model-synthesis VS CAM6

Compare model-synthesis vs CAM6 and see what are their differences.

model-synthesis

Model synthesis is a technique for generating 2D and 3D shapes from examples. (by merrell42)

CAM6

Cellular Automata Machine (CAM6) Simulator (by SimHacker)
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model-synthesis CAM6
4 6
143 32
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3.1 2.1
2 months ago 9 months ago
C++ JavaScript
GNU General Public License v3.0 or later Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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model-synthesis

Posts with mentions or reviews of model-synthesis. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-11-21.
  • City Generation with WFC
    1 project | /r/proceduralgeneration | 1 Apr 2023
    WFC is based on my work on Model Synthesis. I consider how to create fully connected (navigable) road networks in my 2011 TVCG paper. Here is an example of a generated road network from that paper.
  • Ask HN: What weird technical scene are you fond/part of?
    25 projects | news.ycombinator.com | 21 Nov 2022
    https://www.youtube.com/watch?v=Dfc-DQorohc

    Craig Reynolds said the name "Boids" was inspired by The Producers Concierge scene, so that's how you should pronounce it:

    Boids. Dirty, disgusting, filthy, lice ridden Boids. Boids. You get my drift?

    https://www.youtube.com/watch?v=aL6mTMShVyk

    The other really cool rabbit hole to explore for generating tiles and even arbitrary graph based content (I'm sold: hexagons are the bestagons!) is "Wave Function Collapse", which doesn't actually have anything to do with quantum mechanics (it just sounds cool), but is actually a kind of constraint solver related to sudoku solvers.

    https://escholarship.org/content/qt3rm1w0mn/qt3rm1w0mn_noSpl...

    Maxim Gumin's work: https://github.com/mxgmn/WaveFunctionCollapse

    Paul Merrell's work:

    https://paulmerrell.org/model-synthesis/

    https://paulmerrell.org/research/

    Oskar Stålberg's work:

    https://twitter.com/OskSta/status/784847588893814785

    https://oskarstalberg.com/game/wave/wave.html

    There's a way to define cellular automata rules by giving examples of the before and after patterns, and WFC is kind of like a statistical constraint solving version of that.

    So it's really easy for artists to define rules just by drawing! Not even requiring any visual programming, but you can layer visual programming on top of it.

    That's something that Alexander Repenning's "AgentSheets" supported (among other stuff): you could define cellular automata rules by before-and-after examples, wildcards and variables, and attach additional conditions and actions with a visual programming language.

    AgentSheets and other cool systems are described in this classic paper: “A Taxonomy of Simulation Software: A work in progress” from Learning Technology Review by Kurt Schmucker at Apple. It covered many of my favorite systems.

    http://donhopkins.com/home/documents/taxonomy.pdf

    Chaim Gingold wrote a comprehensive "Gadget Background Survey" at HARC, which includes AgentSheets, Alan Kay's favorites: Rockey’s Boots and Robot Odyssey, and Chaim's amazing SimCity Reverse Diagrams and lots of great stuff I’d never seen before:

    http://chaim.io/download/Gingold%20(2017)%20Gadget%20(1)%20S...

    Chaim Gingold has analyzed the SimCity (classic) code and visually documented how it works, in his beautiful "SimCity Reverse Diagrams":

    >SimCity reverse diagrams: Chaim Gingold (2016).

    >These reverse diagrams map and translate the rules of a complex simulation program into a form that is more easily digested, embedded, disseminated, and and discussed (Latour 1986).

    >The technique is inspired by the game designer Stone Librande’s one page game design documents (Librande 2010). If we merge the reverse diagram with an interactive approach—e.g. Bret Victor’s Nile Visualization (Victor 2013), such diagrams could be used generatively, to describe programs, and interactively, to allow rich introspection and manipulation of software.

    >Latour, Bruno (1986). “Visualization and cognition”. In: Knowledge and Society 6 (1986), pp. 1– 40. Librande, Stone (2010). “One-Page Designs”. Game Developers Conference. 2010. Victor, Bret (2013). “Media for Thinking the Unthinkable”. MIT Media Lab, Apr. 4, 2013.

    https://lively-web.org/users/Dan/uploads/SimCityReverseDiagr...

