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Geospatial Simulation

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Torus can be open or closed. Open torus, ... Close torus, finite space. in geographic automata ... torus (closed or open) in user interfaces of CA software: ... – PowerPoint PPT presentation

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Title: Geospatial Simulation


1
Geospatial Simulation
  • Maa 123.3570
  • March 17th April 28th

2
"Give me space and motionand I will give you the
world"
  • R. Descartes

3
Cellular Automata - A Discrete Universe
  • Sini Ooperi
  • Maa 123.3570
  • Geospatial Simulation

4
Definition
  • "A cellular automaton is a collection of
    "colored" cells on a grid of specified shape that
    evolves through a number of discrete time steps
    according to a set of rules based on the states
    of neighboring cells. The rules are then applied
    iteratively for as many time steps as desired.
  • Cellular Automaton -- from Wolfram MathWorld

5
CA consists of four components
  • cs cellar space, i.e. the cells
  • n neighborhood template
  • ss finite set of automaton states
  • tr transition rules

6
Cellular Environments
  • Regular tesselations
  • raster, matrix, grid
  • consists of pixels
  • resolution
  • shape of cells square, triangle, hexagon etc.
  • 3-d pixelvoxel (volumetric pixel)

Square http//www.alife.pl/portal/ca/e/index.html
Triangle and hexagon http//www.cse.sc.edu/7Eba
ys/CAhomePage
7
Benefits of Regular Tesselations
  • use of map algebra (square cells)
  • weighting of neighbors is basically
    straight-forward
  • 1) von Neumann 4 edge neighbors of equal
    edge length, each weighted 1/4 0.25
  • 2) Moore 4 edge neighbors, 4 corner neighbors,
  • weighting scheme, for example
  • edge neighbors 1.00
  • corner neighbors 0.75
  • 3) Honeycomb 6 edge neighbors of equal edge
    lengths, each weighted 1/6 0.166
  • honeycomb a wax structure consisting of rows of
    six-sided cells where bees store their honey

8
Cellular Neighborhoods 1. von Neumann and Moore
  • von Neumann
  • a cell has four neighbors
  • Moore
  • a cell has eight neighbors

9
Cellular Environments irregular grids
  • Voronoi diagrams
  • Triangulations
  • Cadastral maps (boundaries and ownership of land
    parcels)
  • in some cases more realistic
  • simulation of animal movement where boundary
    lengths have effect on movement behavior
  • Source of Upper Picture Peuquet D.J. 2002.
    Representation of Space and Time p.250
  • Source of Lower Picture McCullagh M.J Ross
    G.C. 1980. Delaunay Triangulation of a Random
    Data Set for Isarithmic Mapping p.95, The
    Cartographic Journal 17(2), 93-99.

10
Challenges with Irregular Grid
  • more care in design of workable data structure
  • operations between layers are more complicated to
    perform than in a regular grid environment
  • design of a realistic weighting scheme for the
    neighbors

11
More Neighborhood Templates Extended
neighborhoods
  • all neighborhoods that are larger than the
    classical 5 or 9 cells

12
Hierarchical Neighborhoods
  • Two neighborhood categories
  • 1)
  • 2)

5
6
3
4
1
2
7
8
9
10 12
11
13
Asymmetric Neighborhoods
  • each polygon is related to varying number of
    adjacent polygons

Source Benenson I. and Torrens P.M. 2004.
Geosimulation p.193
14
Asymmetric Neighborhoods
  • weighting schemes
  • common boundary with the home cell
  • common boundary with the home cell and the
    perimeter or area of the neighboring cell
  • common boundary with the home cell and the area
    of the neighbor inside some specific spatial
    window

15
Transition Rules
  • define how the next state (value) of the central
    cell is calculated from the previous states,
  • state(previous)-gtstate(next)
  • two most common options
  • 1. Additive rule
  • 1.1. Totalistic
  • States of the neighbors and the central cell
    are all added
  • 1.2. Outer-Totalistic
  • Only states of the neighboring cells are
    added
  • 2. Multiplicative rule
  • 2.1. Totalistic
  • States of the neighbors and the central cell
  • are all multiplied
  • 2.2. Outer-Totalistic
  • Only states of the neighboring cells are
    multiplied

16
Totalistic Rule (T)
  • the states (values) of the central cell and its
    neighbors are included into the sum or product
    when calculating the next state.

northern state
northern state
nw state
ne state
home state
eastern state
western state
home state
western state
eastern state
southern state
se state
sw state
southern state
vonNeumann Neighborhood
Moore neighborhood
17
Outer-Totalistic (OT)
  • Only the states of the neighbors are included
    into the sum or product when calculating the next
    state. (home cell is left out)

northern state
NW state
NE state
northern state
western state
western state
eastern state
eastern state
southern state
SW state
SE state
southern state
vonNeumann Neighborhood
Moore Neighborhood
18
Summing-up table
19
Analog to FocalSum or FocalProduct
  • FocalProduct specifies that each location's
    NEWLAYER value should indicate the multiplicative
    product of the FIRSTLAYER values at all locations
    within its neighborhood.
  • FocalSum specifies that each location's NEWLAYER
    value should indicate the sum of the FIRSTLAYER
    values at all locations within its neighborhood.
  • Source Tomlin C.D. 1990. Geographic Information
    Systems and Cartographic Modeling.p.230-231

