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"Each letter is 9 LWSSs in height, except for the "O" which is 11 LWSSs in height. If you take a close look at the characters, not all LWSSs are in the same phase. Some seem to "point" downwards and the rest upwards." (Nilangshu Bidyanta, 2010) | "Each letter is 9 LWSSs in height, except for the "O" which is 11 LWSSs in height. If you take a close look at the characters, not all LWSSs are in the same phase. Some seem to "point" downwards and the rest upwards." (Nilangshu Bidyanta, 2010) | ||
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"At the left end, there are structures called "Eaters" or “Fishhook". Just flanked one either side by them are the patterns known as "Kok's Galaxy"." (Nilangshu Bidyanta, 2010) | "At the left end, there are structures called "Eaters" or “Fishhook". Just flanked one either side by them are the patterns known as "Kok's Galaxy"." (Nilangshu Bidyanta, 2010) | ||
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===Game of Life and Universal Computation=== | ===Game of Life and Universal Computation=== | ||
It is possible for gliders to interact with other objects in interesting ways. For example, if two gliders are shot at a block in just the right way, the block will move closer to the source of the gliders. If three gliders are shot in just the right way, the block will move farther away. This "sliding block memory" can be used to simulate a counter. | "It is possible for gliders to interact with other objects in interesting ways. For example, if two gliders are shot at a block in just the right way, the block will move closer to the source of the gliders. If three gliders are shot in just the right way, the block will move farther away. This "sliding block memory" can be used to simulate a counter." (Xiphias Press, 2016) | ||
[[File:Sliding block memory Snapshot.png|400px|left|thumb|Sliding block memory snapshot (Hickerson, 1990)]] [[File:Sliding block memory Scheme.png|400px|left|thumb|Sliding block memory schematic (Hickerson, 1990)]] | [[File:Sliding block memory Snapshot.png|400px|left|thumb|Sliding block memory snapshot (Hickerson, 1990)]] [[File:Sliding block memory Scheme.png|400px|left|thumb|Sliding block memory schematic (Hickerson, 1990)]] | ||
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It is possible to construct logic gates such as AND, OR and NOT using gliders. It is possible to build a pattern that acts like a finite state machine connected to two counters. This has the same computational power as a universal Turing machine, so the Game of Life is theoretically as powerful as any computer with unlimited memory and no time constraints: it is Turing complete. | "It is possible to construct logic gates such as AND, OR and NOT using gliders. It is possible to build a pattern that acts like a finite state machine connected to two counters. This has the same computational power as a universal Turing machine, so the Game of Life is theoretically as powerful as any computer with unlimited memory and no time constraints: it is Turing complete." (Xiphias Press, 2016) | ||
Paul Rendell has implemented a [http://rendell-attic.org/gol/utm/ Universal Turing Machine] in Conway’s Game of Life in 2010. The upper picture shows the pattern of it. The lower Figure shows the general scheme of this Turing Machine. | Paul Rendell has implemented a [http://rendell-attic.org/gol/utm/ Universal Turing Machine] in Conway’s Game of Life in 2010. The upper picture shows the pattern of it. The lower Figure shows the general scheme of this Turing Machine. | ||
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[[File:GoL Turing Machine.png|400px|left|thumb|Diagram of the GoL Turing Machine (Paul Rendell, 2011)]] | [[File:GoL Turing Machine.png|400px|left|thumb|Diagram of the GoL Turing Machine (Paul Rendell, 2011)]] | ||
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"The finite state machine part can clearly be seen as the square pattern in the bottom left of the picture. This has an addressing mechanism on the left (state value) and at the bottom (symbol value) and nine memory cells to hold the data table to describe the action for each combination of the internal state and symbol values. | "The finite state machine part can clearly be seen as the square pattern in the bottom left of the picture. This has an addressing mechanism on the left (state value) and at the bottom (symbol value) and nine memory cells to hold the data table to describe the action for each combination of the internal state and symbol values." (Paul Rendell, 2011) | ||
The Turing Machines tape is represented by the two stack mechanises seen extending top left and bottom right. Each stack cell can trap 3 gliders using the kickback reaction. This is the reaction that turns a glider through 180 degrees when encountering another at right angles. The traps can be seen as empty rectangles between the denser patterns in the cells. These denser patterns delay the transit of the gliders from one cell to the next so that the destination cell is empty when they arrive. The control signals for the cells travel up the sides of the stack. | "The Turing Machines tape is represented by the two stack mechanises seen extending top left and bottom right. Each stack cell can trap 3 gliders using the kickback reaction. This is the reaction that turns a glider through 180 degrees when encountering another at right angles. The traps can be seen as empty rectangles between the denser patterns in the cells. These denser patterns delay the transit of the gliders from one cell to the next so that the destination cell is empty when they arrive. The control signals for the cells travel up the sides of the stack." (Paul Rendell, 2011) | ||
Between the two stacks is the logic to perform serial to parallel and parallel to serial conversion and generate the stack control signals so that one stack performs a push operation and the other performs a pop operation. | "Between the two stacks is the logic to perform serial to parallel and parallel to serial conversion and generate the stack control signals so that one stack performs a push operation and the other performs a pop operation." (Paul Rendell, 2011) | ||
The other item visible is the delay loop for the next state which extends from the centre towards the left top corner underneath the left stack. The next state value is copied from the data read from the finite state machine and sent round this loop to address the finite state machine for the next cycle in conjunction with the symbol popped from one of the stacks." (Paul Rendell, 2011) | "The other item visible is the delay loop for the next state which extends from the centre towards the left top corner underneath the left stack. The next state value is copied from the data read from the finite state machine and sent round this loop to address the finite state machine for the next cycle in conjunction with the symbol popped from one of the stacks." (Paul Rendell, 2011) | ||
===Rule 110 Cellular Automaton=== | ===Rule 110 Cellular Automaton=== | ||
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Paul Rendell, ''A Universal Turing Machine in Conway’s Game of Life''<br /> | Paul Rendell, ''A Universal Turing Machine in Conway’s Game of Life''<br /> | ||
Paul Rendell, ''Turing machine universality of the game of life''<br /> | Paul Rendell, ''Turing machine universality of the game of life''<br /> | ||
Xiphias Press, ''The Universal Mind: The Evolution of Machine Intelligence and Human Psychology''<br /> | |||
http://golly.sourceforge.net<br /> | http://golly.sourceforge.net<br /> | ||
http://conwaylife.com<br /> | http://conwaylife.com<br /> | ||
http://www.binarydigits10.com/articles/conwaysgameoflife<br /> | http://www.binarydigits10.com/articles/conwaysgameoflife<br /> | ||
http://rendell-attic.org/gol/utm/<br /> | http://rendell-attic.org/gol/utm/<br /> | ||
https://github.com/ormanli/Rule-110 | https://github.com/ormanli/Rule-110<br /> | ||
https://en.wikipedia.org/wiki/Rule_110 | https://en.wikipedia.org/wiki/Rule_110 |