Game of life

The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a widely known example of a cellular automaton. here's is an example, ripped form wiki, (you might recognise the text from here)


The "game" is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.
The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead. Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:


  1. Any live cell with fewer than two live neighbours dies, as if caused by under-population.
  2. Any live cell with more than three live neighbours dies, as if by overcrowding.
  3. Any live cell with two or three live neighbours lives on to the next generation.
  4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.


The initial pattern constitutes the seed of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed—births and deaths occur simultaneously, and the discrete moment at which this happens is sometimes called a tick (in other words, each generation is a pure function of the preceding one).
The rules continue to be applied repeatedly to create further generations.

Ever since its publication, Conway's Game of Life has attracted much interest, because of the surprising ways in which the patterns can evolve. Life provides an example of emergence and self-organization. It is interesting for physicists, biologists, economists, mathematicians, philosophers, generative scientists and others to observe the way that complex patterns can emerge from the implementation of very simple rules. The game can also serve as a didactic analogy, used to convey the somewhat counter-intuitive notion that "design" and "organization" can spontaneously emerge in the absence of a designer. For example, philosopher and cognitive scientist Daniel Dennett has used the analogue of Conway's Life "universe" extensively to illustrate the possible evolution of complex philosophical constructs, such as consciousness and free will, from the relatively simple set of deterministic physical laws governing our own universe.