Concept

State space

The set of all configurations a system can be in, with one point for each. Drawing the rule as a motion on it is what turns a question about a sequence into a question about a picture.

Named by 12 essays across 4 fields — each of them below, with the objects they name alongside it.

Elementary cellular automaton, rule 90. A row of cells evolving downward, each cell decided by the three above it.

Eight rules and a triangle

A row of cells, each one deciding its next state from the three above it. Eight cases, one bit of output each — a rule that fits in a byte, and 256 of them in total. One of those bytes draws Pascal's triangle.

dynamics · Cellular automata
Rotating by √2 − 1 of a turn, 40 times. Points on a circle produced by repeatedly turning through the same angle.

The orbit that must come back

A system with finitely many states has to repeat itself. Poincaré showed the same thing holds when the states are a continuum — almost every starting point returns arbitrarily close to where it began, however complicated the rule, and the argument is the pigeonhole principle with volume in place of counting.

dynamics · Pigeonhole
A 2×3 sliding puzzle: 360 arrangements of 720 can be reached. Two arrangements of a small sliding puzzle side by side, the solved one and the one with two tiles exchanged, with the count of positions reachable by sliding found by walking every move.

The puzzle that is exactly half solvable

A sliding puzzle sold with two tiles swapped is not a hard puzzle; it is an impossible one, and the proof is a quantity that no slide can change. The same argument, run three times at once, says that one arrangement of a scrambled cube in twelve is reachable.

algebra · Permutation parity
Rule 184 at density 0.30. A space-time diagram of rule 184 on a ring of 120 cells, 80 steps down the page, starting from a random row with 36 cars. The diagonal stripes are free-moving cars; the jams dissolve.

A road where nobody overtakes

Rule 184 moves every 1 one cell to the right whenever the cell ahead is empty. It is one of only five elementary rules that never change the number of 1s, and that single property turns it into a model of traffic with an exact transition: below half density every jam dissolves, above it jams can never all clear and drift backwards against the flow.

dynamics · Cellular automata
Every reachable arrangement of the 3×3 sliding puzzle, by moves from solved. A bar chart of the 181440 reachable arrangements of the 3×3 sliding puzzle by the fewest moves that solve them, rising to a peak at 24 and falling to 2 at the maximum distance 31.

Thirty-one moves from solved

Parity settles which half of a sliding puzzle's arrangements can be reached and is silent about how far away any of them is. Searching every reachable arrangement of the three-by-three tray answers the second question exactly — two arrangements sit thirty-one moves out — and parity turns up again, this time as a law about distance.

algebra · Permutation parity
Which arrangements sliding tokens reach, on nine graphs, against Wilson's theorem. A table of 9 small graphs drawn as icons, each with the searched count of reachable token arrangements and the fraction of all arrangements it is: a six-cycle 5/120; K₂,₃ 12/24; the 2×3 tray 60/120; a house 24/24; a six-cycle with one chord 120/120; a wheel of six 120/120; θ, inner paths 2, 2, 2 2520/5040; θ₀, inner paths 1, 2, 2 120/720; θ, inner paths 1, 3, 3 20160/40320.

Which graphs let the tokens go anywhere

A sliding puzzle is a graph with a token on every vertex but one. Richard Wilson found in 1974 what every such puzzle can reach, and the answer has a surprise in it — the half the tray is stuck with is not a fact about permutations at all, but about the board being two-coloured — and one exception, a graph of seven vertices that reaches exactly 120 of 720.

algebra · Permutation parity
The expected rank a threshold rule achieves with the values shown, against what is known. n=1: 1.0000 (c=4.000); n=2: 1.2500 (c=1.000); n=3: 1.4009 (c=1.124); n=5: 1.5868 (c=1.257); n=10: 1.8141 (c=1.416); n=20: 1.9950 (c=1.555); n=50: 2.1557 (c=1.701); n=100: 2.2284 (c=1.781); n=200: 2.2725 (c=1.838); n=400: 2.2983 (c=1.877); n=800: 2.3130 (c=1.902).

