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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>VRule - A Rule Based Pixel Rewriting System for End-User Modeling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rick L. Vinyard</string-name>
          <email>rick.vinyard@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Computer Science, New Mexico State University</institution>
          ,
          <addr-line>Las Cruces NM</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Numerous approaches to pixel rewriting systems (PRSs) have been investigated since Furnas' Bitpict. VRule is a new rule-based pixel rewriting framework designed to support investigation of new formalisms for end-user modeling with PRSs, and is implemented as a Pattern Directed Inference System (PDIS) with specialized classes of antecedent and consequent Pattern Directed Modules (PDM) components. This overview brie y examines VRule's key elements resulting from exploration of the architectural aspects of rule-based engines to include matching, rule resolution, and execution in a spatial environment, as well as numerous new PDM formalisms. Examples representing classes of modeling domains have been developed to include Turing machines, 1D/2D/3D cellular automata, a game of Fox and Hounds, Langton's Ant (turmites), a climatological gas model originally written in C#, and a virological infection model originally written in Python.</p>
      </abstract>
      <kwd-group>
        <kwd>pixel • rewriting • modeling • end-user • inference engine</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The expressiveness of diagrammatic reasoning systems have been the subject
of many approaches created to explore not only whether reasoning can be
performed with images and diagrams, but also what spatial relationships can be
leveraged for programming environments. Although ancient mathematicians in
China, India, and Greece [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] used diagrams to support and explain
geometric theorems, later debate has focused on the role of diagrams in reasoning with
some taking the position that diagrams have no role in formal reasoning [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] and
others arguing that diagrams can be used in formal reasoning and that diagrams
have both advantages and weaknesses distinct from formal sentential methods
[
        <xref ref-type="bibr" rid="ref18 ref27 ref29 ref3 ref9">3, 27, 9, 18, 29</xref>
        ].
      </p>
      <p>
        Early attempts to leverage diagrams in computer based reasoning systems
include Gelernter's Geometry Machine [
        <xref ref-type="bibr" rid="ref12 ref13">13, 12</xref>
        ] which demonstrated the rst use
of diagrams in computer reasoning and utilized backward chaining logic and
diagrams to prune the tree, and also used diagrams as to accept heuristic facts as
Copyright ' 2021 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
true from the diagrammatic representation which used a coordinate
representation system.
      </p>
      <p>
        Pygmalian [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] was another early system created in 1975 to explore writing
computer programs with diagrams and images. Pygmalion was an early
programming by demonstration system that employed icons instead of variables,
data structures, and functions. A Pygmalion program was developed by
specifying an initial image, and through a series of edits the operations would be
recorded for later execution. Other systems such a Tinker [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] and NetLogo [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]
rely heavily on text based languages, and augment the programming
environment with spatial aspects such as mouse events or image annotations, and di er
from those systems that explicitly use diagrammatic properties as part of the
knowledge representation system.
      </p>
      <p>
        Lindsay proposed an alternative approach to the frame problem utilizing
images as inference-making representations [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] and proposed the idea of using
images to draw inferences without explicitly listing rules of deduction following
Haugeland's observation that \the beauty of images is that (spatial) side e ects
take care of themselves[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]." Lindsay further claimed that \visual images possess
properties... not possessed by deductive propositional representation," and that
a representation system could \make inferences without the explicit rules of
deduction but simply by virtue of the properties of the knowledge representation
system alone."
      </p>
      <p>
        Extending upon this idea Barwise and Etchemendy used diagrammatic and
sentential representations in the same semantic framework when they
demonstrated Hyperproofs. However, Hyperproofs separated visual and linguistic forms
into distinct rules of inference that operated on each form of representation, and
provided for rules to allow information to move between the representation forms
[
        <xref ref-type="bibr" rid="ref2 ref4">2, 4</xref>
        ].
      </p>
      <p>
        As noted by Blackwell[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] graphical rewrite systems are \an in uential family
of development environments for end-users." Furnas' BitPict [
        <xref ref-type="bibr" rid="ref6 ref8">6, 8</xref>
        ] was the rst
diagrammatic reasoning system to demonstrate a completely graphical image
rewriting system where reasoning occurred from image to image through pixel
rewriting without any sentential representation, and demonstrated the ability
to perform image to image deduction with a key example demonstrating the
solution to a spatial problem of counting disconnected components in a tangled
forest. In this example Furnas demonstrated a set of three graphical rules
capable of reducing the bifurcating trees to a set of distinct pixels representing
the disconnected components, and used an additional set of rules to represent
the number of disconnected components in Roman numerals, and as pointed
out by Furnas \the critical computation point is that the evolving state of the
blackboard is governed by picture-to-picture mapping rules, with no need for
underlying sentential representation."
      </p>
      <p>
        Visulan [
        <xref ref-type="bibr" rid="ref33 ref34">33, 34</xref>
        ] further extended the groundbreaking concept of
image-toimage deduction with the introduction of logical conjunction (extended pairs)
and disjunction (abstract/concrete images) concepts and also demonstrated
Turing completeness.
