The auto-zoom function automatically expands the grid size (by adding more columns & rows of cells), in order to delay screen-wrapping, and thus keeps the entire growing seed within view.
This is a test of the "hold" setting within the auto-zoom function. "Hold" setting stops the expansion at a user-specified time-step, and allows the growing seed to reach the grid edges, and then screen-wrap. This setting is useful if we want to get a close-up view of the seed's initial growth, but also want to set a maximum grid size in advance to allow screen-wrapping to occur.
Next test will check if auto-zoom works properly with a hexagonally-shaped grid of cells (instead of the usual square-shaped grid).
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),
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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.
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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 Grid: size starts at 20 x 20 (columns x rows), and expands to maintain the growing seed in-frame, ending at 140 x 140 on the final time-step 292.
Periodic boundary conditions: horizontal & vertical dimensions wrap across opposite edges, giving a topology equivalent to the 2-dimensional surface of a 3-dimensional torus (doughnut/donut).
Neighborhood: semi-totalistic (details to be published at a future date),
Rule-set 378 full designation: 81008 - 3092 - 1208 - 436873,
This rule-set was found using the "celebrity search" method -- randomly cross-breeding existing rule-sets (popular ones, a measured by views & likes).
Time: 292 steps (display rate 5 fps). The first & final frames are shown for 1 & 2 seconds, respectively.
Live cell population: starts at 12, reaches a maximum of 2529 on time-step 95, and ends with 2378 on the final time-step 292.
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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