bionic (3) Math::PlanePath::UlamWarburton.3pm.gz

Provided by: libmath-planepath-perl_125-1_all bug

NAME

       Math::PlanePath::UlamWarburton -- growth of a 2-D cellular automaton

SYNOPSIS

        use Math::PlanePath::UlamWarburton;
        my $path = Math::PlanePath::UlamWarburton->new;
        my ($x, $y) = $path->n_to_xy (123);

DESCRIPTION

       This is the pattern of a cellular automaton studied by Ulam and Warburton, numbering cells by growth tree
       row and anti-clockwise within the rows.

                                      94                                  9
                                   95 87 93                               8
                                      63                                  7
                                   64 42 62                               6
                                65    30    61                            5
                             66 43 31 23 29 41 60                         4
                          69    67    14    59    57                      3
                       70 44 68    15  7 13    58 40 56                   2
              96    71    32    16     3    12    28    55    92          1
           97 88 72 45 33 24 17  8  4  1  2  6 11 22 27 39 54 86 91   <- Y=0
              98    73    34    18     5    10    26    53    90         -1
                       74 46 76    19  9 21    50 38 52       ...        -2
                          75    77    20    85    51                     -3
                             78 47 35 25 37 49 84                        -4
                                79    36    83                           -5
                                   80 48 82                              -6
                                      81                                 -7
                                   99 89 101                             -8
                                     100                                 -9

                                      ^
           -9 -8 -7 -6 -5 -4 -3 -2 -1 X=0 1  2  3  4  5  6  7  8  9

       The growth rule is that a given cell grows up, down, left and right, but only if the new cell has no
       neighbours (up, down, left or right).  So the initial cell "a" is N=1,

                       a                  initial depth=0 cell

       The next row "b" cells are numbered N=2 to N=5 anti-clockwise from the right,

                       b
                    b  a  b               depth=1
                       b

       Likewise the next row "c" cells N=6 to N=9.  The "b" cells only grow outwards as 4 "c"s since the other
       positions would have neighbours in the existing "b"s.

                       c
                       b
                 c  b  a  b  c            depth=2
                       b
                       c

       The "d" cells are then N=10 to N=21, numbered following the previous row "c" cell order and then anti-
       clockwise around each.

                       d
                    d  c  d
                 d     b     d
              d  c  b  a  b  c  d         depth=3
                 d     b     d
                    d  c  d
                       d

       There's only 4 "e" cells since among the "d"s only the X,Y axes won't have existing neighbours (the "b"s
       and "d"s).

                       e
                       d
                    d  c  d
                 d     b     d
           e  d  c  b  a  b  c  d  e      depth=4
                 d     b     d
                    d  c  d
                       d
                       e

       In general the pattern always grows by 1 outward along the X and Y axes and travels into the quarter
       planes between with a diamond shaped tree pattern which fills 11 of 16 cells in each 4x4 square block.

   Tree Row Ranges
       Counting depth=0 as the N=1 at the origin and depth=1 as the next N=2,3,4,5 generation, the number of
       cells in a row is

           rowwidth(0) = 1
             then
           rowwidth(depth) = 4 * 3^((count_1_bits(depth) - 1)

       So depth=1 has 4*3^0=4 cells, as does depth=2 at N=6,7,8,9.  Then depth=3 has 4*3^1=12 cells N=10 to N=21
       because depth=3=0b11 has two 1-bits in binary.  The N start and end for a row is the cumulative total of
       those before it,

           Ndepth(depth) = 1 + (rowwidth(0) + ... + rowwidth(depth-1))

           Nend(depth) = rowwidth(0) + ... + rowwidth(depth)

       For example depth 3 ends at N=(1+4+4)=9.

           depth    Ndepth   rowwidth     Nend
             0          1         1           1
             1          2         4           5
             2          6         4           9
             3         10        12          21
             4         22         4          25
             5         26        12          37
             6         38        12          49
             7         50        36          85
             8         86         4          89
             9         90        12         101

       For a power-of-2 depth the Ndepth is

           Ndepth(2^a) = 2 + 4*(4^a-1)/3

       For example depth=4=2^2 starts at N=2+4*(4^2-1)/3=22, or depth=8=2^3 starts N=2+4*(4^3-1)/3=86.

       Further bits in the depth value contribute powers-of-4 with a tripling for each bit above.  So if the
       depth number has bits a,b,c,d,etc in descending order,

           depth = 2^a + 2^b + 2^c + 2^d ...       a>b>c>d...
           Ndepth = 2 + 4*(-1
                           +       4^a
                           +   3 * 4^b
                           + 3^2 * 4^c
                           + 3^3 * 4^d + ... ) / 3

       For example depth=6 = 2^2+2^1 is Ndepth = 2 + (1+4*(4^2-1)/3) + 4^(1+1) = 38.  Or depth=7 = 2^2+2^1+2^0
       is Ndepth = 1 + (1+4*(4^2-1)/3) + 4^(1+1) + 3*4^(0+1) = 50.

