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A cellular automaton (CA) is Life-like (in the sense of being similar to Conway's Game of Life) if it meets the following criteria: The array of cells of the automaton has two dimensions. Each cell of the automaton has two states (conventionally referred to as "alive" and "dead", or alternatively "on" and "off")
Conway's Game of Life is an example of an outer totalistic cellular automaton with cell values 0 and 1; outer totalistic cellular automata with the same Moore neighborhood structure as Life are sometimes called life-like cellular automata. [52] [53]
The number of live cells per generation of the pattern shown above demonstrating the monotonic nature of Life without Death. Life without Death is a cellular automaton, similar to Conway's Game of Life and other Life-like cellular automaton rules. In this cellular automaton, an initial seed pattern grows according to the same rule as in Conway ...
The Game of Life, also known as Conway's Game of Life or simply Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. [1] It is a zero-player game, [2] [3] 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 ...
The evolution of the replicator. Highlife is a cellular automaton similar to Conway's Game of Life.It was devised in 1994 by Nathan Thompson. It is a two-dimensional, two-state cellular automaton in the "Life family" and is described by the rule B36/S23; that is, a cell is born if it has 3 or 6 neighbors and survives if it has 2 or 3 neighbors.
As in Conway's Game of Life, at any point in time each cell may be in one of two states: alive or dead. The Critters rule is a block cellular automaton using the Margolus neighborhood. This means that, at each step, the cells of the automaton are partitioned into 2 × 2 blocks and each block is updated independently of the other blocks.
A sample autonomous pattern from Lenia. An animation showing the movement of a glider in Lenia. Lenia is a family of cellular automata created by Bert Wang-Chak Chan. [1] [2] [3] It is intended to be a continuous generalization of Conway's Game of Life, with continuous states, space and time.
Rule 30 in Wolfram's atlas of cellular automata; Rule 30: Wolfram's Pseudo-random Bit Generator. Recipe 32 at David Griffeath's Primordial Soup Kitchen. Repeating Rule 30 patterns. A list of patterns that, when repeated to fill the cells of a Rule 30 automaton, repeat themselves after finitely many time steps. Frans Faase, 2003.
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