研究都市結構的有兩大領域,一為以經濟分析為基礎的競標地租,一為以細胞自動體(Cellular Automata, CA)為基礎的生命遊戲(Life Game);前者以距離為基礎的生產及效用函數微積分推導,處理多核心城市困難,後者以近鄰關係(Neighborhood Effect)為基礎進行動態模擬,不易建立層級性關係與表現都市租金狀況。在觀察都市多核心變化後,本研究在系統架構下以網格資訊系統中建立生產及效用函數計算租金,並在細胞自動體的近鄰關係中加入需求門檻,建立多核心都市動態空間結構模式的初步架構與模擬,發現以每一個高層核心各自發展新核心-腹地的方式,最接近中地理論的層級核心結構,與城市實際發展最接近;同時也發現因為幾何的原因,城市可以產生高層核心,證實城市高層核心會有區位改變機會。此動態空間結構模式尚有更完整發展的空間,進行實證研究以作為政府在空間政策的參考。
There are two major academic fields of urban structure. One is Bid Rent Function based on economic analysis; the other is Cellular Automata (CA) based on Life Game. The former method employs calculus to transform the production function and utility function which are difficult to handle the multi-core city. The latter method employs neighborhood effect to simulate the urban dynamics. CA is difficult to create the hierarchy relativity and to present the rent condition of a city. After the observation of change for multi-core city, this study creates production and utility function on the grid geography information under a system frame. Additionally, it adds the threshold population on the neighborhood effect in CA. Creating the initial frame and modeling of dynamic spatial structure simulates the multi-core city. This study discovers that the method of every high level core developing new core-periphery is very similar to the Center Place Theory and closer to the practical city. At the same time, we discover the reason of the producing of new high-level core in a city is a geometric condition. It provides the opportunity of high-level cores in a city. The modeling of dynamic spatial structure has a space to go a further development. It also is a consultation for government's making decision to do the practical research for new core-periphery development.