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John Conway’s Game of Life

Description taken from Wikipedia, the free encyclopedia.

The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is the best-known example of a cellular automaton. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. A variant exists where two players compete. Rules: The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead. Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:
  • Any live cell with fewer than two live neighbors dies, as if by loneliness.
  • Any live cell with more than three live neighbors dies, as if by overcrowding.
  • Any live cell with two or three live neighbors lives, unchanged, to the next generation.
  • Any dead cell with exactly three live neighbors comes to life.
The initial pattern constitutes the 'seed' of the system. The next generation is created by applying the above rules simultaneously to every cell in the seed - births and deaths happen simultaneously, and the discrete moment at which this happens is sometimes called a tick. (In other words, each generation is a pure function of the one before.) The rules continue to be applied repeatedly to create further generations.  

Translations

Code Language Translator Run

Credits

Francisco Esquembre; Wolfgang Christian; lookang

information. While the specific content is not provided in the excerpt, the metadata confirms the creators and the compilation using EJS (Easy Java Simulations), suggesting a computational or interactive approach to understanding the Game of Life. The licensing information indicates it is released under a Creative Commons license, promoting open use and adaptation.

Key Information:

  • Title: John Conway' s Game of Life
  • Authors: Francisco Esquembre, Wolfgang Christian, lookang
  • Compilation: EJS 6.0_beta (180814)
  • License: Creative Commons

Source 2: "John Conway's Game of Life JavaScript HTML5 Applet Simulation Model - Open Educational Resources / Open Source Physics @ Singapore"

This source provides a more detailed overview of the Game of Life, framing it within an open educational resource context. It includes a description adapted from Wikipedia and highlights a JavaScript/HTML5 applet simulation model.

Main Themes and Important Ideas:

  • Definition and Origin: The source clearly identifies the Game of Life as a "cellular automaton devised by the British mathematician John Horton Conway in 1970." It emphasizes its status as "the best-known example of a cellular automaton."
  • Zero-Player Game: A key characteristic highlighted is that it is a "zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players." The interaction comes from "creating an initial configuration and observing how it evolves." The source also mentions a less common variant involving two players.
  • The Universe: The game operates on "an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead."
  • Neighborhood: Each cell interacts with its "eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent."
  • The Rules of Evolution: The core of the Game of Life lies in its simple yet powerful rules governing the transition of cell states at each time step:
  • Underpopulation: "Any live cell with fewer than two live neighbors dies, as if by loneliness."
  • Overpopulation: "Any live cell with more than three live neighbors dies, as if by overcrowding."
  • Survival: "Any live cell with two or three live neighbors lives, unchanged, to the next generation."
  • Reproduction: "Any dead cell with exactly three live neighbors comes to life."
  • Simultaneous Transitions and Generations: The rules are applied "simultaneously to every cell in the seed," and this discrete moment is called a "tick." Each generation is a "pure function of the one before." This deterministic nature of the game is emphasized.
  • The 'Seed': The "initial pattern constitutes the 'seed' of the system." The evolution is entirely dependent on this starting configuration.
  • Simulation Model: The source explicitly mentions a "JavaScript HTML5 Applet Simulation Model" available for embedding and likely interaction, underscoring the role of computational tools in exploring the game's behavior. The link provided suggests a practical way to engage with the Game of Life.
  • Educational Context: The inclusion under "Open Educational Resources / Open Source Physics @ Singapore" and the presence of "Sample Learning Goals" and sections "For Teachers" and "Research" indicate its value and use in educational settings.

Quotes:

  • "The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970."
  • "It is the best-known example of a cellular automaton."
  • "The 'game' is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players."
  • "One interacts with the Game of Life by creating an initial configuration and observing how it evolves."
  • "The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead."
  • "Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent."
  • "Any live cell with fewer than two live neighbors dies, as if by loneliness."
  • "Any live cell with more than three live neighbors dies, as if by overcrowding."
  • "Any live cell with two or three live neighbors lives, unchanged, to the next generation."
  • "Any dead cell with exactly three live neighbors comes to life."
  • "The initial pattern constitutes the 'seed' of the system."
  • "The next generation is created by applying the above rules simultaneously to every cell in the seed - births and deaths happen simultaneously, and the discrete moment at which this happens is sometimes called a tick."
  • "(In other words, each generation is a pure function of the one before.)"

