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135 lines
3.8 KiB
Text
135 lines
3.8 KiB
Text
# 1D Cellular Automota
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Assume an array of cells with an initial distribution of live and dead cells, and imaginary cells off the end of the array having fixed values.
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Cells in the next generation of the array are calculated based on the value of the cell and its left and right nearest neighbours in the current generation.
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If, in the following table, a live cell is represented by 1 and a dead cell by 0 then to generate the value of the cell at a particular index in the array of cellular values you use the following table:
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000 -> 0 #
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001 -> 0 #
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010 -> 0 # Dies without enough neighbours
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011 -> 1 # Needs one neighbour to survive
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100 -> 0 #
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101 -> 1 # Two neighbours giving birth
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110 -> 1 # Needs one neighbour to survive
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111 -> 0 # Starved to death.
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I had originally written an implementation of this in RETRO 11. For RETRO 12 I took advantage of new language features and some further considerations into the rules for this task.
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The first word, `string,` inlines a string to `here`. I'll use this to setup the initial input.
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~~~
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:string, (s-) [ , ] s:for-each #0 , ;
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~~~
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The next two lines setup an initial generation and a buffer for the evolved generation. In this case, `This` is the current generation and `Next` reflects the next step in the evolution.
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~~~
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'This d:create
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'.###.##.#.#.#.#..#.. string,
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'Next d:create
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'.................... string,
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~~~
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I use `display` to show the current generation.
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~~~
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:display (-)
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&This s:put nl ;
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~~~
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As might be expected, `update` copies the `Next` generation to the `This` generation, setting things up for the next cycle.
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~~~
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:update (-)
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&Next &This dup s:length copy ;
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~~~
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The word `group` extracts a group of three cells. This data will be passed to `evolve` for processing.
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~~~
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:group (a-nnn)
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[ fetch ]
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[ n:inc fetch ]
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[ n:inc n:inc fetch ] tri ;
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~~~
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I use `evolve` to decide how a cell should change, based on its initial state with relation to its neighbors.
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In the prior implementation this part was much more complex as I tallied things up and had separate conditions for each combination. This time I take advantage of the fact that only cells with two neighbors will be alive in the next generation. So the process is:
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- take the data from `group`
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- compare to `$#` (for living cells)
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- add the flags
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- if the result is `#-2`, the cell should live
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- otherwise it'll be dead
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~~~
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:evolve (nnn-c)
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[ $# eq? ] tri@ + +
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#-2 eq? [ $# ] [ $. ] choose ;
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~~~
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For readability I separated out the next few things. `at` takes an index and returns the address in `This` starting with the index.
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~~~
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:at (n-na)
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&This over + ;
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~~~
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The `record` word adds the evolved value to a buffer. In this case my `generation` code will set the buffer to `Next`.
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~~~
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:record (c-)
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buffer:add n:inc ;
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~~~
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And now to tie it all together. Meet `generation`, the longest bit of code in this sample. It has several bits:
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- setup a new buffer pointing to `Next`
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- this also preserves the old buffer
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- setup a loop for each cell in `This`
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- initial loop index at -1, to ensure proper dummy state for first cell
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- get length of `This` generation
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- perform a loop for each item in the generation, updating `Next` as it goes
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- copy `Next` to `This` using `update`.
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~~~
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:generation (-)
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[ &Next buffer:set
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#-1 &This s:length
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[ at group evolve record ] times drop
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update
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] buffer:preserve ;
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~~~
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The last bit is a helper. It takes a number of generations and displays the state, then runs a `generation`.
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~~~
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:generations (n-)
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[ display generation ] times ;
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~~~
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And a text. The output should be:
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.###.##.#.#.#.#..#..
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.#.#####.#.#.#......
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..##...##.#.#.......
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..##...###.#........
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..##...#.##.........
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..##....###.........
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..##....#.#.........
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..##.....#..........
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..##................
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..##................
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~~~
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#10 generations
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~~~
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