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jknilinux:

--- Quote from: Numsgil ---
--- Quote from: jknilinux ---but if we make a bot a huge cluster of cells (say... 100), then the universe would be much more analog in nature for the bot. In fact, the larger you make the bot in comparison to single cells in the grid, the more analog it becomes. You just need to find a compromise between speed and detail.
--- End quote ---

Yes, that's very true.

--- End quote ---

So, is it possible to use the hashlife algorithm on this implementation?

Numsgil:

--- Quote from: Houshalter ---
--- Quote ---Maybe it's that by CA, I mean an automata obeying very simple mathematical rules, such as those used in conway's game of life. Here, a bot, and even shots, are far too complex to be simulated by single cells. The simplest moving pattern in GoL is 5 cells in size, and a replicating pattern has not yet been discovered, probably because it is suspected to be thousands, if not millions of cells in size.

What you're describing sounds like Evolve 4.0, which does use discrete cells but is not a cellular automaton.


Basically, what I'm suggesting is not programming in any sort of physics, and letting the physics itself emerge out of the cellular automata. CGoL didn't have any physics programmed into it, flying and stationary objects emerged naturally.
--- End quote ---

CGoL is pretty well studied, but many CA rulesets aren't. My idea is to take a CA, say CGoL, and create a massive, massive random starting seed, as large as is possible. Possibly hundreds of thousands, if not millions, or even billions of cells. Maybe use some kind of compression software. The more rules and states, the more interesting the results will be. Also make sure to have random mutations, like every so often the simulator screws up on purpose. Once you have something so massive you can start to have interesting results. Imagine an outsider examining our own universe, but only by examining several atoms interacting with each other in empty space. They would know nothing of galaxys and planets and life, or any other complex structures in our universe because they only examined a small part of it. Anyways this way you don't have to do the work of programing db into a CA because (hopefully) the rules you started with will allow for a unique kind of life.

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You could do this with GoL or one of the other so called "class 4" CAs, though it's not really consistent with Darwinbots.  So it would be a separate thing altogether.

I would, though, state the "no free lunch" maxim here.  No matter how good your hashing, the resulting CA is not going to be able to provide more processing power than the machine it's being run on.


--- Quote from: jknilinux ---
--- Quote from: Numsgil ---
--- Quote from: jknilinux ---but if we make a bot a huge cluster of cells (say... 100), then the universe would be much more analog in nature for the bot. In fact, the larger you make the bot in comparison to single cells in the grid, the more analog it becomes. You just need to find a compromise between speed and detail.
--- End quote ---

Yes, that's very true.

--- End quote ---

So, is it possible to use the hashlife algorithm on this implementation?

--- End quote ---

Yes, but I imagine the cache thrashing it would cause on modern processors would make it less useful than it sounds.  Generally speaking in the time it takes to read from main memory a processor could process lots of instructions.  To the point where it's often easier to calculate something instead of looking it up in a large table.  In the case of hashlife, it's taking advantage of the fact that the neighborhood is quite small, but for something where you have a larger neighborhood it's usefulness quickly drops off.

jknilinux:
The neighborhood doesn't necessarily have to be larger... right?

jknilinux:
nums, what do you mean by having a larger neighborhood? Does it necessarily have to be larger? why?

Numsgil:
It doesn't have to be larger.  But a smaller neighborhood necessarily limits the interactions between cells.

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