Cellular automata, played and explained

Four rules.
No players.
A whole universe.

In 1970 John Conway defined a game with no winner, no strategy and no moves. Fifty years later people are still finding new things inside it - including a working computer. Start it up and see for yourself.

Running rule B3/S23 — born on three, survives on two or three
1970 first published in Scientific American 2 states per cell 8 neighbours Turing complete since 1982 5 cells in a glider patterns still undiscovered

The premise

A grid decides its own future, one generation at a time.

Every cell looks at its eight neighbours and applies the same four rules. Nobody is steering. Everything you see - the gliders, the guns, the cathedrals of debris - is a consequence of arithmetic done in parallel, everywhere, forever.

  • UnderpopulationA live cell with fewer than two live neighbours dies.
  • SurvivalWith two or three, it lives on into the next generation.
  • OvercrowdingWith more than three, it dies.
  • ReproductionA dead cell with exactly three live neighbours comes to life.
gosper glider gun — B3/S23

Bill Gosper's glider gun, 1970. It fires a glider every thirtieth generation and never stops — the discovery that proved Life can grow without limit.

Specimens

The patterns that made it famous

Every tile below is a real simulation running in your browser, not a video.

Open the gallery

Beyond Life

Life is one rule out of billions.

Change a single digit and you get a maze generator, a replicator, or a world where nothing ever dies. Step outside the square grid entirely and you get ants that build highways, wires that carry electrons, and continuous automata that look disconcertingly like microorganisms.

Your move

Nothing here is a recording.

Open the Lab, click a few cells, and press play. Whatever happens next has probably never happened before.