GMU:BioArt WS15/Xianzhi Zhang: Difference between revisions

From Medien Wiki
Line 85: Line 85:


"A sliding block memory pattern was constructed by Hickerson, 1990. It uses several constructions which generate gliders at intervals of 120 generations. This is based on the period 30 Gosper gun. These guns fire salvoes of gliders at a block. The sliding block memory uses a salvo of two gliders to decrement the counter by moving it diagonally one space closer. Three gliders are used to increment it by pushing it further away. An additional glider is sent across the pattern during the decrement. This is deleted by the decrement operation when the block is decremented to zero."
"A sliding block memory pattern was constructed by Hickerson, 1990. It uses several constructions which generate gliders at intervals of 120 generations. This is based on the period 30 Gosper gun. These guns fire salvoes of gliders at a block. The sliding block memory uses a salvo of two gliders to decrement the counter by moving it diagonally one space closer. Three gliders are used to increment it by pushing it further away. An additional glider is sent across the pattern during the decrement. This is deleted by the decrement operation when the block is decremented to zero."
<br>(Paul Render, 2015)
<br>(Paul Rendell, 2015)
<br><br>
<br><br>


Line 92: Line 92:
Paul Rendell has implemented a [http://rendell-attic.org/gol/utm/ Universal Turing Machine] in Conway’s Game of Life in 2010. The left picture shows the pattern of it. The right 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 left picture shows the pattern of it. The right Figure shows the general scheme of this Turing Machine.


[[File:Game of Life UTM.png|430px]] [[File:GoL Turing Machine.png|450px]]
[[File:Game of Life UTM.png|400px|left|thumb|Game of Life UTM snapshot]]  
[[File:GoL Turing Machine.png|400px|left|thumb|Diagram of the GoL Turing Machine (Paul Rendell, 2014)]]


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.