    Agentsheets: Alexander Repenning (1993–)

    Interacting agents are embedded and interact within

  • Wave Function Collapse
    2 projects | /r/gamedev | 12 Sep 2022
    If we called it Model Synthesis it'd get fewer clicks…
  • Wave Function Collapse library in pure C
    7 projects | news.ycombinator.com | 5 Jan 2022

CAM6

Posts with mentions or reviews of CAM6. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-11-21.
  • Programming the CAM-6 Cellular Automata Machine Hardware in Forth (CAM6 Simulator demo)
    1 project | /r/Forth | 14 Dec 2022
    Github Repo: https://github.com/SimHacker/CAM6/
  • Ask HN: What weird technical scene are you fond/part of?
    25 projects | news.ycombinator.com | 21 Nov 2022
    https://www.youtube.com

    I hate it when a program I wrote mocks me. In Lex Fridman's interview of Steven Wolfram, he demonstrates the machine learning functions in Mathematica by taking a photo of himself, which identifies him as a .... (I won't give it away):

    https://www.youtube.com/watch?v=ez773teNFYA&t=2h20m05s

    Here's a video I recently recorded of the CAM-6 simulator I implemented decades ago, and rewrote in JavaScript a few years ago.

    https://www.youtube.com/watch?v=LyLMHxRNuck

    I recorded that demo to show to Norman Margolus, who co-wrote the book and wrote the CAM6 PC Forth code and many rules, so it's pretty long and technical and starts out showing lots of code, but I'm sure you'll totally get and appreciate it. I linked to a pdf copy of the book in the comments, as well as the source code and playable app.

    Demo of Don Hopkins' CAM6 Cellular Automata Machine simulator.

    Live App: https://donhopkins.com/home/CAM6

    Github Repo: https://github.com/SimHacker/CAM6/

    Javacript Source Code: https://github.com/SimHacker/CAM6/blob/master/javascript/CAM...

    PDF of CAM6 Book: https://donhopkins.com/home/cam-book.pdf

    Comments from the code:

        // This code originally started life as a CAM6 simulator written in C
  • Theory of Self Reproducing Automata [pdf]
    1 project | news.ycombinator.com | 24 Sep 2022
    https://news.ycombinator.com/item?id=22738268

    DonHopkins on March 31, 2020 | parent | context | favorite | on: Von Neumann Universal Constructor

    Here's some stuff about that I posted in an earlier discussion, and transcribed from his book, "Theory of Self-Reproducing Automata".

    His concept of self-reproducing mutating probabilistic quantum mechanical machine evolution is quite fascinating and terrifying at the same time (or outside of time), potentially much more powerful and dangerous than mere physical nanotechnology "gray goo" and universe-infesting self replicating von Neumann probes:

    Can Programming Be Liberated from the von Neumann Style? (1977) [pdf] (thocp.net)

    https://news.ycombinator.com/item?id=21855249

    https://news.ycombinator.com/item?id=21858465

    John von Neuman's 29 state cellular automata machine is (ironically) a classical decidedly "non von Neumann architecture".

    https://en.wikipedia.org/wiki/Von_Neumann_cellular_automaton

    He wrote the book on "Theory of Self-Reproducing Automata":

    https://archive.org/details/theoryofselfrepr00vonn_0

    He designed a 29 state cellular automata architecture to implement a universal constructor that could reproduce itself (which he worked out on paper, amazingly):

    https://en.wikipedia.org/wiki/Von_Neumann_universal_construc...

    He actually philosophized about three different kinds of universal constructors at different levels of reality:

    First, the purely deterministic and relatively harmless mathematical kind referenced above, an idealized abstract 29 state cellular automata, which could reproduce itself with a Universal Constructor, but was quite brittle, synchronous, and intolerant of errors. These have been digitally implemented in the real world on modern computing machinery, and they make great virtual pets, kind of like digital tribbles, but not as cute and fuzzy.

    https://github.com/SimHacker/CAM6/blob/master/javascript/CAM...

