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This research proposes a modular Python framework for programmable cellular automata, enhancing their interpretability and efficiency in procedural content generation tasks like game level design. By separating local neighborhood functions from global decision logic, the study demonstrates reduced iteration counts for solving complex spatial problems compared to purely local approaches. The work bridges formal language theory with practical machine learning applications in generative systems, offering new tools for understanding emergent behavior in computational models.
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Programmable Cellular Automata

arXiv3 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2609.06102v1 Announce Type: cross Abstract: Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.

Abstract:Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.

Neural and Evolutionary Computing (cs.NE); Artificial Intelligence (cs.AI); Formal Languages and Automata Theory (cs.FL); Machine Learning (cs.LG)

arXiv:2609.06102 [cs.NE]

(or arXiv:2609.06102v1 [cs.NE] for this version)

https://doi.org/10.48550/arXiv.2609.06102 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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