Provided by: libmath-planepath-perl_113-1_all bug

NAME

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

SYNOPSIS

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

DESCRIPTION

       This is the pattern of a cellular automaton studied by Ulam and Warburton, confined to a
       quarter of the plane and oriented diagonally.  Cells are numbered by growth level and
       anti-clockwise within the level.

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

       The rule is a given cell grows diagonally NE, NW, SE and SW, but only if the new cell has
       no neighbours and is within the first quadrant.  So the initial cell "a" is N=1,

           |
           | a                    initial cell, depth=0
           +----

       It's confined to the first quadrant so can only grow NE as "b",

           |   b
           | a                    "b" depth=1
           +------

       Then the next level "c" cells can go in three directions SE, NE, NW.  These cells are
       numbered anti-clockwise around from the SE as N=3,N=4,N=5.

           | c   c
           |   b
           | a   c                "c" depth=2
           +---------

       The "d" cell is then only a single on the leading diagonal, since the other diagonals all
       already have neighbours (the existing "c" cells).

           |       d
           | c   c                depth=3
           |   b
           | a   c
           +---------

           |     e   e
           |       d
           | c   c   e            depth=4
           |   b
           | a   c
           +-----------

           |   f       f
           |     e   e
           |       d
           | c   c   e            depth=5
           |   b       f
           | a   c
           +-------------

           | g   g   g   g
           |   f       f
           | g   e   e   g
           |       d
           | c   c   e   g        depth=6
           |   b       f
           | a   c   g   g
           +-------------

       In general each level always grows by 1 along the X=Y leading diagonal, and travels into
       the sides with a self-similar diamond shaped pattern filling 6 of 16 cells any 4x4 square
       block.

   Level Ranges
       Counting level 1 as the N=1 at the origin, level 2 as the next N=2, etc, the number of new
       cells added in a growth level is

           levelcells(level) = 3^((count 1 bits in level) - 1)

       So level 1 has 3^(1-1)=1 cell, as does level 2 N=2.  Then level 3 has 3^(2-1)=3 cells
       N=3,N=4,N=5 because 3=0b11 has two 1 bits in binary.  The N start and end for a level is
       the cumulative total of those before it,

           Ndepth(level) = 1 + (levelcells(0) + ... + levelcells(level-1))

           Nend(level) = levelcells(0) + ... + levelcells(level)

       For example level 3 ends at N=(1+1+3)=5.

           level    Ndepth   levelcells     Nend
             1          1         1           1
             2          2         1           2
             3          3         3           5
             4          6         1           6
             5          7         3           9
             6         10         3          12
             7         13         9          21
             8         22         1          22
             9         23         3          25

       For a power-of-2 level the Ndepth sum is

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

       For example level=4=2^2 starts at N=1+(4^2-1)/3=6, or level=8=2^3 starts N=1+(4^3-1)/3=22.

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

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

       For example level=6 = 2^2+2^1 is Ndepth = 1+(4^2-1)/3 + 4^1 = 10.  Or level=7 =
       2^2+2^1+2^0 is Ndepth = 1+(4^2-1)/3 + 4^1 + 3*4^0 = 13.

   Self-Similar Replication
       The square shape growth up to a level 2^ repeats three times.  For example,

           |  d   d   c   c
           |    d       c
           |  d   d   c   c
           |        *
           |  a   a   b   b
           |    a       b
           |  a   a   b   b
           +--------------------

       The 3x3 square "a" repeats, pointing SE, NE and NW as "b", "c" and "d".  This resulting
       7x7 square then likewise repeats.  The points in the path here are numbered by growth
       level rather than by this sort of replication, but the replication helps to see the
       structure of the pattern.

   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

            7 |                      21
            6 | 19    18    17    16
            5 |    11          10
            4 | 20     8     7    15
            3 |           5
            2 |  4     3     6    14
            1 |     1           9
           Y=0|  0     2    12    13
              +-------------------------
               X=0  1  2  3  4  5  6  7

FUNCTIONS

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

       "$path = Math::PlanePath::UlamWarburtonQuarter->new ()"
       "$path = Math::PlanePath::UlamWarburtonQuarter->new (n_start => $n)"
           Create and return a new path object.

   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 level.  This can be 0,
           1 or 3 points.  The way points are numbered means that when there's multiple children
           they're consecutive N values, for example at N=12 the children 19,20,21.

       "$num = $path->tree_n_num_children($n)"
           Return the number of children of $n, or return "undef" if "$n<1" (ie. before the start
           of the path).

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

OEIS

       Entries in Sloane's Online Encyclopedia of Integer Sequences related to this path includes

           <http://oeis.org/A151920> (etc)

           A147610     num cells in level, being 3^count1bits(depth)

           n_start=1 (the default)
             A151920   total cells to depth, being cumulative 3^(count 1-bits)
                         tree_depth_to_n_end()

SEE ALSO

       Math::PlanePath, Math::PlanePath::UlamWarburton, Math::PlanePath::LCornerTree,
       Math::PlanePath::CellularRule

       Math::PlanePath::SierpinskiTriangle (a similar binary ones-count related level
       calculation)

HOME PAGE

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

LICENSE

       Copyright 2011, 2012, 2013 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/>.