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//! Cellular Automaton (singular) and Cellular Automata (plural)
//! https://en.wikipedia.org/wiki/Cellular_automaton
//!
//! Conway's Game of Life is one cellular automaton.
//! https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
//!
//! Ideas for more cellular automata:
//! https://en.wikipedia.org/wiki/Langton%27s_ant
//! https://conwaylife.com/wiki/OCA:Maze
//! https://conwaylife.com/wiki/OCA:Life_without_death
//! https://conwaylife.com/wiki/OCA:Seeds
//! https://en.wikipedia.org/wiki/Brian's_Brain
use super::{Image, ImageSize, HtmlLog};
use std::marker::PhantomData;
/// `CARule` is a trait that defines the behavior of a single cell within a cellular automaton
/// based on its current state and the states of its eight neighboring cells.
///
/// This trait can be implemented for different rule sets, allowing for the simulation
/// of various cellular automata beyond Conway's Game of Life, such as Highlife or Wireworld.
pub trait CARule {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8;
}
#[derive(Debug)]
pub struct CellularAutomaton<R: CARule> {
current: Image,
next: Image,
outside_color: Option<u8>,
_rule: PhantomData<R>,
}
impl<R: CARule> CellularAutomaton<R> {
#[allow(dead_code)]
pub fn new(size: ImageSize, outside_color: Option<u8>) -> Self {
Self {
current: Image::zero(size.width, size.height),
next: Image::zero(size.width, size.height),
outside_color,
_rule: PhantomData,
}
}
#[allow(dead_code)]
pub fn with_image(image: &Image, outside_color: Option<u8>) -> Self {
Self {
current: image.clone(),
next: image.clone_zero(),
outside_color,
_rule: PhantomData,
}
}
#[allow(dead_code)]
pub fn step(&mut self, count: u8) {
for _ in 0..count {
self.step_once();
}
}
#[allow(dead_code)]
pub fn step_and_log(&mut self, count: u8) {
HtmlLog::image(&self.current);
for _ in 0..count {
self.step_once();
HtmlLog::image(&self.current);
}
}
#[allow(dead_code)]
pub fn images_for_n_steps(&mut self, count: u8) -> Vec<Image> {
let mut images = Vec::<Image>::new();
images.push(self.current.clone());
for _ in 0..count {
self.step_once();
images.push(self.current.clone());
}
images
}
pub fn step_once(&mut self) {
for y in 0..self.current.height() {
for x in 0..self.current.width() {
// Obtain the 8 neighbor values
let mut neighbors: [u8; 8] = [0; 8];
let mut index: usize = 0;
for i in -1..=1 {
for j in -1..=1 {
if i == 0 && j == 0 {
continue;
}
let value: u8 = if let Some(outside_color) = self.outside_color {
self.current.get(x as i32 + i, y as i32 + j).unwrap_or(outside_color)
} else {
self.current.get_wrap(x as i32 + i, y as i32 + j).unwrap_or(0)
};
neighbors[index] = value;
index += 1;
}
}
// Get center value
let center: u8 = self.current.get(x as i32, y as i32).unwrap_or(0);
// Apply the rules
let set_value: u8 = R::apply(center, &neighbors);
_ = self.next.set(x as i32, y as i32, set_value);
}
}
std::mem::swap(&mut self.current, &mut self.next);
}
#[allow(dead_code)]
pub fn image(&self) -> &Image {
&self.current
}
}
pub mod rule {
/// https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
///
/// - Any live cell with fewer than two live neighbours dies, as if by underpopulation.
/// - Any live cell with two or three live neighbours lives on to the next generation.
/// - Any live cell with more than three live neighbours dies, as if by overpopulation.
/// - Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
///
/// These rules, which compare the behavior of the automaton to real life, can be condensed into the following:
///
/// - Any live cell with two or three live neighbours survives.
/// - Any dead cell with three live neighbours becomes a live cell.
/// - All other live cells die in the next generation. Similarly, all other dead cells stay dead.
pub struct GameOfLife;
impl super::CARule for GameOfLife {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8 {
let alive_count: usize = neighbors.iter().filter(|&&value| value > 0).count();
match (center, alive_count) {
(0, 3) => 1,
(1, 2) => 1,
(1, 3) => 1,
_ => 0,
}
}
}
/// GameOfLife with extra states
///
/// 0 = dead
/// 1 = alive
/// 2 = just born
/// 3 = just dead
pub struct GameOfLifeExtra;
impl super::CARule for GameOfLifeExtra {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8 {
let alive_count = neighbors.iter().filter(|&&state| state == 1 || state == 2).count();
if (center == 1 || center == 2) && (alive_count < 2 || alive_count > 3) {
// Any live cell with fewer than two live neighbours dies, as if by underpopulation.
