Hello.
http://web.zone.ee/sus/nnca.html
Fundamentally it is a single never changing rule that allows for various local rules to exist.
Field value ranges can be randomized. Initial field values can be reassigned randomly based on field value ranges.
nnca
Re: nnca
Algorithm:
All patches do a1. Then all patches will do a2.
patches: squares, cells, blocks
neighbors: 8 closest other patches of a patch. These will be in random order where order matters.
[x] of neighbors: results in a list with x values from neighbors
min-one-of neighbors [x]: Reports a random neighbor from neighbors that reports the lowest value for x. If there is a tie, one random neighbor from neighbors in tie is reported.
pcolor: patch color
Math:
observer> show .2 + .1
observer: 0.30000000000000004
observer> show sum [0.7520139527479848 0.757604503520714 0.8734987163172966]
observer: 2.383117172585995
observer> show sum [0.7520139527479848 0.8734987163172966 0.757604503520714]
observer: 2.3831171725859956
Code: Select all
patches-own [x new-x y new-y z new-z]
to a1
set new-x cos (sum ([x] of neighbors))
set pcolor new-x * color-multiplier
set new-x new-x * y
let t min-one-of neighbors [x]
set new-z [y] of t
set new-y [z] of t
end
to a2
set x new-x set z new-z set y new-y
end
patches: squares, cells, blocks
neighbors: 8 closest other patches of a patch. These will be in random order where order matters.
[x] of neighbors: results in a list with x values from neighbors
min-one-of neighbors [x]: Reports a random neighbor from neighbors that reports the lowest value for x. If there is a tie, one random neighbor from neighbors in tie is reported.
pcolor: patch color
Math:
observer> show .2 + .1
observer: 0.30000000000000004
observer> show sum [0.7520139527479848 0.757604503520714 0.8734987163172966]
observer: 2.383117172585995
observer> show sum [0.7520139527479848 0.8734987163172966 0.757604503520714]
observer: 2.3831171725859956
Re: nnca
Time for an update.
The algorithm has been modified and now values that were fixed before can change.
Emphasis on this!:
It is important to pick appropriate color-level and redraw-offset. Sliders can be clicked on to move value towards the mouse by minimum step tied to that slider.
There is another rule i would like to bring attention to. It uses 4 and 8 closest neighbors. Out of this algorithm hexagonal tiling can emerge. More surprisingly "life" that uses this emergent hexagonal tiling instead 4 or 8 neighbors can emerge.
http://web.zone.ee/sus/nnca-hex-emergence.html
Press the import-world "hexlife.csv" button to import a world demonstrating this.
The algorithm has been modified and now values that were fixed before can change.
Emphasis on this!:
It is important to pick appropriate color-level and redraw-offset. Sliders can be clicked on to move value towards the mouse by minimum step tied to that slider.
There is another rule i would like to bring attention to. It uses 4 and 8 closest neighbors. Out of this algorithm hexagonal tiling can emerge. More surprisingly "life" that uses this emergent hexagonal tiling instead 4 or 8 neighbors can emerge.
http://web.zone.ee/sus/nnca-hex-emergence.html
Press the import-world "hexlife.csv" button to import a world demonstrating this.