Generative Art from One-Dimensional Chip-Firing Automata

Year: 2019 Authors: Gary R. Greenfield

Core claim

Transient behavior in one-dimensional chip-firing automata can be systematically searched and visualized as generative art, revealing mathematically interesting dynamics.

Topics

generative art, chip-firing automata, transient dynamics, cellular automata, visualization

Domains

discrete dynamical systems, graph theory, cellular automata, sandpile models, generative art, data visualization, computational art, cellular automata art

Methods

search techniques, transient analysis, automata simulation, visualization

Media

one-dimensional circular automata, digital artworks, iteration history tables, cell-state grids

Paper text

The text below is the locally extracted OCR/Markdown version of the paper. Raw PDF files remain local and are not published here.

Bridges 2019 Conference Proceedings

Generative Art from One-Dimensional Chip-Firing Automata

Gary R. Greenfield

University of Richmond, Virginia, USA; ggreenfi@richmond.edu

Abstract

We consider a generative art scheme based on one-dimensional chip-firing cellular automata. Using a variety of search techniques, we identify chip-firing automata with interesting transient phase behavior. Our artworks are visualizations of this transient behavior. We also consider mathematical questions related to the dynamics of one-dimensional chip-firing automata.

Introduction

Chip-firing cellular automata are derived from the so-called “parallel chip-firing game” which was described by Pavel Etingof in a survey article about student research in the September, 2015 American Mathematical Notices [7] as follows: “Every day each Martian gives each of his friends one Martian peso if he is sufficiently rich to do so. What will happen?” This is a reformulation of a well-studied problem concerning dynamics on graphs. That is, given a finite, undirected graph with non-negative integer weights — the number of chips — assigned to each vertex, simultaneously for all vertices whose weights are at least as large as their degree (i.e., the number of neighbors they have) distribute one chip to each of their neighbors. Since the number of chips is conserved and the graph is finite, it is clear that as the chip-firing process is iterated periodic behavior must occur. The survey article provides a figure showing a graph with six vertices and seven edges and a weight assignment such that after the fifth iteration of chip firing a periodic sequence of length four appears. The reason the problem is mentioned in the survey article is to highlight a journal article by Jiang et al. [13] where the periodic behavior of chip-firing games is characterized. Chip-firing games arise in the study of critical group graphs, two-register machines and sandpile models. Propp [15] traces the origins of the chip-firing game to problems first posed by Albert Engel in the 1970s. A recent book by Corry and Perkinson [4] is wholly devoted to chip-firing and its applications.

We will restrict our attention to a very simple case, namely the chip-firing game on the graph consisting of a cycle with vertices. Thus every vertex has exactly two neighbors, and the chip-firing game can be realized as a one-dimensional, circular cellular automata where each cell corresponds to a vertex and each cell’s state, or color, corresponds to the number of chips the associated vertex has. Alternatively, we can just write the number of chips in the cell. To formally realize the chip-firing game, using chips on a graph that is a cycle with vertices, as a one-dimensional, radius one, circular, cellular automata, we define the state transition function on (l)eft, (c)enter, (r)ight neighborhoods of the form such that the central cell that currently has chips has chips after the simultaneous chip-firing process has occurred by letting

Greenfield

If we let denote the configuration of the cellular automata after iterations, then the period of a chip-firing automata is the smallest positive integer p > 0 such that for all sufficiently large. The transient is the smallest nonnegative integer such that . That is, is the number of iterations required until a configuration that eventually repeats occurs and is the number of iterations required until the repetition itself is encountered. It is clear that if every cell in the initial configuration has at least two chips or if no cell in the initial configuration has at least two chips, then and . Based on the observation that once a cell has fewer than four chips, under subsequent iteration it will never have more than three chips, Dall’Asta [6] argues that the number of chips in each cell of an initial configuration should be 0, 1, 2 or 3. We shall adopt this convention here also.

There is a simple construction of an initial configuration such that and . Using chips, place zero chips in the first cell, two in the second cell, and one chip in all of the remaining cells. With the understanding that the initial configuration is the first row, and for k > 0 , is the -st row, then for , the following chip-firing, or iteration, “history” shows how this works.