// Any live cell with more than three live neighbours dies, as if by overpopulation.
return 3; // just dead
}
if (center == 1 || center == 2) && (alive_count == 2 || alive_count == 3) {
// Any live cell with two or three live neighbours lives on to the next generation.
return 1; // alive
}
if (center == 0 || center == 3) && (alive_count == 3) {
// Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
return 2; // just born
}
if center == 0 {
// dead stays dead
return 0; // dead
}
if center == 3 {
// "just dead" becomes fully dead
return 0; // dead
}
// anything else becomes "just dead"
3 // just dead
}
}
/// https://conwaylife.com/wiki/OCA:HighLife
///
/// Cells survive from one generation to the next if they have 2 or 3 neighbours, and are born if they have 3 or 6 neighbours.
pub struct HighLife;
impl super::CARule for HighLife {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8 {
let alive_count: usize = neighbors.iter().filter(|&&value| value > 0).count();
match (center, alive_count) {
// A dead cell with exactly three or six neighbors becomes a live cell
(0, 3) | (0, 6) => 1,
// A live cell with two or three neighbors stays alive
(1, 2) | (1, 3) => 1,
// In all other cases, the cell dies or remains dead
_ => 0,
}
}
}
/// https://en.wikipedia.org/wiki/Wireworld
///
/// 0 = empty
/// 1 = electron head
/// 2 = electron tail
/// 3 = conductor
pub struct Wireworld;
impl super::CARule for Wireworld {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8 {
if center == 1 { // electron head
return 2; // electron tail
}
if center == 2 { // electron tail
return 3; // conductor
}
let electron_head_count: usize = neighbors.iter().filter(|&&value| value == 1).count();
if center == 3 && (electron_head_count == 1 || electron_head_count == 2) { // conductor with 1 or 2 electron heads
return 1; // electron head
}
center
}
}
/// https://conwaylife.com/wiki/OCA:Serviettes
/// also known as "Persian rugs"
pub struct Serviettes;
impl super::CARule for Serviettes {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8 {
let alive_count: usize = neighbors.iter().filter(|&&value| value > 0).count();
match (center, alive_count) {
// A dead cell with 2, 3, 4 becomes alive
(0, 2) | (0, 3) | (0, 4) => 1,
// In all other cases, the cell dies or remains dead
_ => 0,
}
}
}
/// Create a cave system
/// https://www.roguebasin.com/index.php/Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels
/// http://pixelenvy.ca/wa/ca_cave.html
pub struct Cave;
impl super::CARule for Cave {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8 {
let alive_count: usize = neighbors.iter().filter(|&&value| value > 0).count();
if alive_count < 4 {
return 0;
}
if alive_count > 5 {
return 1;
}
center
}
}
/// Create a maze
/// https://conwaylife.com/wiki/OCA:Maze
pub struct Maze;
impl super::CARule for Maze {
fn apply(center: u8, neighbors: &[u8; 8]) -> u8 {
let alive_count: usize = neighbors.iter().filter(|&&value| value > 0).count();
if alive_count == 3 {
return 1;
}
if alive_count < 1 || alive_count > 5 {
return 0;
}
center
}
}
} // mod rule
#[cfg(test)]
mod tests {
use super::*;
use crate::arc::ImageTryCreate;
#[test]
fn test_10000_gameoflife_glider() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0,
0, 1, 0, 1, 0, 0,
0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(6, 6, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::GameOfLife>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 1, 0,
0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(6, 6, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_10001_gameoflife_glider_wraparound() {
// Act
let pixels: Vec<u8> = vec![
0, 1, 0, 0, 0,
1, 1, 0, 0, 1,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 0, 0, 0, 0,
];
let input: Image = Image::try_create(5, 5, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::GameOfLife>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 1, 0, 0, 1,
1, 1, 0, 0, 0,
1, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(5, 5, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_10002_gameoflife_glider_use_outside_color() {
// Act
let pixels: Vec<u8> = vec![
0, 1, 0, 0, 0,
1, 1, 0, 0, 1,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 0, 0, 0, 0,
];
let input: Image = Image::try_create(5, 5, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::GameOfLife>::with_image(&input, Some(0));
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
1, 1, 0, 0, 0,
