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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

    In cellular automata, the new state of a cell is not affected by the new state of other cells. This could be changed so that, for instance, a 2 by 2 block of cells can be determined by itself and the cells adjacent to itself. There are continuous automata. These are like totalistic cellular automata, but instead of the rule and states being ...

  4. Seeds (cellular automaton) - Wikipedia

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

    Each cell is considered to have eight neighbors (Moore neighborhood), as in Life. In each time step, a cell turns on or is "born" if it was off or "dead" but had exactly two neighbors that were on; all other cells turn off. Thus, in the notation describing the family of cellular automata containing Life, it is described by the rule B2/S. [1]

  5. Highlife (cellular automaton) - Wikipedia

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

    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.

  6. 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 ...

  7. Rule 110 - Wikipedia

    en.wikipedia.org/wiki/Rule_110

    Like Life, Rule 110 with a particular repeating background pattern is known to be Turing complete. [2] This implies that, in principle, any calculation or computer program can be simulated using this automaton. An example run of the rule 110 cellular automaton over 256 iterations, starting from a single cell.

  8. 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.

  9. 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).

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