Cellular automata · emergence

Game of Life

In Conway’s Game of Life every square of an endless grid is alive or dead, and all of them change together: a dead square with exactly three live neighbours comes alive, a live square with two or three stays alive, and every other square is dead in the next generation.

The Game of Life in this visualization

In Conway’s Game of Life, every square x of an endless grid is alive, s(x)=1s(x) = 1, or dead, s(x)=0s(x) = 0. With N(x) the number of live squares among the 8 around x, diagonals included, the next generation is

s′(x)={1N(x)=3,s(x)N(x)=2,0otherwise,s'(x) = \begin{cases} 1 & N(x) = 3, \\ s(x) & N(x) = 2, \\ 0 & \text{otherwise,} \end{cases}

the rule B3/S23. Here you can draw patterns, watch them evolve, go back to earlier generations, look one generation ahead, and see when a pattern has provably settled.

Every square is updated from the same old generation at the same moment. Paused, Next generation shows a step before it is taken: squares about to be born get an open frame, squares about to die are struck through, and pointing at a square shows its 8 neighbours and its count. The board has no edge and does not wrap. A chevron at the edge says how many live squares lie beyond it. The curve in the panel counts the live squares in each generation since the board last changed.

A few kinds of object come up again and again. A still life never changes, like the block and the beehive. An oscillator returns to itself, like the blinker every 2 generations. A spaceship returns to its shape somewhere else: the glider after 4 generations, one square across and one down. A gun returns to itself and leaves something behind each time, and the Gosper gun fires a glider every 30 generations. Small patterns that take a long time to settle, such as the R-pentomino, are called methuselahs. Since a square’s next state depends only on the 3 × 3 block around it, no effect travels faster than one square per generation, a diagonal step counting as one. This is the speed of light c, and the glider moves at c/4.

The page says a pattern has settled only when it can prove it. The proof rests on one fact. Write F for one generation. If two groups of live squares X and Y are at least 3 squares apart, again counting a diagonal step as one, then

F(X∪Y)=F(X)∪F(Y),F(X \cup Y) = F(X) \cup F(Y),

because no 3 × 3 block reaches both. So once the ash left in place repeats on its own, and every ship stays at least 3 squares from it and from the other ships as it flies off, nothing can disturb them again. The curve marks with a dashed line the first generation from which the board is that ash plus those ships. When the page cannot prove this, as with ships about to collide or a gun still firing, it says nothing about settling, and it never claims that a pattern will not settle.

John Horton Conway devised the game in 1970, and Martin Gardner made it famous in Scientific American that October.

Things to notice

  • Colour and afterglow are display, not part of the rule. Afterglow fades by the second, not by the generation, so it does not tell a square’s age.
  • Settled does not always mean still: oscillators keep blinking and ships keep flying, and the readout says which. A flat curve is not settling either, because the board can change while the count stays level.

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