  We simulate an actin filament as an automaton network. Every atom takes two
or three states and updates its state, in discrete time, depending on a ratio
of its neighbours in some selected state. All atoms/automata simultaneously
update their states by the same rule. Two state transition rules are
considered. In semi-totalistic Game of Life like actin filament automaton atoms
take binary states `0' and `1' and update their states depending on a ratio of
neighbours in the state `1'. In excitable actin filament automaton atoms take
three states: resting, excited and refractory. A resting atom excites if a
ratio of its excited neighbours belong to some specified interval; transitions
from excited state to refractory state and from refractory state to resting
state are unconditional. In computational experiments we implement mappings of
8-bit input string to 8-bit output string via dynamics of
perturbation/excitation on actin filament automata. We assign eight domains in
an actin filament as I/O ports. To write {\sc True} to a port we perturb/excite
a certain percentage of the nodes in the domain corresponding to the port. We
read outputs at the ports after some time interval. A port is considered to be
in a state {\sc True} if a number of excited nodes in the port's domain exceed
a certain threshold. A range of eight-argument Boolean functions is uncovered
in a series of computational trials when all possible configurations of
eight-elements binary strings were mapped onto excitation outputs of the I/O
domains.