021111
102111
110211
111021
111102
211110
021111

To obtain an example such that and , add one chip to every cell in the initial configuration just given. The results proven by Jiang et al. [13] suggest that analyzing periodic chip-firing in general can be reduced to identifying interacting “gliders”. The side by side chip pair 0 2 is the glider in our generic , , example above. Unlike the (chaotic) one-dimensional cellular automata where least upper bounds for the periods are open questions [16], it is known that the periods of chip-firing automata derived from cyclic graphs are bounded by the number of cells [6]. The generic example having period notwithstanding, surprisingly, when we tested 10,000 instances of randomly generated initial configurations where and 30 < m < 60 ALL had period two! Further searching suggested that if m < 30 or m > 60 the automata eventually settle into a “frozen” state where . Thus period automata could only be found when or . Note that in these two cases there are unique frozen states that occur when all cells have exactly one chip or all cells have exactly two chips, respectively. By using a guided search to find and examples with , we discovered that the periodic behavior itself for these two cases is visually uninteresting as the four examples shown in Figure 1 suggest. This explains why, for artistic purposes, we focus on the transient phase of chip-firing automata rather than the periodic phase. Our goal is to find initial configurations with interesting transient behavior when .

Cellular Automata and Generative Art

A survey of visual art that incorporates the use of cellular automata, both continuous and discrete, can be found in Adamatzky et al. [1]. Bosch has used what is arguably the most famous cellula automata of all, Conway’s Game-of-Life, to create mosaics [2] and animations [3]. Cruz et al. [5] used interleaved one-dimensional automata in architectural design. Subsequently, Greenfield modified the concept to evolve two-dimensional grid art [10] [11] (see Figure 2). In these two instances the transition function for the two-dimensional cellular automata are never written down explicitly because cells have sixteen possible states and the transition rules are not arithmetic. Matsumodo et al. [14] use Rule 150 cellular automata to identify

Generative Art from One-Dimensional Chip-Firing Automata

img-0.jpeg Figure 1: Four , one-dimensional, chip-firing cellular automata. The rows in shades of red highlight repetitions i.e., represent and . The two at the left use chips and the two at the right use chips. Cell chip counts are coded light blue (zero) to dark blue (three). Left to right, the transient values are .

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configurations (binary strings) with , and such that the resulting iteration history has certain complementarity and symmetry properties in order to produce Mobius scarves (see Figure 3). Feijs and Toeters design one-dimensional cellular automata for generating weave patterns for garments [8]. Fisher uses a variant of one-dimensional automata she refers to as “cellular automata on a staggered grid” as the starting point for her “Pixel Paintings” series (see Figure 4). The mathematical details are proprietary, but a description of her artistic process can be found online [9]. Torrence has used a sandpile model which is, in fact, the analogous two-dimensional version of our one-dimensional, chip-firing automata iterated over a large grid to make “Sandpile Fractiles” (see Figure 5).

img-4.jpeg Figure 2: G. Greenfield, Harnessing Chaos 5-9-53023, cm, Digital print, 2017.

Random Search for Transients

There are many ways to conduct a random search (i.e., a random walk though the space of all our initial configurations for cyclic graphs with fixed and where 0 < m \leq 3n and no vertex contains more than three chips) to find chip-firing histories with large transients (i.e., large values of ). For example, one could generate random initial configurations from scratch by starting with a graph whose vertices have no chips and

Greenfield

img-5.jpeg Figure 3: Matsumodo, Segerman and Serriere, Mobius Cellular Automata Scarf, cm, Merino wool, 2018. Reprinted with permission.

img-6.jpeg Figure 4: G. Fisher, Pixel Painting I, Water Lilies, cm, Acrylic Painting on Canvas, 2015. Reprinted with permission.

Generative Art from One-Dimensional Chip-Firing Automata

img-7.jpeg Figure 5: B. Torrence, Sandpile Fractile Disk cm, Archival Digital Print, 2018. Reprinted with permission.

invoking an algorithm which performs the following step times: Randomly choose a vertex until one is encountered that does not have three chips and increase its chip count by one. Note that this algorithm could be modified so that between one and three chips is assigned to the vertex selected in accordance with how many chips it already has and how many chips remain to be distributed. Or, one could assign chips vertex by vertex according to a probability distribution and then fix things up at the end by adding or subtracting chips from vertices as necessary. A less immediately obvious option is to start with any valid initial configuration and then successively “mutate” it using the following step: Randomly choose vertices until one is found that has chips and subtract one chip from it, then randomly choose vertices until one is found that has fewer than three chips and add one chip. It is not too hard to prove that for fixed and , given any two initial configurations, there exists a sequence of mutation operations that mutates one to the other. In fact, the minimum number of mutations, or ” edits”, required todo so defines a distance function that makes the space of all configurations with cells and chips into a metric space.

