Conway's Game of Life Implemented in Conway's Game of Life
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Re: Conway's Game of Life Implemented in Conway's Game of Life
#2Re: Conway's Game of Life Implemented in Conway's Game of Life
#3The way I understand why this is possible is due to the fact that Game of Life is Turing Complete, and can therefore construct a Universal Turing Machine capable of simulating itself.
Re: Conway's Game of Life Implemented in Conway's Game of Life
#4It helps trading-off computation with space, sort of like Halide [2] does.
I've been playing a bit of Factorio with the social distancing recently. The bottleneck of mega-bases is often compute power. I wish the developers could implement something akin to Hashlife. The bases are made of the same repeated patterns, all possible states of which could be memoized. This could be the next step in automating to a higher scale.
Re: Conway's Game of Life Implemented in Conway's Game of Life
#5Lots of interesting software around Conway's Game of Life. Here is Hashlife [1], where the states of living organisms are hashed; sometimes enabling prediction of all future states. It helps trading-off computation with space, sort of like Halide [2] does. I've been playing a bit of Factorio with the social distancing recently. The bottleneck of mega-bases is often compute power. I wish the developers could implement…
Re: Conway's Game of Life Implemented in Conway's Game of Life
#6Lots of interesting software around Conway's Game of Life. Here is Hashlife [1], where the states of living organisms are hashed; sometimes enabling prediction of all future states. It helps trading-off computation with space, sort of like Halide [2] does. I've been playing a bit of Factorio with the social distancing recently. The bottleneck of mega-bases is often compute power. I wish the developers could implement…
Factorio has some real challenges to it -- ticks are extremely fine, and for example, the speed of an inserter is dependent on availability of electricity. Combine such aspects with, say, the plurality of materials which may be on a belt. I fear that the plurality of possible states would move the problem from being compute-bound to being memory-bound.
Players would then strive to make stable, robust bases with as few states as they can. Failing to do so would mean the slow path, and their factory struggling to progress in IRL time.
The optimizing limit doesn't have to be a hard-coded threshold, it could be defined as a cache with a limited capacity.