In 1970 the mathematician John Conway invented a “game” with no players and no goal — just a grid of cells that are either alive or dead, and four rules applied to everyone at once, forever.
Click and drag on the screen to draw cells. play runs the simulation; step advances one generation; random reseeds a soup; clear empties the grid.
The rules
At each tick, every cell looks at its eight neighbours and obeys:
- A live cell with 2 or 3 live neighbours survives.
- A dead cell with exactly 3 live neighbours is born.
- Everyone else dies (loneliness or overcrowding), or stays dead.
That’s the whole specification. Formally, if is a cell’s number of live neighbours and its current state, the next state is
Why I like it
There are no birds in the Game of Life, and yet — gliders crawl across the grid, guns spit out streams of them, and whole self-replicating machines have been built inside it. None of that is in the rules. It emerges from them.
That gap — between a trivially simple local rule and the wild global behaviour it produces — is exactly what fascinates me about swarm robotics. A robot, like a cell, only ever sees its neighbours. The interesting question is never “what does one agent do?” but “what does a thousand of them become?”
Press random, hit play, and watch a while. Somewhere in that flicker is the same idea I chase in my research.