   Self-Similar Replication
       The diamond shape depth=1 to depth=2^level-1 repeats three times.  For example an "a" part going to the
       right of the origin "O",

                   d
                 d d d
           |   a   d   c
         --O a a a * c c c ...
           |   a   b   c
                 b b b
                   b

       The 2x2 diamond shaped "a" repeats pointing up, down and right as "b", "c" and "d".  This resulting 4x4
       diamond then likewise repeats up, down and right.  The same happens in the other quarters of the plane.

       The points in the path here are numbered by tree rows rather than in this sort of replication, but the
       replication helps to see the structure of the pattern.

   Half Plane
       Option "parts => '2'" confines the pattern to the upper half plane "Y>=0",

           parts => "2"

                             28                           6
                             21                           5
                       29 22 16 20 27                     4
                             11                           3
                 30       12  6 10       26               2
                 23    13     3     9    19               1
           31 24 17 14  7  4  1  2  5  8 15 18 25     <- Y=0
           --------------------------------------
           -6 -5 -4 -3 -2 -1 X=0 1  2  3  4  5  6

       Points are still numbered anti-clockwise around so X axis N=1,2,5,8,15,etc is the first of row depth=X.
       X negative axis N=1,4,7,14,etc is the last of row depth=-X.  For depth=0 point N=1 is both the first and
       last of that row.

       Within a row a line from point N to N+1 is always a 45-degree angle.  This is true of each 3 direct
       children, but also across groups of children by symmetry.  For this parts=2 the lines from the last of
       one row to the first of the next are horizontal, making an attractive pattern of diagonals and then
       across to the next row horizontally.  For parts=4 or parts=1 the last to first lines are at various
       different slopes and so upsets the pattern.

   One Quadrant
       Option "parts => '1'" confines the pattern to the first quadrant,

           parts => "1"  to depth=14

           14  |  73
           13  |  63
           12  |  53 62 72
           11  |  49
           10  |  39 48       71
            9  |  35    47    61
            8  |  31 34 38 46 52 60 70
            7  |  29    45    59
            6  |  19 28       69          67
            5  |  15    27                57
            4  |  11 14 18 26       68 58 51 56 66
            3  |   9    25    23          43
            2  |   5  8    24 17 22    44 37 42       65
            1  |   3     7    13    21    33    41    55
           Y=0 |   1  2  4  6 10 12 16 20 30 32 36 40 50 54 64
               +-----------------------------------------------
                 X=0  1  2  3  4  5  6  7  8  9 10 11 12 13 14

       X axis N=1,2,4,6,10,etc is the first of each row X=depth.  Y axis N=1,3,5,9,11,etc is the last similarly
       Y=depth.

       In this arrangement horizontal arms have even N and vertical arms have odd N.  For example the vertical
       at X=8 N=30,33,37,etc has N odd from N=33 up and when it turns to horizontal at N=42 or N=56 it switches
       to N even.  The children of N=66 are not shown but the verticals from there are N=79 below and N=81 above
       and so switch to odd again.

       This odd/even pattern is true of N=2 horizontal and N=3 vertical and thereafter is true due to each row
       having an even number of points and the self-similar replications in the pattern,

           |\          replication
           | \            block 0 to 1 and 3
           |3 \           and block 0 block 2 less sides
           |----
           |\ 2|\
           | \ | \
           |0 \|1 \
           ---------

       Block 0 is the base and is replicated as block 1 and in reverse as block 3.  Block 2 is a further copy of
       block 0, but the two halves of block 0 rotated inward 90 degrees, so the X axis of block 0 becomes the
       vertical of block 2, and the Y axis of block 0 the horizontal of block 2.  Those axis parts are dropped
       since they're already covered by block 1 and 3 and dropping them flips the odd/even parity to match the
       vertical/horizontal flip due to the 90-degree rotation.

   Octant
       Option "parts => 'octant'" confines the pattern to the first eighth of the plane 0<=Y<=X.

           parts => "octant"

             7 |                         47     ...
             6 |                      48 36 46
             5 |                   49    31    45
             4 |                50 37 32 27 30 35 44
             3 |             14    51    24    43    41
             2 |          15 10 13    25 20 23    42 34 40
             1 |        5     8    12    18    22    29    39
           Y=0 |  1  2  3  4  6  7  9 11 16 17 19 21 26 28 33 38
               +-------------------------------------------------
                X=0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

       In this arrangement N=1,2,3,4,6,7,etc on the X axis is the first N of each row ("tree_depth_to_n()").