      </p>
      <p>
        Later work on BitPict [
        <xref ref-type="bibr" rid="ref10 ref7">7, 10</xref>
        ] examined the used of intermediate constructions
to facilitate problem solving in PRS environments. Employing an approach which
uses intermediate diagrams Furnas, et. al. demonstrated the ability of PRSs to
not only discover the shortest path between two points around an obstacle, but
also demonstrated a limited case of digit recognition and other forms of shape
manipulation.
      </p>
      <p>
        SOAR+SVI [
        <xref ref-type="bibr" rid="ref22 ref23">22, 23</xref>
        ] extended the SOAR [
        <xref ref-type="bibr" rid="ref20 ref21">21, 20</xref>
        ] architecture and further
built upon the PRS framework of BitPict employing an object model and a
visual bu er, combining algebraic image processing with a pixel rewriting
system, introducing a number of new formalisms including wildcard antecedents,
sentential rule set data descriptions, and attention windows.
2
      </p>
      <p>
        VRule Architecture and Work Completed
VRule has been designed to support investigation into pixel rewriting
environments and has been informed by many of the aforementioned graphical systems.
Like many of its predecessors, the goal of VRule is to explore aspects of the
inherent properties of diagrammatic representation systems with a particular focus on
those properties that can facilitate end-user programming. VRule has been
implemented as a Pattern Directed Inference System (PDIS) where a \program is
better viewed as a loosely organized collection of pattern-directed modules"[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]
and employs a familiar match resolve act cycle. Building upon concepts
introduced by BitPict, VRule's workspaces and rules are sets of PNG (Portable
Network Graphics) images, and is implemented in Java/CUDA with an object
oriented design to allow rapid development of exploratory engine components
and PDMs. Output of the intermediate computation is either raw PNG images
or scaled images with grid lines and other annotations as seen in the latter images
generated directly by VRule.
      </p>
      <p>
        The similarity between raster based pixel rewriting systems and raster based
cellular automata (CAs) was noted by Furnas and Qu [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], but they also
distinguish the two approaches as \classical CAs are, however, often considered
hard to program to achieve desired (as opposed to explore emergent) results"
and conclude \the patterns in rules of PRSs are often explicitly relevant to the
desired resulting functionality, we nd them easier to program than CAs."
      </p>
      <p>VRule embraces both pixel rewriting systems and CAs and introduces new
formalisms for PRSs that enable the programming of CAs and agent based
models, and improves upon the existing notational forms to demonstrate the potential
of image based computation for some forms of end-user modeling. Also examined
is the natural alignment between the parallelized architecture of General-Purpose
computing on Graphics Processing Units (GPGPU) environments such as CUDA
and OpenCL, and the execution engines of PRSs.</p>
      <p>Adoption of the PDIS architecture has signi cantly in uenced the design of
VRule's extensible framework which can be broadly divided into the categories
of extending the image-to-image deductive reasoning framework of BitPict,
Visulan, et. al. with rule-based engine components or PDM components. To facilitate
investigation components such as PDM antecedents or consequents can be
extended to create new formalisms that leverage diagrammatic properties such as
spatial relationships or color attributes, and can be used interchangeably with
other extensions. Examples of VRule's engine innovations include a new spatial
resolver capable of using a multitude of dimensional strategies when resolving
antecedent matches.</p>
      <p>
        Another VRule resolver variant provides Visulan's extended pairs with a total
ordering not only between rules, but also between spatial matches and introduces
intra-rule matches with independent spatial priority. As observed by Furnas, et.
al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] \[n]ote that rules here use only local, 2D rewrites on rectilinear grids of
pixels. There is a large space of related systems as yet unexplored, including
variants with multiple layers and non-local pixel rewrites." VRule's Key/Value
workspace layers embody one form of exploration of this space allowing rules
to match and act against speci c layers. Other areas of examination include
boundary matches and hierarchical rules for speci cation of intra-rule strategies.
      </p>
      <p>
        While Anderson's Inter-Diagrammatic Reasoning [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] evolved a macro level
approach to BitPict, VRule's PDM approach takes a diametrical evaluation of
the rules to the micro level of the pixels involved during the match and act phases
while preserving BitPict's image to image computation. New PDM formalisms
have been developed with the goal of supporting paradigms common to classes
of modeling domains, and to demonstrate the utility of these new antecedent
and consequent formalisms examples representative of domain classes have been
developed.