1, 1, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(5, 5, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_20000_gameoflife_extra_glider() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0,
0, 1, 0, 1, 0, 0,
0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(6, 6, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::GameOfLifeExtra>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 2, 3, 0, 0,
0, 3, 0, 1, 2, 0,
0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(6, 6, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_20001_gameoflife_extra_glider() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 2, 3, 0, 0,
0, 3, 0, 1, 2, 0,
0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(6, 6, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::GameOfLifeExtra>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 3, 2, 0, 0,
0, 0, 0, 3, 1, 0,
0, 0, 1, 1, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(6, 6, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_30000_highlife_predecessor_replicator() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 1, 0,
0, 1, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(6, 6, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::HighLife>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 1, 0, 0,
0, 0, 1, 1, 0, 0,
0, 1, 0, 1, 0, 0,
1, 1, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(6, 6, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_40000_wireworld_diode() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 3, 3, 0, 0, 0,
3, 2, 1, 0, 3, 3, 3, 3,
0, 0, 0, 3, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(8, 5, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::Wireworld>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 3, 0, 0, 0,
3, 3, 2, 0, 3, 3, 3, 3,
0, 0, 0, 1, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(8, 5, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_40001_wireworld_diode() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 3, 3, 0, 0, 0,
3, 2, 1, 3, 0, 3, 3, 3,
0, 0, 0, 3, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(8, 5, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::Wireworld>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 3, 0, 0, 0,
3, 3, 2, 1, 0, 3, 3, 3,
0, 0, 0, 1, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(8, 5, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_50000_serviettes() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0, 0,
0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(6, 6, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::Serviettes>::with_image(&input, None);
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0, 0,
0, 1, 0, 0, 1, 0,
0, 1, 0, 0, 1, 0,
0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0,
];
let expected: Image = Image::try_create(6, 6, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_60000_cave() {
// Act
let pixels: Vec<u8> = vec![
1, 1, 0, 1, 0, 1, 0, 1, 1, 1,
1, 0, 0, 1, 0, 0, 0, 1, 0, 1,
0, 1, 0, 1, 1, 0, 1, 1, 0, 1,
0, 1, 1, 1, 0, 0, 1, 1, 1, 1,
0, 0, 1, 1, 1, 0, 0, 0, 1, 1,
0, 0, 1, 1, 1, 1, 0, 1, 0, 0,
0, 1, 1, 0, 0, 0, 0, 1, 1, 0,
0, 0, 0, 0, 1, 0, 1, 0, 1, 1,
1, 1, 1, 1, 0, 1, 1, 0, 0, 0,
1, 1, 0, 1, 0, 0, 0, 0, 0, 0
];
let input: Image = Image::try_create(10, 10, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::Cave>::with_image(&input, Some(0));
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 1, 1, 0,
0, 0, 1, 1, 0, 0, 1, 1, 1, 0,
0, 0, 1, 1, 0, 0, 0, 1, 1, 1,
0, 0, 1, 1, 1, 0, 0, 0, 1, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0, 0, 0, 0, 0
];
let expected: Image = Image::try_create(10, 10, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
#[test]
fn test_70000_maze() {
// Act
let pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 1, 1, 0, 0,
0, 0, 1, 1, 0, 0, 1, 1, 0, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
0, 0, 1, 1, 1, 1, 0, 1, 0, 0,
0, 0, 1, 0, 0, 0, 0, 1, 0, 0,
0, 0, 0, 0, 1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
];
let input: Image = Image::try_create(10, 10, pixels).expect("image");
let mut ca: CellularAutomaton<_> = CellularAutomaton::<rule::Maze>::with_image(&input, Some(0));
// Act
ca.step_once();
let actual: Image = ca.current;
// Assert
let expected_pixels: Vec<u8> = vec![
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 1, 0, 0, 0, 1, 1, 0, 0,
0, 1, 1, 0, 1, 0, 0, 1, 0, 0,
0, 1, 1, 0, 1, 1, 1, 1, 0, 0,
0, 0, 1, 0, 0, 0, 0, 1, 0, 0,
0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
];
let expected: Image = Image::try_create(10, 10, expected_pixels).expect("image");
assert_eq!(actual, expected);
}
}