cellular automaton

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Jonas Weinz 2017-05-14 23:10:43 +02:00
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commit ec83e4b6ea
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# cellular automaton
for an ascii output run:
```
usage: cellular.py [-h] [--w W] [--code CODE] [--random] [--r R]
one dimensional cellular automaton for k=2
optional arguments:
-h, --help show this help message and exit
--w W field width
--code CODE code for the automaton
--random
--r R radius. can be 1 or 2
```
for opengl output:
```
usage: glCellular.py [-h] [--steps STEPS] [--w W] [--h H] [--fullscreen]
[--window_w WIN_W] [--window_h WIN_H] [--code CODE]
[--random] [--r R]
one dimensional cellular automaton for k=2 with opengl output
optional arguments:
-h, --help show this help message and exit
--steps STEPS steps per second
--w W field width
--h H field height
--fullscreen
--window_w WIN_W window width
--window_h WIN_H window height
--code CODE code for the automaton
--random
--r R radius. can be 1 or 2
```

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cellular_automaton/cellular.py Executable file
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#!/usr/bin/env python3
import numpy as np
import argparse
# cellular automaton functions:
def generatestart(startcondition,border,size):
"""
:param startcondition: r for random numers zero or one
:param border: the size of the border one or two
:param size: size of the whole array
:return: the initialized array to work with
"""
#all cells
cells = np.zeros((size),int)
#cells without borders
writableCells = cells[border:size-border]
#startcondition for seed
if(startcondition == "s"):
cells[size // 2] = 1
#condition for setting random values
else:
for i in range(writableCells.shape[0]):
writableCells[i]=np.round(np.random.rand())
#print(np.shape(writableCells))
return cells
def code2FunctionTable(code, r):
result = {}
c = code
if r == 1:
e = 8
for i in range(2):
for j in range(2):
for k in range(2):
if 2**e > c:
result[(i,j,k)] = 0
else:
result[(i,j,k)] = 1
c -= 2 ** e
e -= 1
elif r == 2:
e = 32
for i in range(2):
for j in range(2):
for k in range(2):
for l in range(2):
for m in range(2):
if 2 ** e > c:
result[(i, j, k, l, m)] = 0
else:
result[(i, j, k, l, m)] = 1
c -= 2 ** e
e -= 1
return result
def getNextCellValue(functionTable, row, pos, r):
if r == 1:
i = row[pos - 1]
j = row[pos]
k = row[pos + 1]
return functionTable[(i,j,k)]
elif r == 2:
i = row[pos - 2]
j = row[pos - 1]
k = row[pos]
l = row[pos + 1]
m = row[pos + 2]
return functionTable[(i,j,k,l,m)]
return None
def calculateNextStep(functionTable, size, row, r):
result = np.zeros((size),int)
for i in range(r, size - r):
result[i] = getNextCellValue(functionTable, row, i, r)
return result
if __name__ == "__main__":
# parsing args:
parser = argparse.ArgumentParser(description="one dimensional cellular automaton for k=2")
#parser.add_argument('--steps', dest='steps', default=20, help='steps per second')
parser.add_argument('--w', dest='w', default=84, help='field width')
#parser.add_argument('--h', dest='h', default=livingSpaceHeight, help='field height')
#parser.add_argument('--fullscreen', dest='fullscreen', action='store_true')
#parser.add_argument('--window_w', dest='win_w', default=window_w, help='window width')
#parser.add_argument('--window_h', dest='win_h', default=window_h, help='window height')
parser.add_argument('--code', dest='code', default='17', help='code for the automaton')
parser.add_argument('--random', dest='random', action='store_true')
parser.add_argument('--r', dest='r', default=1, help='radius. can be 1 or 2')
parser.set_defaults(random=False)
args = parser.parse_args()
r = int(args.r)
c = int(args.code)
size = int(args.w)
startcondition = ""
if args.random:
startcondition = "r"
else:
startcondition = "s"
functionTable = code2FunctionTable(c, r)
print(functionTable)
cells = generatestart(startcondition, r, size)
print(cells)
for i in range(20):
cells = calculateNextStep(functionTable,size,cells, r)
print(cells)

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cellular_automaton/glCellular.py Executable file
