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Table of content
A. One dimensional cellular automata
I. Totalistic
II. Elementary
III. Continuous
IV. Stochastic
B. Two dimensional cellular automata:
I. Totalistic
1 Triangular tessellation
1.1 Rule 3,5/4
1.1.1 Random soup
1.1.2 Spaceships
1.3 Single point
1.2.1 Unity rule with memory
1.2.2 Parity rule with memory
2 Square tessellation
2.1 Rule 2,3/3: Conway's life
2.1.1 Random soup
2.1.2 Spaceships
2.2 Single point
2.2.1 Unity rule with memory
2.2.2 Parity rule with memory
2.3 Brian's brain
2.4 Forest fire
3 Pentagonal tessellation (Cairo)
3.1 Rule 2,4/3,4,6
3.1.1 Random soup
3.1.2 Spaceships
3.1.3 Oscillators
3.2 Single point
3.2.1 Unity rule with memory
3.2.2 Parity rule with memory
4 Hexagonal tessellation
4.1 Rule 3/2
4.1.1 Random soup
4.1.2 Spaceships
4.1.2 Oscillators
4.2 Single point
4.2.1 Unity rule with memory
4.2.2 Parity rule with memory
4.3 Forest fire
5 1-uniform tiling 488
5.1 Sparkling fire: Rule 2,3,5/2/5
5.1.1 Random soup
5.2 Single point
5.2.1 Unity rule with memory
6 1-uniform tiling 31212
6.1 Sparkling fire: Rule 2,3,5/2/5
6.1.1 Random soup
6.2 Single point
5.2.1 Rule 3,4,5,6,10,11/1,2,3,5,11 with 19 states
Frame Rate:
The rules are written using K1,K2,..../B1,B2,.... where the Ki specify the number of live neighbors required to keep (K for keep) a living cell alive, and the Bi give the number required to bring (B for birth) a non-living cell to life. So 3/2 means a that 3 live neighbours are required to keep the cell alive and 2 live neighbours are required for birth.