Conclusion:

The provided sources effectively introduce John Conway's Game of Life as a foundational concept in cellular automata. They highlight its simple, deterministic rules that can lead to surprisingly complex and emergent patterns from various initial conditions. The availability of a JavaScript/HTML5 simulation model underscores the importance of interactive exploration in understanding its dynamics and its value as an educational tool within open educational resource frameworks. The information emphasizes the game's zero-player nature and the crucial role of the initial "seed" in determining its subsequent evolution

 

 

John Conway's Game of Life: A Study Guide

Key Concepts

  • Cellular Automaton: A discrete model consisting of a regular grid of cells, each in a finite number of states, where the state of each cell evolves over time based on the states of its neighbors according to a defined set of rules.
  • Grid: The two-dimensional orthogonal array of square cells that forms the universe of the Game of Life. This grid is considered to be infinite.
  • Cell State: Each cell on the grid can exist in one of two possible states: live or dead.
  • Neighborhood: For any given cell, its neighborhood consists of the eight directly adjacent cells: horizontal, vertical, and diagonal.
  • Rules of Evolution: A specific set of four rules that determine how the state of each cell changes from one generation to the next, based on the number of live neighbors.
  • Generation: A discrete time step in the Game of Life. The entire grid updates simultaneously according to the rules to produce the next generation.
  • Initial Configuration (Seed): The starting pattern of live and dead cells on the grid. The evolution of the game is entirely determined by this initial state.
  • Zero-Player Game: A game where the evolution of the system is determined solely by its initial state, requiring no further input from a human player after the initial setup.
  • Simultaneous Update: The process by which the rules are applied to all cells on the grid at the same time to generate the next generation. Births and deaths occur concurrently.
  • Patterns: Specific configurations of live cells that exhibit interesting behaviors over time, such as still lifes (remain unchanged), oscillators (repeat a pattern), and spaceships (translate across the grid).

Short-Answer Quiz

  1. Who devised the Game of Life, and in what year?
  2. Describe the "universe" in which the Game of Life takes place. What are the possible states of a cell within this universe?
  3. How many neighbors does each cell in the Game of Life have, and which cells are considered neighbors?
  4. State the four rules that govern the transition of a live cell to the next generation.
  5. State the rule that governs the transition of a dead cell to the next generation.
  6. Explain why the Game of Life is considered a "zero-player game."
  7. What is the significance of the "initial pattern" or "seed" in the Game of Life?
  8. Describe what is meant by a "generation" or "tick" in the context of the Game of Life.
  9. What does it mean for the rules of the Game of Life to be applied "simultaneously"?
  10. Give an example of how a human player interacts with the Game of Life.

Answer Key

  1. The Game of Life was devised by the British mathematician John Horton Conway in 1970.
  2. The universe is an infinite two-dimensional orthogonal grid of square cells. Each cell can be in one of two possible states: live or dead.
  3. Each cell has eight neighbors, which are the cells directly horizontally, vertically, or diagonally adjacent to it.
  4. A live cell with fewer than two live neighbors dies (loneliness). A live cell with more than three live neighbors dies (overcrowding). A live cell with two or three live neighbors lives, unchanged.
  5. A dead cell with exactly three live neighbors comes to life.
  6. It is considered a zero-player game because its evolution is entirely determined by the initial configuration, requiring no further interaction or input from human players after the setup.
  7. The initial pattern, or seed, is crucial because it dictates the entire subsequent evolution of the system according to the defined rules.
  8. A generation, or tick, represents a discrete step in time where the rules of the Game of Life are applied simultaneously to all cells, resulting in a new configuration of live and dead cells.
  9. Simultaneous application means that the state of every cell in the next generation is determined based on the current state of its neighbors, and all cells update at the same time, rather than sequentially.
  10. A human player interacts with the Game of Life by creating an initial configuration of live cells on the grid and then observing how this pattern evolves over subsequent generations.

Essay Format Questions

  1. Discuss the significance of the simple rules governing the Game of Life in relation to the complex and emergent patterns that can arise. Provide examples of different types of patterns and explain how the rules contribute to their formation and behavior.
  2. Analyze the Game of Life as a model of a cellular automaton. What are the key characteristics of a cellular automaton, and how does the Game of Life exemplify these characteristics? Consider the roles of the grid, cell states, neighborhood, and transition rules.
  3. Evaluate the statement that the Game of Life, despite being a "zero-player game," can be considered a form of simulation. What aspects of real-world systems or phenomena might the Game of Life be seen to model, and what are its limitations in this regard?
  4. Explore the concept of "life" and "death" as defined by the rules of Conway's Game of Life. How do these rules create a dynamic system where patterns can emerge, persist, and disappear? Discuss the conditions necessary for stability, growth, and decay in the game.
  5. Consider the role of the initial configuration in determining the evolution of the Game of Life. How can small changes in the initial seed lead to drastically different outcomes? Discuss the concepts of sensitivity to initial conditions and predictability in the context of this cellular automaton.

