CELLULAR AUTOMATA: HOW TO BECOME AN ARTIST WITH A FEW LINES OF CODE
summary
History and practical how-to for cellular automata implemented in Scala with code on GitHub (makingthematrix/ca_art). Explains concrete data structures: case class cells, a board as a position-to-cell map, Moore and von Neumann neighborhoods, toroidal wrapping to avoid edge cases, and an iterator/lazy-sequence for time steps. Shows Langton’s ant extended to colored ants that mix trails, Game of Life rules, and reports paraMap 30% speedup from parallel evaluation. Includes runnable examples that produce gliders, highways and colorful procedural art.
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chapters (7)
- 0:00Intro
- 1:33What are Scala automatons
- 4:30History
- 7:50What are they for
- 10:35Game of Life
- 19:13Christopher Langdon
- 26:45Cellular automata and AI
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