    Second, the physical mechanical and potentially dangerous kind, which is robust and error tolerant enough to work in the real world (given enough resources), and is now a popular theme in sci-fi: the self reproducing robot swarms called "Von Neumann Probes" on the astronomical scale, or "Gray Goo" on the nanotech scale.

    https://en.wikipedia.org/wiki/Self-replicating_spacecraft#Vo...

    https://grey-goo.fandom.com/wiki/Von_Neumann_probe

    >The von Neumann probe, nicknamed the Goo, was a self-replicating nanomass capable of traversing through keyholes, which are wormholes in space. The probe was named after Hungarian-American scientist John von Neumann, who popularized the idea of self-replicating machines.

    Third, the probabilistic quantum mechanical kind, which could mutate and model evolutionary processes, and rip holes in the space-time continuum, which he unfortunately (or fortunately, the the sake of humanity) didn't have time to fully explore before his tragic death.

    p. 99 of "Theory of Self-Reproducing Automata":

    >Von Neumann had been interested in the applications of probability theory throughout his career; his work on the foundations of quantum mechanics and his theory of games are examples. When he became interested in automata, it was natural for him to apply probability theory here also. The Third Lecture of Part I of the present work is devoted to this subject. His "Probabilistic Logics and the Synthesis of Reliable Organisms from Unreliable Components" is the first work on probabilistic automata, that is, automata in which the transitions between states are probabilistic rather than deterministic. Whenever he discussed self-reproduction, he mentioned mutations, which are random changes of elements (cf. p. 86 above and Sec. 1.7.4.2 below). In Section 1.1.2.1 above and Section 1.8 below he posed the problems of modeling evolutionary processes in the framework of automata theory, of quantizing natural selection, and of explaining how highly efficient, complex, powerful automata can evolve from inefficient, simple, weak automata. A complete solution to these problems would give us a probabilistic model of self-reproduction and evolution. [9]

    [9] For some related work, see J. H. Holland, "Outline for a Logical Theory of Adaptive Systems", and "Concerning Efficient Adaptive Systems".

    https://www.deepdyve.com/lp/association-for-computing-machin...

    https://deepblue.lib.umich.edu/bitstream/handle/2027.42/5578...

    https://www.worldscientific.com/worldscibooks/10.1142/10841

    Ericson2314 3 months ago [-]

    > Although I refer to conventional languages as "von Neumann languages" to take note of their origin and style, I do not, of course, blame the great mathematician for their complexity. In fact, some might say that I bear some responsibility for that problem.

    From the paper. Whew.

  • Show HN: Making a Falling Sand Simulator
    3 projects | news.ycombinator.com | 8 May 2022
    Typically a cellular automata simulation will have some edge condition like wrapping or mirroring an adjacent cell.

    A nice optimization trick is to make the cell buffers 2 cells wider and taller (or two times whatever the neighborhood radius is), and then before each generation you update the "gutter" by copying just the wrapped (or mirrored) pixels. Then your run the rule on the inset rectangle, and the code (in the inner loop) doesn't have to do bounds checking, and can assume there's a valid cell to read in all directions. That saves a hell of a lot of tests and branches in the inner loop.

    Also, the Margolus neighborhood can be defined in terms of the Moore neighborhood + vertical phase (even/odd row) + horizontal phase (even/odd column) + time phase (even/odd time). Then you can tell if you're at an even or odd step, and which of the four squares of the grid you're in, to know what to do.

    That's how the CAM6 worked in hardware: it used the x/y/time phases as additional bits of the index table lookup.

    https://github.com/SimHacker/CAM6/blob/master/javascript/CAM...

    Here's how my CAM6 emulator computes the Margolus lookup table index, based on the 9 Moore neighbors + phaseTime, phaseX, and phaseY:

                        function getTableIndexUnrotated(
  • Ask HN: What book changed your life?
    1 project | news.ycombinator.com | 19 Mar 2022
  • It's always been you, Canvas2D
    12 projects | news.ycombinator.com | 4 Mar 2022
    Oh, nicely done! Trying to code up cellular automata simulations are pretty much guaranteed to push my brains through my nostrils - I've never progressed far beyond classic Conway. Your CAM6 library[1] may be about to steal my weekend from me!

    [1] - https://github.com/SimHacker/CAM6