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Unit 8

Computability.

What it means to compute: a Turing machine, a question no program can always answer, and the Game of Life.

The unit, lesson by lesson

Lessons

4 lessons · 25 practice questions · about 2 hours

  1. A Turing machine

    The simplest machine that can compute anything: a tape, a head that reads and writes one cell, one state in memory, and a rule card. Run, step by step, a machine that adds three and two.

    About 20 minutes 5 practice questions

  2. State tables

    Reading a rule card like a program: the busy beaver, which writes as many 1s as it can and halts, and a counter that counts in binary for ever, with the carry of addition inside one rule. And why a machine like this can do anything a computer can.

    About 25 minutes 6 practice questions

  3. The halting problem

    Some machines halt and some run for ever. Can a checker be built that always says which? Turing's proof that the answer is no, and what that does, and does not, say about what computers can do.

    About 25 minutes 6 practice questions

  4. Simple rules, complex behaviour

    Conway's Game of Life: a board of cells, each counting its eight neighbours. A one-sentence rule, and out of it still shapes, blinkers, gliders that travel across the board, and even a computer.

    About 25 minutes 8 practice questions

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