Glossary of Key Terms

  • Cellular Automaton: A discrete dynamical system where space and time are discrete, and each cell on a regular grid updates its state based on the states of its neighboring cells according to a fixed rule.
  • Grid: A regular tiling of a space, usually two-dimensional and orthogonal in the context of the Game of Life, forming the environment for the cells.
  • Live Cell: A cell in the Game of Life that is in the "on" or "alive" state.
  • Dead Cell: A cell in the Game of Life that is in the "off" or "inactive" state.
  • Neighbor: In the Game of Life, one of the eight cells immediately adjacent to a given cell (horizontally, vertically, or diagonally).
  • Rule Set: The complete collection of rules that dictate the evolution of the cellular automaton; in the Game of Life, these are the four rules governing birth, death, and survival.
  • Generation: A single step in the discrete time evolution of the Game of Life, where all cells are updated according to the rules.
  • Seed: The initial arrangement of live and dead cells on the grid at the beginning of a Game of Life simulation.
  • Zero-Player Game: A game whose evolution is determined solely by its initial state, without any further input from players.
  • Simultaneous Update: The process by which the state of all cells in a cellular automaton is updated at the same time based on the previous generation's states.
  • Still Life: A pattern of live cells in the Game of Life that remains unchanged from one generation to the next.
  • Oscillator: A pattern of live cells in the Game of Life that repeats itself after a certain number of generations.
  • Spaceship: A pattern of live cells in the Game of Life that translates across the grid while retaining its overall shape.
  • Emergent Behavior: Complex patterns or behaviors that arise from the application of simple rules in a system, such as the intricate patterns observed in the Game of Life.

Sample Learning Goals

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For Teachers

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Research

[text]

Video

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 Version:

  1. https://www.compadre.org/osp/items/detail.cfm?ID=12997 
  2. https://weelookang.blogspot.com/2018/11/john-conways-game-of-life-javascript.html 

Other Resources

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Frequently Asked Questions: John Conway's Game of Life

1. What is John Conway's Game of Life? John Conway's Game of Life is a cellular automaton, a zero-player game created by British mathematician John Horton Conway in 1970. It takes place on an infinite two-dimensional grid of square cells, each of which can be in one of two states: live or dead. The game's evolution is solely determined by the initial configuration of live cells, requiring no further human interaction once the "seed" is planted.

2. What are the rules that govern the Game of Life? The state of each cell in the grid evolves over discrete time steps (generations) based on the state of its eight neighbors (horizontally, vertically, and diagonally adjacent cells) in the previous generation. The rules are applied simultaneously to every cell:

  • A live cell with fewer than two live neighbors dies (underpopulation).
  • A live cell with two or three live neighbors lives on to the next generation.
  • A live cell with more than three live neighbors dies (overpopulation).
  • A dead cell with exactly three live neighbors becomes a live cell (reproduction).

3. How does one "play" the Game of Life? Since the Game of Life is a zero-player game, there is no traditional gameplay. Instead, a user interacts with it by creating an initial pattern of live cells (the "seed") on the grid. Once the simulation begins, the user observes how this pattern evolves according to the defined rules through subsequent generations. Some variations exist where two players might compete by manipulating the grid.

4. What is a "cellular automaton" in the context of the Game of Life? A cellular automaton is a discrete model studied in computer science, mathematics, physics, and theoretical biology. It consists of a regular grid of cells, each in a finite number of states. The state of each cell at a new time step depends on its own state and the state of its neighbors at the previous time step, according to a fixed set of rules. The Game of Life is the most well-known example of a cellular automaton.

5. What makes the Game of Life interesting despite being a "zero-player" game? Despite the lack of direct player control after the initial setup, the Game of Life exhibits complex and often surprising emergent behavior from its simple rules. Different initial patterns can lead to a wide variety of outcomes, including stable configurations, oscillating patterns, and seemingly chaotic growth. This makes it a fascinating subject for observing self-organization and the emergence of complexity.

6. What are some common types of patterns observed in the Game of Life? Many interesting patterns have been discovered in the Game of Life, including:

  • Still lifes: Stable configurations that do not change from one generation to the next (e.g., block, beehive, loaf).
  • Oscillators: Patterns that repeat a sequence of states over a fixed number of generations (e.g., blinker, toad, beacon, pulsar).
  • Spaceships: Patterns that translate themselves across the grid over time (e.g., glider, lightweight spaceship).
  • Guns: Configurations that produce other moving patterns, such as gliders.

7. What is the significance of the Game of Life? The Game of Life is significant for several reasons. It serves as a compelling example of how simple rules can give rise to complex behavior, a concept relevant in various scientific fields. It has also been influential in the development of the field of cellular automata and has been used as a model for studying self-replication, computation, and pattern formation in biological and artificial systems. Furthermore, its accessibility and visual nature make it a popular tool for introducing concepts of emergence and computational thinking.

8. Where can I see or interact with a simulation of the Game of Life? There are many online resources and applications that allow users to create and observe Game of Life simulations. The provided sources mention a JavaScript HTML5 Applet Simulation Model available at https://iwant2study.org/lookangejss/biology/ejss_model_GameOfLife/GameOfLife_Simulation.xhtml. This embeddable model allows users to set up initial configurations and watch them evolve according to Conway's rules. Many other similar simulations can be found online through web searches.

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