![]() Wireworld uses four possible cell states and has the following rules: Wireworld is a cellular automaton that simulates electronic devices and logic gates by having cells represent electrons traveling across conductors. "Demon" artifacts, as shown below, create these spirals and are constructed from adjacent groups of cells which constantly devour each other and create a rotating pattern. Two dimensional cyclic cellular automata typically result in spiraling patterns that eventually consume the entire grid. Cycles involving more than 4 colors tend to produce patterns that stabilize more quickly when compared to 3 or 4-color cycles. One dimensional cyclic cellular automata can be used to model particles that undergo ballistic annihilation. Whenever a cell is neighbored by a cell whose color is next in the cycle, it copies that neighbor's color-otherwise, it remains unchanged. In cyclic cellular automata, an ordering of multiple colors is established. The Immigration Game and the Rainbow Game of Life can both be viewed and played here. Some investigations on the propagation of colors in the Rainbow Game of Life can be seen here. The Rainbow Game of Life is notable for being somewhat analogous to genetic properties spreading through a population of creatures. Thus, a cell which is born from two black cells and one white cell will have a dark gray appearance. It’s also worthwhile to whatch this youtube video on the Game of Life.The Rainbow Game of Life is similar to the Immigration Game, only newborn cells instead are colored based on the average color values of their parent cells. Golly also offers different versions and variations of the Game of Life slight variations of the original rules. A great source for exploring this further is Golly, an internative Game of Life simulator. ![]() The Game of Life has practically no limit in terms of the complexity of patterns it can generate. ![]() If you are patient you can see in the example how a structure in the center is built up and gets removed again, periodically. Some of these pulsars are really complex as the example shown here. ![]() One can also find initial conditions for periodic patterns that repeat after a certain number of iterations. In the control panel you can choose three different patterns that generate gliders, known as gliders guns. Glider gunsĪn interesting feature about the Game of Life is its capacity to host replicating patterns. There are countless other glider forms, or spaceships: Patterns that move in one direction, despite the fact that nothing in the rules would indicate that. If you select tiny glider swarm, you can observe what happens if these critters collide. Without any obstacles, this will go on forever. The pattern is such that the glider moves constantly into one direction. If you select the tiny glider setup in the control panel you can inspect how a tiny glider works in detail. If you look closely, you will see that every now and then little gliders are generated that move diagonally until they collide with other parts of the pattern. In this scenario you will observe that very quickly a dynamic pattern will emerge that exhibits little patches that are static and other regions that are highly dynamic. With the density slider you can control the initial fraction of alive and dead cells. Chaotic patternsīy default the initial setup is random, each cell is assigned its state randomly. However, depending on the initial conditions, the Game of Life generates different classes of patterns. The above rules are static, no parameters are involved. So, in a nutshell, these simple rules mimic three vital biological forces, cooperation, competition and reproduction. Rule 4 mimics reproduction: Alive cells in the neighborhood can have a baby in the center. Underpopulation, the lack of required cooperation, will also kill a cell (rule 1). Overpopulation or too much competition will kill a cell (rule 2). The first three rules imply that only when the number of neighbors is suitable, namely 2 or 3, a cell can survive.
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