150 15
Line -7500403 true 15 150 285 150
Circle -7500403 true true 120 120 60
Line -7500403 true 216 40 79 269
Line -7500403 true 40 84 269 221
Line -7500403 true 40 216 269 79
Line -7500403 true 84 40 221 269
x
false
0
Polygon -7500403 true true 270 75 225 30 30 225 75 270
Polygon -7500403 true true 30 75 75 30 270 225 225 270
@#$#@#$#@
NetLogo 5.0.5
@#$#@#$#@
setup-random repeat 20 [ go ]
@#$#@#$#@
@#$#@#$#@
@#$#@#$#@
@#$#@#$#@
default
0.0
-0.2 0 0.0 1.0
0.0 1 1.0 0.0
0.2 0 0.0 1.0
link direction
true
0
Line -7500403 true 150 150 90 180
Line -7500403 true 150 150 210 180
@#$#@#$#@
0
@#$#@#$#@