We used a combination of these random search methods to sample 100,000 initial configurations with and 30 < m < 60 and capture the iteration histories for some of the largest transients that we encountered. More precisely, for each batch of 5,000 random initial configurations, interactively, we made a decision about whether to accept or reject the visualization history of the initial configuration that had the largest transient encountered within that batch. Figure 6 is representative of the more visually interesting transient phases that we were able to identify using this naive technique. For and either m < 30 or m > 30 , it can be argued that iteration will eventually lead to a frozen state, whence . For values of near 30, the observation that or does not affect the ability to identify visually interesting transient phase examples using random search as shown in Figure 7 which has and . For both figures, on the left we show the example in the “working version” blue color scheme that emphasizes the dynamics, and on the right we show it in our presentation color scheme that emphasizes the chip counts in the cells.

Greenfield

img-8.jpeg Figure 6: The first 90 rows of the iterative history of an , , , chip-firing cellular automata (i.e., ) shown (left) in the light blue to dark blue coloring and (right) in an enhanced coloring scheme where white, yellow, orange, red code for 0, 1, 2, 3 chips respectively.

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img-10.jpeg Figure 7: The first 90 rows of the iterative history of an , , , chip firing cellular automata (i.e., ) shown (left) in the light blue to dark blue coloring and (right) in the enhanced coloring scheme where white, yellow, orange, red code for 0, 1, 2, 3 chips respectively. Notice how the last row in the image on the right codes for the frozen state by showing all cells in yellow except for one in white.

img-11.jpeg

Mathematical Considerations

For and , it is clear that possible periods for one-dimensional, chip-firing cellular automata, with chip counts not allowed to exceed three, include 1, 2 or 30 since we can realize these three possibilities using the initial configurations whose “regular expressions” are , and respectively. Similarly, by using , and we can realize these same three values if and . More generally, if or , then there exist initial configurations of period for all positive divisors of as follows. For , if use , and if use . For just increase every digit in the strings for the case by 1. An argument that the converse is true (i.e., if or , then the period must divide ) is given in Dall’Asta [6]. Dall’Asta also explains why if or , and why for the remaining possibilities for . What about transients? We first make a definition.

Definition. Two initial configurations and are -equivalent if the latter can be obtained from the former either by (right) circular shifting it or by (right) circular shifting its reversal.

Since circular shifting and reversal operations respect iteration histories, it is immediate that if two initial configurations are h-equivalent then their and values coincide. If and the chip count , where , is fixed what is the maximum transient value that can occur? For each value of we made two runs, each considering 10,000 initial configurations, using a simple optimization routine that mutated a random initial configuration until it could be replaced by one that had a larger transient value. The resulting transient values we obtained were impressive. They seemed to indicate initial configurations should converge to expressions which when written as regular expression were h-equivalent to where, using the division algorithm, with . This makes sense since if we appeal to the one-dimensional sandpile model this is the highest single pile we can make using chips when cells can have at most three chips. However, when we computed the transient values for these expressions for , sometimes they matched the best values from our experimental runs, sometimes they exceeded them, and sometimes they fell short. Due to space considerations, the details of this work, as well as a comprehensive definition-theorem-proof treatment of the theoretical claims made herein, can not included here. For the record, the largest transient value we ever encountered was during an optimization run with and . It was realized by an initial configuration whose regular expression is h-equivalent to .

It is also a daunting challenge to determine the iteration dynamics, up to h-equivalence, for fixed and . That is, to determine the rooted trees such that the vertices of the trees are h-equivalence classes, the roots are h-equivalence classes whose representatives generate periodic phases, and the paths from the leaves to the roots represent transient phases. In fact, even though the cardinality of an h-equivalence class must divide , just counting the number of h-equivalence classes appears to be a non-trivial problem.

4 Summary and Conclusions

We have introduced one-dimensional chip-firing cellular automata and surveyed the chip-firing literature. We reviewed the use of cellular automata in mathematical art. We established techniques for searching for configurations that had large transient phases. We explained how we used visualization to turn large transient phase examples into artworks. We discussed mathematical questions arising in the study of one-dimensional, chip-firing cellular automata.

References

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