20
Combinations within Rules
  • threshold rules
  • exact rules
  • threshold exact rules

21
Example of Transition Rule Outer Totalistic
Rule Game of Life
  • public byte output(Neighbor neighbor)
  • int sum (int)(neighbor.northState
    neighbor.eastState
    neighbor.southState neighbor.westState
    neighbor.neState neighbor.seState
    neighbor.swState neighbor.nwState)
  • if (neighbor.homeState 0 )
  • if (sum3) return (byte) 1
    else return (byte) 0 else
    if (neighbor.homeState 1)
    if (sum2 or sum3) return (byte) 1
    else if (sum1 or sumgt4) return (byte) 0
    return (byte) 0

Eight neighbor states are summed up.
State of the home cell plays a vital role at this
step when the result of the sum is included into
the algorithm
22
Example of Transition Rule Totalistic -Rule
  • public byte output(Neighbor neighbor)
  • int sum (int)(neighbor.homeState
    neighbor.northState
  • neighbor.eastState neighbor.southState
  • neighbor.westState neighbor.neState
  • neighbor.seState neighbor.swState
  • neighbor.nwState)
  • if (sumgt4 and sumlt8) return (byte) 1
    else return (byte) 0

All nine cells states are summed up.
State of the central cell has been taken into
account in sum total. It doesn't play any further
role. Compare with outer-totalistic rule.
23
So all you have to remember is that
  • if the home cell is included into the sum or
    product with the neighbors we have
  • Totalistic Rule
  • in all other cases we have
  • Outer-Totalistic Rule

24
Mathematical Notation-Additive Rule
  • VonNeumann Neighforhood
  • 1.Totalistic Rule
  • 2.Outer-Totalistic Rule

25
Mathematical Notation-Additive Rule
  • Moore Neighborhood
  • 1.Totalistic Rule
  • 2.Outer-Totalistic Rule

26
General Form of Transitional Rule
  • defines the dynamics of the output of a discrete
    time autonomous cell, defined by a weighted
    summation of all neighborhood cell outputs at the
    previous time step.
  • The neighborhood is represented by the set N and
    a unique index k is chosen to identify the
    neighboring cell in a particular neighborhood
  • (http//cnn.com.au/)

27
Game of Life - rule
  • Rule1 Survival a live cell with exactly two or
    three neighbors stays alive.
  • Rule2 Birth a dead cell with exactly three
    live neighbors becomes alive.
  • Rule3 Death- a cell dies due to 'loneliness' if
    it has only one neighbor or due to 'crowding' if
    it has more than four neighbors.

28
Rules can be global or partitioned
Spatial Partitioning (two sub areas)
step 1 step 1
A
B
Rule One Rule Two

step 1 step 2
Temporal partitioning (two phases)
A
B
Rule One Rule One
29
Update can be synchronized or unsynchronized
  • Cells can be updated
  • all at the same time synchronously
  • in sequential order asynchronously
  • Block of cells can be updated
  • all at the same time synchronously
  • in sequential order asynchronously

30
Torus can be open or closed
  • Close torus, finite space
  • in geographic automata
  • Open torus, infinite space
  • when one goes off the top, one comes in at the
    corresponding position on the bottom, and when
    one goes off the left, one comes in on the right

31
Basic Elements in All Cellular Automata Systems
  • initial configuration (user-defined or random)
  • declaration of neighborhood (von Neumann, Moore,
    own)
  • transition rules (additive or multiplicative)
  • update method (synchronized or unsynchronized)
  • potential partitioning options
  • torus (closed or open)
  • in user interfaces of CA software
  • step, advance the simulation by one time step
  • start, start the simulation, update the pattern
    at specified interval (milliseconds)
  • stop, stop the simulation from running

32
Where to focus our attention when simulating?
  • 1. Existential changes of individual cells or
    patterns
  • appearing (birth)
  • disappearing (death)
  • 2. Changes of spatial properties of individual
    patterns
  • location
  • size
  • shape
  • 3. Structure emerging from the patterns
  • level of saturation/percolation of the area
  • 4. Temporal behaviors of cell attribute values

33
Temporal Behaviors
  • 1. Temporal variation of attribute values
  • in a particular place (cell, block of cells)
  • in one area compared to the other areas
  • 2. General dynamics of attribute values over the
    selected area within a specified time period
  • statistical descriptors spatial averages,
    standard deviations etc.
  • 3. Locations with behaviors having specific
    features like
  • 1. exceptionally high, low values
  • 2. exceptionally wide fluctuations of values
  • 3. continuous increase or decrease of values
    during
  • a given time period
  • 4. Identification of spatial clusters of similar
    behaviors

34
Literature
  • Benenson I, Torrens P.M. 2004. GeoSimulation-autom
    ata-based
  • modeling of urban phenomena (287pp.)
  • DeMers M.N. 2002. GIS Modeling in Raster.(203pp.)
  • Ilachinski A. 2002.Cellular Automata-A Discrete
    Universe.p.117(808pp.)
  • MacEachren A.M. How Maps Work- representation,
    visualisation, and Design chapters 8 and
    9(513pp.)
  • New Constructions in Cellular Automata. 2003.
    Griffeath D., Moore C. (editors).(340pp.)
  • Peuquet D.J. 2002. Representation of Space and
    Time (380pp.)
  • Tomlin D.C. 1990. Geographic Information Systems
    and Cartographic Modeling.(249pp.)
  • Toffoli T., Margolus N. 1985. Cellular Automata
    Machines. (259pp.)
  • Wolfram S. 2002. A New Kind of Science chapter
    5 p.169-221.(1196pp.)

35
Next time geographic automata (GA)
  • heterogeneous environment
  • constrained space obstacles
  • advanced rules (capacity, potentiality of cells,
    probabilistic transition rules, memory-based
    rules etc.)
  • urban automata applications
  • Hands-on geographic automata
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