The best-known two-dimensional cellular automaton, invented by John H. Conway and popularized in Martin Gardner's
Scientific American column starting in October 1970. Life, sometimes also
called "the game of life," was originally played (i.e., successive generations
were produced) by hand with counters, but implementation on a computer greatly increased
the ease of exploring patterns.
The life cellular automaton is run by placing a number of filled cells on a two-dimensional grid. Each generation
then switches cells on or off depending on the state of the cells that surround it.
The rules are defined as follows. All eight of the cells surrounding the current
one are checked to see if they are on or not. Any cells that are on are counted,
and this count is then used to determine what will happen to the current cell.
1. Death: if the count is less than 2 or greater than 3, the current cell is switched off.
2. Survival: if (a) the count is exactly 2, or (b) the count is exactly 3 and the current cell is on, the current cell is left unchanged.
3. Birth: if the current cell is off and the count is exactly 3, the current cell is switched on.
The game of life is a totalistic cellular automaton, and can be implemented as follows using the built-in command
CellularAutomaton, where the initial conditions are specified as a binary matrix and the results
for generations through are returned.
(Here, corresponds to the initial pattern.)
Life[m_List?MatrixQ, {g1_Integer?NonNegative,
g2_Integer?NonNegative}] :=
CellularAutomaton[
{
224,
{2, {{2, 2, 2}, {2, 1, 2}, {2, 2, 2}}},
{1, 1}
},
{m, 0},
g2,
{
{g1, g2},
Automatic
}] /; g2>=g1
Weisstein gives an extensive alphabetical tabulation of life forms and terms.
A pattern which does not change from one generation to the next is known as a still life, and is said to have period 1. Several still lifes are illustrated above. The
numbers of still lives of cells for , 2, 3, ... are
0, 0, 0, 2, 1, 5, 4, 9, 10, 25, 46, 121, 240, 619, 1353, ... (Sloane's A019473).
Patterns that cycle through a set of configurations are called oscillators.
Conway originally believed that no pattern could produce an infinite number of cells, and offered a $50 prize to anyone who could find a counterexample before the end of 1970 (Gardner 1983, p. 216). Many counterexamples were subsequently found, including guns and puffer trains (illustrated above).
A life pattern which has no father pattern is known as a Garden of Eden (for obvious biblical reasons). The first such pattern was not found until 1971, and at least three are now known. It is not, however, known if a pattern exists which has a father pattern, but no grandfather pattern (Gardner 1983, p. 249).
Amazingly, life is a universal cellular automaton, in the sense that it is effectively capable of emulating
any cellular automaton, Turing machine, or any other system
that can be translated into a system known to be universal.
The outlines of a proof for life's universality
were given by Berlekamp et al. (1982) and independently by Gosper (Gardner
1983, pp. 250-253). Around 2000, a Turing
machine that can be extended to a universal
Turing machine was explicitly implemented in life by P. Rendell (Rendell,
Adamatzky 2001). While Rendell's machine can be made into a "true" universal
computer simply by making his tape infinite, he neither noted this fact nor provided
an actual construction of a universal
Turing machine. Subsequently, on November 11, 2002, P. Chapman constructed
a life pattern based on D. Hickerson's "sliding block memory" approach
that implements the actions of a universal register machine. Unlike the finite
tape of Rendell's Turing machine,
the values in the registers of Chapman's machine are unbounded, making it a true
model of universal computation in the game of life. Chapman's construction uses live cells in an area of ,
and can calculate approximately 20 generations per second on a 400 MHz computer.
More amazingly still, as shown by Wolfram (2002), even one-dimensional cellular automata (in particular, rule 110), can be universal.
Two-dimensional cellular automaton games similar to life but with different rules have been constructed and given the
names HexLife and HighLife. HashLife is a life algorithm
that achieves remarkable speed by storing subpatterns in a hash table and using them
to skip forward, sometimes thousands of generations at a time.
Adamatzky, A. (Ed.). Collision Based Computing. Mult.-Valued Log. 6,
pp. 397-514, 2001. Yverdon: Gordon and Breach, 2001.
Bays, C. "A Note on the Game of Life in Hexagonal and Pentagonal Tessellations."
Complex Systems 15, 245-252, 2005.
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Particular. London: Academic Press, 1982.
Callahan, P. "Patterns, Programs, and Links for Conway's Game of Life."
http://www.radicaleye.com/lifepage/.
Chapman, P. "Life Universal Computer." http://www.igblan.com/ca/.
Flammenkamp, A. "Game of Life." http://www.uni-bielefeld.de/~achim/gol.html.
"The Game of Life." Math Horizons. p. 9, Spring 1994.
Gardner, M. "The Game of Life, Parts I-III." Chs. 20-22 in Wheels, Life, and other Mathematical Amusements. New York:
W. H. Freeman, 1983.
Hensel, A. "PC Life Distribution." http://www.mindspring.com/~alanh/lifep.zip.
Hensel, A. "Conway's Game of Life." Includes a Java applet for the Game
of Life. http://www.ibiblio.org/lifepatterns/.
Koenig, H. "Game of Life Information." http://pentadecathlon.com/lifeInfo.php.
McIntosh, H. V.
"Life." http://www.cs.cinvestav.mx/mcintosh/oldweb/life.html
Poundstone, W. The Recursive Universe: Cosmic Complexity and the Limits of Scientific
Knowledge. New York: Morrow, 1985.
Rendell, P. "This Is a Turing Machine Implemented in Conway's Game of Life."
http://www.rendell.uk.co/gol/tm.htm.
Resnick, M. and Silverman, B. "A Zoo of Life Forms." http://lcs.www.media.mit.edu/groups/el/projects/emergence/life-zoo.html.
Sloane, N. J. A. Sequence A019473 in "The On-Line Encyclopedia of Integer Sequences."
Toffoli, T. and Margolus, N. Cellular Automata Machines: A New Environment for Modeling.
Cambridge, MA: MIT Press, 1987.
Wainwright, R. T. "LifeLine." http://members.aol.com/life1ine/life/lifepage.htm.
Wainwright, R. T. LifeLine: A Quarterly Newsletter for Enthusiasts of John
Conway's Game of Life. Nos. 1-11, 1971-1973.
Weisstein, E. W. "Eric Weisstein's Encyclopedia of the Game of Life."
http://www.ericweisstein.com/encyclopedias/life/.
Wolfram, S. A New Kind of Science. Champaign, IL: Wolfram Media, 2002.
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