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#!/usr/bin/env python3
import pygame
from OpenGL.GL import *
from pygame.locals import *
from cellular import *
import argparse
#TODO: remove global vars
# NOTE: modified python script from a multi color langton's ant implementation, so
# maybe some variable names are a little bit confusing...
pygame.init()
window_w = 1600
window_h = 900
livingSpaceWidth = 84
livingSpaceHeight = 47
creatureW = window_w/(livingSpaceWidth)
creatureH = window_h/(livingSpaceHeight)
FPS = 30
livingSpace = []
livingSpaceColor = []
update_queue = []
old_update_queue = []
# doubled draw buffer because of display double buffering
draw_buffer = []
draw_buffer_old = []
current_iteration = 0
num_colors = 2
color_list = []
code = 0
r = 1
# helper function for colors:
def HSVtoRGB(h,s,v):
c = v*s
x = c*(1-abs((h/60)% 2 -1))
m = v-c
rr=0
gg=0
bb=0
if(h<60):
rr=c
gg=x
bb=0
elif (h < 120):
rr = x
gg = c
bb = 0
elif (h < 180):
rr = 0
gg = c
bb = x
elif (h < 240):
rr=0
gg=x
bb=c
elif (h < 300):
rr = x
gg = 0
bb = c
elif (h < 360):
rr = c
gg = 0
bb = x
return(rr+m,gg+m,bb+m)
def generate_colors():
"""
generate colors linear over HSV Space (one color for every possible state, not yet supported, but maybe in the future)
:return:
"""
global color_list
global num_colors
color_list = []
for i in range(num_colors):
color_list.append(HSVtoRGB(i * 360.0 / num_colors,1,1))
def resize(shape):
"""
Init opengl viewport
:param shape:
:return:
"""
width, height = shape
if height == 0:
height = 1
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0.0, livingSpaceWidth * creatureW, livingSpaceHeight * creatureH, 0.0, -6.0, 0.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def init():
glClearColor(0.0, 0.0, 0.0, 0.0)
def initLivingSpace():
for x in range(livingSpaceWidth):
livingSpace.append([])
livingSpaceColor.append([])
for y in range(livingSpaceHeight):
livingSpace[x].append(0)
rgba = [float(x)/float(livingSpaceWidth), float(livingSpaceWidth-x)/float(livingSpaceWidth), float(y)/float(livingSpaceHeight),0.15]
livingSpaceColor[x].append(rgba)
draw_buffer.append((x,y))
def isAlive(x,y):
return livingSpace[x][y] != 0
def draw():
global draw_buffer
global draw_buffer_old
#glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0.0,0.0,3.0)
glBegin(GL_QUADS)
for column,row in draw_buffer + draw_buffer_old:
r,g,b,a = livingSpaceColor[column][row]
#glColor4f(255, 0, 0, 1.0)
glColor4f(a * r, a * g, a * b, 1.0)
x = column * creatureW
y = row * creatureH
glVertex3f(x,y,0.0)
glVertex3f(x + creatureW-1.0,y,0.0)
glVertex3f(x+creatureW-1,y+creatureH-1,0.0)
glVertex3f(x,y+creatureH-1,0.0)
draw_buffer_old = draw_buffer
draw_buffer = []
def activate(i,j,key = 1):
"""
activate field (i,j)
:param i:
:param j:
:param key:
:return:
"""
livingSpace[i][j] = key
if num_colors > 2:
livingSpaceColor[i][j] = [
color_list[key - 1][0],
color_list[key - 1][1],
color_list[key - 1][2],
1.0
]
else:
livingSpaceColor[i][j][3] = 1.0
update_queue.append((i,j))
def deactivate(i,j):
"""
deactivate field (i,j)
:param i:
:param j:
:return:
"""
livingSpace[i][j] = 0
# correct color:
livingSpaceColor[i][j] = [
float(i) / float(livingSpaceWidth),
float(livingSpaceWidth - i) / float(livingSpaceWidth),
float(j) / float(livingSpaceHeight),
0.6
]
update_queue.append((i,j))
def update_field():
global old_update_queue
global update_queue
old_update_queue = update_queue
update_queue = []
for i,j in old_update_queue:
