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  2. Life-like cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Life-like_cellular_automaton

    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") The neighborhood of each cell is the Moore neighborhood; it consists of the eight adjacent cells to the one under consideration and (possibly) the cell itself.

  3. Cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Cellular_automaton

    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]

  4. Langton's loops - Wikipedia

    en.wikipedia.org/wiki/Langton's_loops

    Langton's loops are a particular "species" of artificial life in a cellular automaton created in 1984 by Christopher Langton. They consist of a loop of cells containing genetic information, which flows continuously around the loop and out along an "arm" (or pseudopod), which will become the daughter loop. The "genes" instruct it to make three ...

  5. Life without Death - Wikipedia

    en.wikipedia.org/wiki/Life_without_Death

    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 ...

  6. Rule 110 - Wikipedia

    en.wikipedia.org/wiki/Rule_110

    The Rule 110 cellular automaton (often called simply Rule 110) [a] is an elementary cellular automaton with interesting behavior on the boundary between stability and chaos. In this respect, it is similar to Conway's Game of Life. Like Life, Rule 110 with a particular repeating background pattern is known to be Turing complete. [2]

  7. Von Neumann cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Von_Neumann_cellular_automaton

    In von Neumann's cellular automaton, the finite state machines (or cells) are arranged in a two-dimensional Cartesian grid, and interface with the surrounding four cells. As von Neumann's cellular automaton was the first example to use this arrangement, it is known as the von Neumann neighbourhood. The set of FSAs define a cell space of ...

  8. Garden of Eden (cellular automaton) - Wikipedia

    en.wikipedia.org/wiki/Garden_of_Eden_(cellular...

    A pattern, for a given cellular automaton, consists of a finite set of cells together with a state for each of those cells. [6] A configuration contains a pattern when the states of the cells in the pattern are the same as the states of the same cells in the configuration (without translating the cells before matching them).

  9. Critters (cellular automaton) - Wikipedia

    en.wikipedia.org/wiki/Critters_(cellular_automaton)

    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.