      </p>
      <p>In addition to spatial aspects, VRule has also been designed to explore the
use of color, hue, saturation, and transparency in a diagrammatic
representation system, and new forms of PDMs introduced by VRule include transparent
pixel PDMs that can be used to specify punctured lattices such as CA Moore
neighborhoods. Although SOAR+SVI demonstrated wildcard matching in the
antecedent, VRule extends the transparency concept to the consequent. Another
new form of PDM are VRule's anchors that allow the programmer to specify
transforms between the antecedent match and the consequent application on
the same or even di erent layers.</p>
      <p>Other new VRule PDMs include null consequents, negation antecedents,
border matching, and extended a ne transforms. Non-image PDMs have also been
examined to include event based antecedents, halt consequents, and snapshot
consequents. Event based antecedents provide a mechanism for user interaction
with the executing model, while snapshots allow programming speci c points in
the model evolution that can be used for further numerical analysis beyond the
scope of VRule.</p>
      <p>
        Moving beyond purely diagrammatic forms, new stochastic elements have
been introduced as well that preserve BitPict's original goal of image to
image computation while providing stochasticism for modeling domains. Trilobite
notation, inspired by the Schrodinger notation of Spider diagrams[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], was
developed to specify concepts such as \no more than n Moore neighbors," or \at
least n Von Neumann neighbors with range less than r" used to program the
SEIR model, various CAs, and Conway's Game of Life.
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Implementing the First Turing Machine in VRule</title>
      <p>
        Turing's rst a-machine described in his pioneering work [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] is shown in
gure 1a, and results in computation of the sequence 010101. . . with each digit
separated by a blank. This example was selected as it demonstrates a direct
comparison to the di ering approaches of Visulan and VRule, and the bene t of
VRule's transparent pixel PDMs.
      </p>
      <p>This machine can be implemented in VRule using antecedents and
consequents with transparent pixels. The transparent antecedent pixels equate to
Turing's actions when no symbol is scanned, and the transparent consequent
pixels allow rules to be created that consider only the current tuple being
created. Rather than use symbols for the states, colors will represent the various
states using a relation of f(b, red), (c, green), (e, blue), (f, magenta)g. Turing's
alphabet will be related to colors using a relation of f(blank, yellow), (0, white),
(1, black)g. The movement of the head is spatially represented in the consequent
relative to the antecedent, as is the next state. Thus, each rule contains all
information of the corresponding 5-tuple. Figure 1b demonstrates the four rules
needed to program Turing's rst machine using VRule's transparency rules for
antecedents and consequents.</p>
      <p>This approach is signi cantly di erent from either that of Visulan or BitPict
in that the rules of those systems needed to encode not only for the current
symbol under the read/write head, but also for the symbol under the read/write
head after it moved. Using VRule's transparent pixel consequents allows the rules
and operation to be speci ed directly in accordance with Turing's original design.
Figure 1c depicts the rst twelve cycles of Turing's rst a-machine executing in
VRule.
2.2</p>
    </sec>
    <sec id="sec-3">
      <title>Further Examples</title>
      <p>
        Figure 2 contains two examples of VRule programs in di erent modeling domains
created with VRule's new formalisms, selected for their computational
characteristics in the domain. Depicted in gure 2a are the bubble toppling rules of
the Model of Ebullition and Gas storAge (MEGA) [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] (originally in C#)
reimplemented in VRule, and uses VRule's new border PDMs to control the
cycle counter and introduction of gas bubbles to the executing model, as well as
stochastic PDMs to control random left/right toppling. Figure 2b demonstrates
a Human Immunode ciency Virus (HIV) SEIR cellular model [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] (originally
in Python) progressing from a healthy state, to an infected state, to a delayed
immune response over seven weeks. Also depicted is a trilobite antecedent
specifying a Moore neighborhood that excludes the central cell and speci es a match
of at least one, but no more than two cells. The second image of the SEIR
model demonstrates a random initial population generated by VRule's
stochastic PDMs. Stochastic PDMs are also employed in determining cellular death and
b
c
e
f
None
None
None
      </p>
      <p>None
(a) Turing's rst a-machine with color mappings
(b) Four rules implementing Turing's rst machine in VRule
0
1
7
8
9</p>
      <p>R
R
R
R
c
e
f
b
10
11
12
1
2
3
4
5
6
(c) Execution of Turing's rst machine in VRule - First 12 cycles
dead cell replacement in accordance with the original Python model. This SEIR
example employs many of VRule's new formalisms such as trilobite notation to
specify a Moore neighborhood for candidate cellular infections, layers to control
weekly cellular aging, and boundary PDMs to control the model cycle.
(a) MEGA bubble toppling
rules and Wolfram CA 82</p>
      <p>(b) HIV SEIR model
Initial work has been done upon tessellations of hexagons to support
macroscopic Navier-Stokes uid ows. Another current area of investigation includes
antecedent color component thresholds and consequent color-based operators
such as dodge, burn, etc. It is anticipated that these forms may prove useful on
workspaces derived from photographic images to perform tasks such as annealing
hot pixels or edge detection. Implementation of the matching antecedents and
consequent actions as OpenCL kernels has also been investigated with promising
early results warranting further examination to quantify the performance
benets related to executing the match and action phases in a parallelized graphical
environment.</p>
      <p>While VRule has been demonstrated to be Turing complete, and is capable of
supporting many modeling domains including cellular automata, climate change,
and epidemiology there remains a multitude of possibilities to extend VRule with
additional formalisms supporting new and emerging modeling approaches.</p>
    </sec>
  </body>
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