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Hex Automata: "Debutante". Rule 385 + Seed 6.507

This rule-set is one of the offspring from cross-breeding rule-sets 354 & 382. This "genetic engineering" of known rule-sets is a fast method for finding appealing new rule-sets (compared to random search). In order to minimize excessive in-breeding (and the resulting loss of variety), the "gene pool" is kept large. Auto-zoom testing continues in this video. As the fractal object grows, the "auto-zoom" function automatically enlarges the cell grid in order to keep the object fully in view -- equivalent to "zooming out" by continually moving the "camera" away from the object. 2-Dimensional cellular automata, hexagonal array, Color-coding of cells age/life-status: All colored cells are alive except blue-colored cells. yellow = just born (state = 1), red = alive 2 or more time-steps (state = 1), blue = fading "ghost" of cell that died (state = 0), black = empty space (state = 0), --------------------------------------- General Procedure: STEP 1). Make a 2-dimensional grid (array) of "cells" which can each have a value of 0 (off/dead) or 1 (on/alive). Conway's famous "Game of Life" cellular automaton uses a square grid, but here we use a hexagonal grid (chicken-wire or honeycomb). Initialize the grid by filling it with all zeros. This is the "main grid". STEP 2). Add a starting "seed" pattern to the main grid by changing some of the cell values to "1" (on/alive). Sometimes specific compact seeds are used, alternatively sometimes they are a random unstructured spread of ones that II call "primordial soup". STEP 3). The program then looks at every cell in the entire main grid, one-by-one. When examining each cell, the total number of live neighbor cells is counted among its 6 immediately adjacent neighbor cells (if using "totalistic" rules). The program then consults the rule-set to decide if the central cell will be alive (1, on) or dead (0, off) in the next time-step. In order to not disturb the cell pattern that is being updating, all of these new values are accumulated on a separate "temporary grid". STEP 4). After every cell is updated on the temporary grid, the main grid is re-initialized to all zeros, and then the temporary grid is copied to the main grid STEP 5). Repeat Steps 3 & 4 for hundreds or thousands of iterations. The result of each iteration serves as the input for the next iteration. The grid is finite, so the live cell pattern will eventually go repeat or go extinct, although this could take thousands of time-steps. --------------------------------------- Note: this "Hexagon-Multiverse" (HMCA) cellular automaton is similar to Conway's famous "Game of Life" in the sense that both are 2-dimensional, have binary cell states, and are synchronous and deterministic. But the Game of Life uses a square grid, while the HMCA uses a more natural (common in nature) and more symmetrical hexagonal grid. Additionally, the HMCA achieves interesting results using a variety of rule-sets, whereas the Game of Life is limited to a single rule-set. Hexagonal Cell Array: begins at 24 x 24 (columns x rows) and increases steadily, reaching 116 x 116 on time-step 75, and then remains constant. Periodic boundary conditions: horizontal & vertical dimensions wrap across opposite edges, giving a finite closed continuous surface equivalent to a 2-torus (the surface of a standard 3-d ring donut). Neighborhood: semi-totalistic (details to be published at a future date), Rule-set 385 full designation: 9432 - 1304 - 1720 - 26023, This rule-set was found among the off-spring from the cross-breeding of rule-sets 354 and 382. Time: 283 steps (display rate 5 fps). The first & final frames are shown for 1 & 2 seconds, respectively. Live cell population: starts at 6, and reaches a maximum of 2016 on time-step 155, and ends at 1596 on the final time-step 283. Resolution: 2578 screen pixels per cell, Program: "Hexagon-Multiverse 1.0" (unpublished), PHP language. Platform: MacBook Pro (M1), Sonoma 14.1.1 OS, Safari 17.1 browser.

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