Conway's Game of Life

Click cells to play god and sketch your own creature - or load a classic pattern - then press play and watch simple rules create complex life.

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Lesson

The theory — Conway's Game of Life

The whole of Life is two numbers. B3: a dead cell with exactly three live neighbours is born. S23: a live cell with two or three neighbours survives, and otherwise dies. There is no other rule, no randomness and no player — you set the first generation and the rest is forced. Everything the panel counts, and every pattern in the dropdown, is a consequence of those two numbers applied to every cell at once.

What each symbol means

n
the number of live cells among a cell’s eight neighbours — the four edges and the four corners. Every decision in the game is made from this one integer.
B3
the birth rule. Exactly three: two is not enough and four is too many, and that sharpness is why patterns have crisp edges instead of smudges.
S23
the survival rule. A live cell with fewer than two neighbours dies as if isolated, with more than three as if overcrowded.
Phase
the panel’s own verdict on what the pattern is doing — Evolving, Still life, Oscillating or Extinct. It is a comparison against earlier generations, not a prediction.

Where the formula comes from

  1. For every cell on the board, count the live cells among its eight neighbours. Do this for the dead cells too — birth is decided the same way as survival, and a cell that is not there yet still has neighbours.
  2. Apply B3. A dead cell with n = 3 becomes live. Load the block and check: each empty cell touching it sees at most two live cells, so nothing is ever born beside it. That is the whole reason the block sits still.
  3. Apply S23. A live cell with n = 2 or n = 3 stays. Each of the block’s four cells touches exactly three others, so all four survive, and the block reproduces itself exactly.
  4. Do all of it at once. Every cell is judged against the same snapshot, then the whole board is replaced. Update cell by cell instead and you get a different, wrong game — the neighbour you already changed would feed back into the cell beside it. Simultaneity is not an implementation detail; it is part of the rule.

How to read what you see

Watch the Phase row rather than the grid. Load the block and it turns to Still life after one generation; the blinker takes two before it reads Oscillating; the diehard runs for 130 generations and then reads Extinct. Now load the glider and step it as long as you like. It stays Evolving for ever — and it is the most orderly thing in the menu, repeating its exact shape every four generations. The classifier compares the whole board against earlier boards, and a glider’s board never repeats, because the shape has moved one square diagonally. Order that travels is invisible to a test for order that stays put.

Assumes
A finite board, and one you do not fully control: each pattern brings its own grid size and overrides yours. The page opens at 30×30; choose Acorn and it becomes 50×50, set 70 by hand and it holds, then choose Diehard and it drops to 40×40. Conway’s rule is defined on an unbounded plane, so a pattern that reaches the edge here is no longer playing quite the same game.
Breaks when
The Phase row can never tell you a pattern will survive. Load the diehard: seven cells, which grow to twenty-four, wander for over a hundred generations and are gone at generation 130 — the name is earned. Nothing on screen before generation 130 hinted at that, and nothing could have. Life is Turing-complete, so asking "will this pattern die out?" is the halting problem wearing a different hat, and no algorithm decides it. What the panel answers is the decidable question — has this board repeated yet? — and it is careful to say Evolving rather than anything stronger while it waits.

A still life is not nothing happening — it is arithmetic holding at every cell at once 🖖

Load the block pattern and count for yourself. Each of its four live cells touches exactly three other live cells, and three is both the birth number and a survival number, so every one of them lives on. Meanwhile every empty cell around the block touches at most two live cells, and two is not three, so nothing can be born. The block does not persist because nothing is happening to it; it persists because the rule is evaluated everywhere, every generation, and the count comes out favourable in all directions simultaneously. Break one corner off and that balance is gone.

A game with no players 🖖

Conway's Life is a zero-player game: you set the starting cells, press play, and never touch it again. Everything after that follows from just two rules — a dead cell with exactly 3 live neighbours comes alive, and a live cell survives only with 2 or 3 neighbours. From that, shapes sort themselves into three fates: some freeze forever, some blink in a loop, and some (like the glider) crawl steadily across the grid.

The $50 bet Conway lost 🖖

In 1970 Conway conjectured that no starting pattern could grow forever, and offered $50 through Martin Gardner's Scientific American column to anyone who could settle it. Within weeks Bill Gosper's group at MIT built the glider gun — a pattern that spits out a new glider every 30 generations, so its population climbs without limit. Gosper won the money and disproved the conjecture; the gun is one of the patterns you can load above.

Problem solved in full

  1. Five live cells on a 30 × 30 grid 5 steps

    Five live cells on a 30 × 30 grid. Work out the density the panel prints, then work out how fast the glider travels and why it cannot go faster. This is the Glider state.

    1. Density is just the live count over the cell count, and the grid is square.

    2. The rule in full. Note what it does not contain: any notion of direction, distance or memory. A cell sees eight neighbours and the current generation, and that is all.

    3. Track the glider through four steps and it is itself again, one cell right and one cell down. Two of those steps look nothing like the start, which is why the period is four and not two.

    4. Speed is displacement over period. The denominator of the limit is set by the neighbourhood: one cell per generation is the fastest information can move.

    5. Scale it to the board. The crossing time is a property of the pattern and the grid, not of the animation speed — that only changes how long you wait.

    Answer

    c/4, where c is one cell per generation. Life has a hard speed limit and it comes straight from the rule: a cell only ever looks at its eight neighbours, so no influence can travel more than one cell per generation, no matter what pattern you build. That is the causal cone, and Life's literature calls it the speed of light without much irony. The glider returns to its own shape after four generations, displaced one cell diagonally, so it moves at a quarter of the limit — and nothing built from B3/S23 has ever beaten c/2 orthogonally. A five-cell pattern with a period and a displacement is the smallest object in Life that goes anywhere, and it takes it 120 generations, or 24 seconds at this speed setting, to cross the board.

References (3)

Example problems

  • Glider - Glider moves diagonally
  • Blinker - Blinker oscillator period 2
  • Glider gun - Gosper's glider gun creates gliders
  • Pulsar - Pulsar oscillator period 3