The rank that remembers every value

Values arrive one at a time, each must be kept or discarded on the spot, and the aim is to keep one whose rank among all of them is low on average. Told only who is leading, the best rule gets 3.87. Shown the values, a rule gets below 2.33 — and how much lower the best possible rule goes is not known, because the rank of what is kept depends on every value seen, and the best rule may need to remember all of them.

probability · Optimal stopping
Rule 30 made reversible: forward 60 steps, then back to the start. Second-order rule 30 on 101 cells: 60 steps forward, then the same rule from the swapped last two rows returns the starting row exactly.

A rule that remembers one row back

Only six of the 256 elementary cellular automata can be run backwards, and all six are trivial: shifts, copies and complements. Every interesting rule forgets. But make the new row depend on the row before the current one as well — combine the rule's output with it cell by cell — and every rule, rule 30 included, becomes exactly reversible: run forwards, swap the last two rows, run the same rule again, and the starting row comes back cell for cell. Nothing is lost, and yet the patterns still look as disordered as ever.

dynamics · Cellular automata
Four seeds of the middle-square method, each until it repeats. Values against step for the four-digit seeds 6239, 1234, 5735, 4100 under the middle-square rule, each ending where a value repeats: after 111, 57, 31, 4 steps.

Square it and keep the middle

John von Neumann's first generator of random numbers squared a number and kept its middle digits. Followed from every four-digit seed, it never lasts more than 111 steps before a value repeats — a third of what the birthday problem allows a truly random rule — and one seed in five ends at zero for ever. A counter added before each squaring cures the collapse.

computation · Pseudorandomness
Two grids of random-looking bits, one of rank thirty-two. 48 by 48 bit matrices: xorshift32 low bits, rank 32; xorshift32 multiplied, rank 47.

A grid of bits whose rank stops at the state

Fill a square grid with a generator's output bits and compute its rank over the field of two elements. Random bits give full rank or one short, in fixed proportions. A generator built from shifts and exclusive-ors gives full rank up to its number of state bits and then never one more — 32 for a 32-bit xorshift, 128 for the lowest bit of xorshift128+ — however large the grid. The test that catches it is decided by a line of linear algebra.

computation · Pseudorandomness
Four generators climbing out of zeroland. Output ones-density from a one-bit start reaches 0.45 after: MT19937 374000, TT800 4500, WELL512 44, xorshift128 37.

Three hundred thousand outputs of nearly nothing

Start the Mersenne twister from a state with a single 1 among its 19,937 bits and it puts out zeros, then sparse ones, and only after about 340,000 outputs anything that looks random. Every linear generator has such a zeroland around the all-zero state; xorshift128 crosses it in 37 outputs, WELL512 in 44, and the twister's three-word twist makes it the slowest of all by four orders of magnitude.

computation · Pseudorandomness
The far end of a sliding tray falls as holes are added. Exhaustive search of the 2×3, 2×4 and 3×3 sliding trays with one to all-but-one holes. Far ends for the 3×3 tray: 31, 24, 21, 17, 13, 10, 7, 4; averages 21.97, 16.04, 12.70, 9.99, 7.88, 5.92, 3.75, 2.00.

A second empty square

With one empty square a sliding tray can reach exactly half its arrangements, and the half it misses is guarded by a sign. Leave a second square empty and the guard disappears — every arrangement is reachable, two tiles can be exchanged in four moves, and the far end of the three-by-three tray comes in from thirty-one moves to twenty-four. Searching every tray with every number of holes shows what each extra square of room is worth.

algebra · Permutation parity

Named alongside it

The objects these essays reach for when they reach for this one.

Exhaustive searchInvariantIterationParityPermutationCellular automatonDeterminismLocalityOrbitPseudorandomnessBinaryFinite field

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