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A cellular automaton is a parallel synchronous computing model, which consists in a juxtaposition of finite automata whose state evolves according to that of their neighbors. It induces a dynamical system on the set of configurations, i.e.…
We introduce a stochastic cellular automaton as a model for culture and border formation. The model can be conceptualized as a game where the expansion rate of cultures is quantified in terms of their area and perimeter in such a way that…
Cellular automaton (CA) approach is an important theoretical framework for studying complex system behavior and has been widely applied in various research field. CA traffic flow models have the advantage of flexible evolution rules and…
In this paper, we present the simulation of a simple, yet significantly powerful, sequential model by cellular automata. The simulated model is called oblivious multi-head one-way finite automata and is characterized by having its heads…
We introduce a new setting where a population of agents, each modelled by a finite-state system, are controlled uniformly: the controller applies the same action to every agent. The framework is largely inspired by the control of a…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
This paper introduces Differentiable Logic Cellular Automata (DiffLogic CA), a novel combination of Neural Cellular Automata (NCA) and Differentiable Logic Gates Networks (DLGNs). The fundamental computation units of the model are…
The existence of 'what' and 'where' pathways of information processing in the brain was proposed almost 30 years ago, but there is still a lack of a clear mathematical model that could show how these pathways work together. We propose a…
In the field of MLLM-based GUI agents, compared to smartphones, the PC scenario not only features a more complex interactive environment, but also involves more intricate intra- and inter-app workflows. To address these issues, we propose a…
Neural Cellular Automata (NCAs) are a model of morphogenesis, capable of growing two-dimensional artificial organisms from a single seed cell. In this paper, we show that NCAs can be trained to respond to signals. Two types of signal are…
This work studies some aspects of the computational power of fully asynchronous cellular automata (ACA). We deal with some notions of simulation between ACA and Turing Machines. In particular, we characterize the updating sequences…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Due to decelerating gains in single-core CPU performance, computationally expensive simulations are increasingly executed on highly parallel hardware platforms. Agent-based simulations, where simulated entities act with a certain degree of…
Cellular Automata are discrete dynamical systems that evolve following simple and local rules. Despite of its local simplicity, knowledge discovery in CA is a NP problem. This is the main motivation for using data mining techniques for CA…
Cellular automata are arrays of finite state machines that can exist in a finite number of states. These machines update their states simultaneously based on specific local rules that govern their interactions. This framework provides a…
Number-conserving (or {\em conservative}) cellular automata have been used in several contexts, in particular traffic models, where it is natural to think about them as systems of interacting particles. In this article we consider several…
A cellular automaton (CA) is a parallel synchronous computing model, which consists in a juxtaposition of finite automata (cells) whose state evolves according to that of their neighbors. Its trace is the set of infinite words representing…
Computing the configuration of any one-dimensional cellular automaton at generation $n$ can be accelerated by constructing and running a composite rule with a radius proportional to $\log n$. The new automaton is the original one, but with…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…