   Upper Octant
       Option "parts => 'octant_up'" confines the pattern to the upper octant 0<=X<=Y of the first quadrant.

           parts => "octant_up"

             8 | 16 17 19 22 26 29 34 42
             7 | 15    21    28    41
             6 | 10 14    38 33 40
             5 |  8    13    39
             4 |  6  7  9 12
             3 |  5    11
             2 |  3  4
             1 |  2
           Y=0 |  1
               +--------------------------
                 X=0 1  2  3  4  5  6  7

       In this arrangement N=1,2,3,5,6,8,etc on the Y axis the last N of each row ("tree_depth_to_n_end()").

   N Start
       The default is to number points starting N=1 as shown above.  An optional "n_start" can give a different
       start, in the same pattern.  For example to start at 0,

           n_start => 0

                          29                       5
                       30 22 28                    4
                          13                       3
                       14  6 12                    2
              31    15     2    11    27           1
           32 23 16  7  3  0  1  5 10 21 26    <- Y=0
              33    17     4     9    25          -1
                       18  8 20       37          -2
                          19                      -3
                       34 24 36                   -4
                          35                      -5

                           ^
           -5 -4 -3 -2 -1 X=0 1  2  3  4  5

FUNCTIONS

       See "FUNCTIONS" in Math::PlanePath for behaviour common to all path classes.

       "$path = Math::PlanePath::UlamWarburton->new ()"
       "$path = Math::PlanePath::UlamWarburton->new (parts => $str, n_start => $n)"
           Create and return a new path object.  The "parts" option (a string) can be

               "4"     the default
               "2"
               "1"

   Tree Methods
       "@n_children = $path->tree_n_children($n)"
           Return the children of $n, or an empty list if $n has no children (including when "$n < 1", ie.
           before the start of the path).

           The children are the cells turned on adjacent to $n at the next row.  The way points are numbered
           means that when there's multiple children they're consecutive N values, for example at N=6 the
           children are 10,11,12.

   Tree Descriptive Methods
       "@nums = $path->tree_num_children_list()"
           Return a list of the possible number of children in $path.  This is the set of possible return values
           from "tree_n_num_children()".  The possible children varies with the "parts",

               parts     tree_num_children_list()
               -----     ------------------------
                 4             0, 1,    3, 4        (the default)
                 2             0, 1, 2, 3
                 1             0, 1, 2, 3

           parts=4 has 4 children at the origin N=0 and thereafter either 0, 1 or 3.

           parts=2 and parts=1 can have 2 children on the boundaries where the 3rd child is chopped off,
           otherwise 0, 1 or 3.

       "$n_parent = $path->tree_n_parent($n)"
           Return the parent node of $n, or "undef" if "$n <= 1" (the start of the path).

   Level Methods
       "($n_lo, $n_hi) = $path->level_to_n_range($level)"
           Return "$n_lo = $n_start" and

               parts    $n_hi
               -----    -----
                 4      $n_start + (16*4**$level - 4) / 3
                 2      $n_start + ( 8*4**$level - 5) / 3  +  2*2**$level
                 1      $n_start + ( 4*4**$level - 4) / 3  +  2*2**$level

           $n_hi is "tree_depth_to_n_end(2**($level+1) - 1".

OEIS

       This cellular automaton is in Sloane's Online Encyclopedia of Integer Sequences as

           <http://oeis.org/A147582> (etc)

           parts=4
             A147562   total cells to depth, being tree_depth_to_n() n_start=0
             A147582   added cells at depth

           parts=2
             A183060   total cells to depth=n in half plane
             A183061   added cells at depth=n

           parts=1
             A151922   total cells to depth=n in quadrant
             A079314   added cells at depth=n

       The A147582 new cells sequence starts from n=1, so takes the innermost N=1 single cell as row n=1, then
       N=2,3,4,5 as row n=2 with 5 cells, etc.  This makes the formula a binary 1-bits count on n-1 rather than
       on N the way rowwidth() above is expressed.

       The 1-bits-count power 3^(count_1_bits(depth)) part of the rowwidth() is also separately in A048883, and
       as n-1 in A147610.

SEE ALSO

       Math::PlanePath, Math::PlanePath::UlamWarburtonQuarter, Math::PlanePath::LCornerTree,
       Math::PlanePath::CellularRule

       Math::PlanePath::SierpinskiTriangle (a similar binary 1s-count related calculation)

HOME PAGE

       <http://user42.tuxfamily.org/math-planepath/index.html>

LICENSE

       Copyright 2011, 2012, 2013, 2014, 2015, 2016, 2017 Kevin Ryde

       This file is part of Math-PlanePath.

       Math-PlanePath is free software; you can redistribute it and/or modify it under the terms of the GNU
       General Public License as published by the Free Software Foundation; either version 3, or (at your
       option) any later version.

       Math-PlanePath is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even
       the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public
       License for more details.

       You should have received a copy of the GNU General Public License along with Math-PlanePath.  If not, see
       <http://www.gnu.org/licenses/>.