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1,970 bytes added, 22:47, 28 November 2016
Serial Implementation
* Comway's Game Of Life - Rules - [http://web.mit.edu/sp.268/www/2010/lifeSlides.pdf]
* Example Generations - [https://en.wikipedia.org/wiki/Conway's_Game_of_Life]
* Serial Implementation - [https://rosettacode.org/wiki/Conway%27s_Game_of_Life#C.2B.2B]
'''Entry on: November 27th 2016 by Luv Kapur'''
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=== Algorithm Description ===
Comway's Game of Life is a algorithmic representation of cellular automation developed by John Conway in 1970. The game is played on an infinite two-dimensional rectangular grid of cells. Each cell has two probable states, alive or dead. Depending on the state of that cell's 8 neighbors, the state of each cell changes each turn of the game, constituting a unique generation on every computation . Neighbors of a cell are cells that touch that cell, either horizontal, vertical, or diagonal from that cell.
* Triomino Patterns
[[File:Gol_Example.png|600px|thumb|centernone|alt| Triomino Patterns]]
* Still Life Patterns
[[File:still_life_example.png|600px|thumb|centernone|alt| Still Life Patterns]]---- === UI Simulation ===The following pictures show the UI simulation of the Game of Life. [[File:Generation1.png|thumb|none|alt=Generation1.]]Generation 1 [[File:Generation2.png|thumb| none |alt=Generation2.]]Generation 2 [[File:GenerationFinal.png|thumb| none |alt=GenerationFinal.]]Generation 44 
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=== Serial Implementation ===
 
==== Structure ====
The serial implementation of the above algorithm divides the problem in two three distinct classes.
* Cellular - the class which defines the cell. It keeps track of the generation, pointer to a world class which defines the dimensions in which the cell exists and a pointer to the rule class which governs the change in the cell on every generation.
[[File:cellular_class.png|450px600px|thumb|leftnone|alt| Cellular Class ]] * World - the class which defines the world, the environment for the cell in which the cell undergoes evolution. The class contains the dimensions for the 2D dimensional matrix where the cell is positioned. [[File:world_class.png|600px|thumb|none|alt| World Class ]] * Rule - the class which defines the rule which govern the evolution in every generation. It contains pointers to two world object, the current and the next computed one. [[File:rule_class.png|600px|thumb|none|alt| Rule Class ]] ==== Serial Hot Spot ====The serial implementation basically applies the rule to every cell in the 2D dimensional matrix, and computes another world determining the position of every cell using the number of neighbours surrounding it. The following loop takes the maximum amount of computation time in determining the position of the cells in the next generation. This will be parallelized in the coming sections.[[File:serial_hotspot.png|600px|thumb|none|alt| Apply Rules Class ]] ==== Results ====The following diagram shows the serial implementation of The Game of Life, running in a 500x500 matrix. Every generation indicates a generation along with the number of live cells. Generation 1 has been hard coded with a fixed amount of live cells to initiate the process and then the rule class determines the number of live cells in coming generations.[[File:serial_500x500.png|600px|thumb|none|alt| Serial 500x500 ]] === Cilk Plus Implementation === ==== Code ====The following code parallelizes the nested loop using, '''cilk_for'''[[File:cilk_for.png|600px |thumb| none |alt| cilk_for]]
* World - the class which defines the ==== Results ====A 500 x 500 matrix world, the environment for the cell generates a new generation in every 1200ms, which half the cell undergoes evolution. The class contains the dimensions for the 2D dimensional matrix where time taken when compared to the cell is positioned. serial version[[File:world_classcilk_plus.png|450px600px|thumb|leftnone|alt| World Class cilk_plus result 500x500]]
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