draw_buffer.append((i,j))
if livingSpace[i][j] <= 0 and livingSpaceColor[i][j][3] > 0.15:
livingSpaceColor[i][j][3] *= 0.98
if livingSpaceColor[i][j][3] < 0.15:
livingSpaceColor[i][j][3] = 0.15
update_queue.append((i,j))
elif livingSpace[i][j] > 0 and livingSpaceColor[i][j][3] > 0.6:
livingSpaceColor[i][j][3] *= 0.98
if livingSpaceColor[i][j][3] < 0.6:
livingSpaceColor[i][j][3] = 0.6
update_queue.append((i,j))
def updateAutomaton(cells):
global livingSpaceWidth
global current_iteration
for i in range(livingSpaceWidth):
if cells[i] != 0:
activate(i, current_iteration)
def main():
global livingSpaceWidth
global livingSpaceHeight
global creatureW
global creatureH
global window_w
global window_h
global color_list
global num_colors
global code
global current_iteration
global r
# parsing args:
parser = argparse.ArgumentParser(description="one dimensional cellular automaton for k=2 with opengl output")
parser.add_argument('--steps', dest='steps', default = 60 , help='steps per second')
parser.add_argument('--w', dest='w', default = livingSpaceWidth, help = 'field width')
parser.add_argument('--h', dest='h', default=livingSpaceHeight, help = 'field height')
parser.add_argument('--fullscreen', dest='fullscreen', action='store_true')
parser.add_argument('--window_w', dest='win_w', default=window_w, help='window width')
parser.add_argument('--window_h', dest='win_h', default=window_h, help='window height')
parser.add_argument('--code', dest='code', default='150', help='code for the automaton')
parser.add_argument('--random', dest='random', action='store_true')
parser.add_argument('--r', dest='r', default=r, help='radius. can be 1 or 2')
parser.set_defaults(fullscreen=False)
parser.set_defaults(random=False)
#parser.set_defaults(configurator=False)
args = parser.parse_args()
steps_per_sec = int(args.steps)
livingSpaceWidth = int(args.w)
livingSpaceHeight = int(args.h)
video_flags = OPENGL | HWSURFACE | DOUBLEBUF
r = int(args.r)
c = int(args.code)
startcondition = ""
if args.random:
startcondition = "r"
else:
startcondition = "s"
functionTable = code2FunctionTable(c, r)
cells = generatestart(startcondition, r, livingSpaceWidth)
# generate colors:
num_colors = 2 # k is fix for now
generate_colors()
if args.fullscreen:
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
dinfo = pygame.display.Info()
window_w = dinfo.current_w
window_h = dinfo.current_h
else:
window_w = int(args.win_w)
window_h = int(args.win_h)
creatureW = window_w / (livingSpaceWidth)
creatureH = window_h / (livingSpaceHeight)
pygame.display.set_mode((window_w,window_h),video_flags)
initLivingSpace()
updateAutomaton(cells)
resize((window_w, window_h))
init()
clock = pygame.time.Clock()
frames = 0
counter = 0
logic_frame_pause = FPS / float(steps_per_sec)
field_draws = 0
#main loop:
while True:
ticktime = clock.tick(FPS)
#print ticktime
event = pygame.event.poll()
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
break
update_field();
draw()
field_draws += len(draw_buffer) + len(draw_buffer_old)
frames += 1
if frames % FPS == 0:
print("average field draws per frame: " + str(field_draws/FPS))
field_draws = 0
pygame.display.flip()
counter += 1
if current_iteration < livingSpaceHeight-1:
if counter > logic_frame_pause:
cells = calculateNextStep(functionTable, livingSpaceWidth, cells, r)
current_iteration += 1
updateAutomaton(cells)
print(current_iteration)
counter = 0
if __name__ == '__main__':
main()