Game of Life
B3/S23 · born on 3, survives on 2–3
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GEN0
ALIVE0
GEN/S0
Conway's Game of Life
B3/S23 — a two-state, eight-neighbor cellular automaton

What it is

The Game of Life isn't a game you play — it's a universe you seed and then watch. Cells on a grid are alive or dead, and every generation they all update at once from just four rules based on their eight neighbors:

  • A live cell with fewer than two live neighbors dies (underpopulation).
  • A live cell with two or three neighbors lives on.
  • A live cell with more than three neighbors dies (overcrowding).
  • A dead cell with exactly three neighbors becomes alive (reproduction).

From those trivial rules emerge gliders that crawl across the grid, oscillators that breathe, guns that fire streams of spaceships, and patterns whose fate is genuinely unpredictable — the headline example of emergence, where complexity arises with no designer.

History

The mathematician John Horton Conway devised it in 1970 while searching for the simplest rules that could sustain unbounded, lifelike behavior. It reached the world through Martin Gardner's October 1970 "Mathematical Games" column in Scientific American and promptly consumed untold hours of mainframe time as people hunted for new patterns.

In the world

Life is Turing complete: you can build logic gates, memory, and even a working computer entirely out of gliders and still-lifes. It became a cornerstone of the study of cellular automata and artificial life, a model for emergence and self-organization in biology and physics, and a perennial proof that simple local rules can compute anything at all.

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