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Notes for the Lifebox, the Seashell, and the Soul - Rudy Rucker

Notes for the Lifebox, the Seashell, and the Soul - Rudy Rucker

Notes for the Lifebox, the Seashell, and the Soul - Rudy Rucker

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<strong>Notes</strong> <strong>for</strong> The <strong>Lifebox</strong>, <strong>the</strong> <strong>Seashell</strong>, <strong>and</strong> <strong>the</strong> <strong>Soul</strong>, by <strong>Rudy</strong> <strong>Rucker</strong><br />

Losing <strong>the</strong> Search <strong>for</strong> Infinity Deal<br />

We got close, but we didn’t quite make it, possibly because M<strong>and</strong>elbrot himself put in<br />

a word against <strong>the</strong> project, or possibly because I made <strong>the</strong> error of sending Jeff my twentypage<br />

treatment in Microsoft Word <strong>for</strong>mat ra<strong>the</strong>r than in Acrobat PDF <strong>for</strong>mat. Jeff’s version<br />

of Word had a different normal.dot file, which removed all <strong>the</strong> breaks or indentations<br />

between paragraphs ⎯ turning my eleven-draft twenty-page script into, sob, a repellently<br />

monolithic block of text. And Jeff, who’d waited till <strong>the</strong> very last hour to send in <strong>the</strong><br />

proposal, didn’t notice be<strong>for</strong>e emailing it in. Whatever.<br />

Extra Rows <strong>for</strong> <strong>the</strong> Excitation Table<br />

Replenishing<br />

Rule<br />

Seeding Rule<br />

Spreading<br />

Rule<br />

Exhaustion<br />

Rule<br />

R<strong>and</strong>omly<br />

change some<br />

2 → 0<br />

R<strong>and</strong>omly<br />

change some<br />

0 → 1<br />

0 → 1 if any<br />

neighbor is<br />

1<br />

Always<br />

1→ 2<br />

Always<br />

2 → 0<br />

Only<br />

seed at<br />

startup<br />

0 → 1 if<br />

two<br />

neighbors<br />

are 1<br />

Always<br />

1→2<br />

People become<br />

ready <strong>for</strong><br />

something new<br />

Artifacts are<br />

launched<br />

People tell <strong>the</strong>ir<br />

friends about an<br />

artifact<br />

People lose<br />

interest in an<br />

artifact<br />

Resting<br />

neurons<br />

recover <strong>and</strong><br />

become ready<br />

to fire<br />

External inputs<br />

to <strong>the</strong> brain<br />

Neurons<br />

stimulate <strong>the</strong>ir<br />

neighbors<br />

After firing, a<br />

neuron needs to<br />

rest<br />

The Starwars CA<br />

As a visually-oriented cellular automatist (i.e. a computer fanatic who spends hours<br />

staring at weird screens), I tend to be more interested in dynamic behaviors than in statistics.<br />

I’m more intrigued by scuttling gliders <strong>and</strong> writhing Zhabotinsky scrolls than I am by log log<br />

graphs of power laws. Might we hope to model social behaviors by fully deterministic CAs<br />

that see<strong>the</strong> interestingly when started with pretty much any kind of pattern at all?<br />

Certainly Brian’s Brain is a class four computation capable of producing, all on its<br />

own, as much disorder <strong>and</strong> gnarl as we need ⎯ <strong>and</strong> it never dies out. And <strong>the</strong>re are many<br />

rules like it. In <strong>the</strong> figure below I show an excitation-based rule called StarWars that settles<br />

into a pattern of grid-like globs with sparks racing around <strong>the</strong> glob edges <strong>and</strong> gliders<br />

shuttling back <strong>and</strong> <strong>for</strong>th.<br />

p. 84

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