Conway's Game of Life: rules, patterns and what to try

Four rules that fit in one sentence produce shapes that stay still, pulse, walk across the board and even build other shapes. Here you will see how to work out a generation by hand, which patterns are worth knowing and which experiments to run with the Game of Life tool.

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What a cellular automaton is

A cellular automaton is a board of squares, each in some state (here, alive or dead), that changes in steps called generations. At each step all squares update at once using the same rule, which only looks at the eight neighbors around each square.

The Game of Life is not won or lost: you choose the starting position and the rules do the rest. What is fascinating is that such simple rules produce very complex, unpredictable behavior, which is why it is studied in mathematics, computer science and even biology.

The rules in plain language

You count the live neighbors of each square (the eight around it, diagonals included) and apply these rules at the same time across the whole board:

The shorthand notation for these rules is B3/S23: B (birth) 3 means a cell is born with 3 neighbors, and S (survival) 23 means it survives with 2 or 3. The alternative rules in the tool use the same notation; for example, HighLife is B36/S23 and Seeds is B2/S.

One generation worked out by hand

Take the blinker: three live cells in a horizontal row. The middle one has 2 live neighbors, so it survives. The ones at the ends have only 1 neighbor, so they die. The squares directly above and below the center have 3 live neighbors (the three in the row), so they are born. Result: a vertical row of three cells.

In the next generation the process repeats and it becomes horizontal again. That is why the blinker is a period-2 oscillator. Try the same with the block, a 2 × 2 square: each cell has 3 neighbors, so all of them survive, and no empty square has 3 live neighbors. It never changes, which is why it is called a still life.

History: Conway, Gardner and the magazine

The British mathematician John Conway devised the game in 1970. Martin Gardner spread it in his mathematical games column in Scientific American, in the October 1970 issue, and it has since built a huge community of enthusiasts who search for and catalog patterns.

It was later proven that the game is Turing complete: with the right shapes, it can in principle compute anything a computer can. That is one reason it remains famous: unlimited complexity from minimal rules.

Pattern families and which to try

Patterns are classified by behavior. All of them are in the tool's "Pattern" menu under these names:

FamilyPatternWhat it does
Still lifeBlock, BeehiveNever changes: 4 cells for the block, 6 for the beehive
OscillatorBlinker, Toad, BeaconPeriod 2: starts over every 2 generations
OscillatorPulsarPeriod 3, 48 cells in its starting phase
OscillatorPentadecathlonPeriod 15
SpaceshipGlider5 cells; moves 1 square diagonally every 4 generations
SpaceshipLightweight spaceshipCrosses the board in a straight line, period 4
GunGosper glider gunFires a new glider every 30 generations
Early chaosR-pentomino5 cells that take 1,103 generations to stabilize on an infinite plane

The Gosper gun was found by Bill Gosper in 1970 and was the first proof that a population can grow without limit. Besides these, the tool includes Acorn and Die Hard, two tiny patterns that take a very long time to settle.

How to use the Game of Life tool

  1. Click or drag on the board to draw live cells (click a live square again to remove it), or pick a pattern from the "Pattern" menu.
  2. Press "Play." "One generation" moves ahead a single step so you can follow the evolution calmly, and "Pause" stops everything. With the board selected you can also use the keyboard: space starts or pauses, N advances one step, R fills at random and C clears.
  3. Adjust the "Speed," the "Board size" and the "Rule," and try "Random" (with its "Random density") to start with a board full of cells. "Clear" empties the board.
  4. Turn on "Color cells by age" to see which areas have been stable the longest. The generation and the live cells are shown at the top, and the tool lets you know when the board stabilizes, falls into a cycle or runs out of life.

Everything is computed on your device and nothing is sent to a server. The tool saves your settings (size, speed, rule) in your browser, but not the drawing.

Experiments to try

Limits of a finite board

The original game takes place on an infinite plane. The tool's board has a fixed size, so what reaches the edge behaves differently: with wrapped edges, it comes back in from the opposite side (the board becomes a kind of doughnut), and without wrapping, it dies out against a wall.

That is why large patterns need room (the Gosper gun needs at least 48 × 48) and some, like the R-pentomino, may end differently from what you would see on an unbounded plane. If a pattern does not fit, the tool asks you for a larger board.

Frequently asked questions

What are the rules of Conway's Game of Life?

A live cell with 2 or 3 live neighbors stays alive; with fewer than 2 it dies of loneliness and with more than 3 of overpopulation. A dead square with exactly 3 live neighbors comes to life. It is summarized as B3/S23.

What does B3/S23 mean?

B is birth and S is survival. B3 means a cell is born with 3 live neighbors, and S23 means a cell with 2 or 3 survives.

What is a glider?

It is a five-cell shape that moves diagonally, one square every 4 generations. It is the best-known pattern in the game.

Who invented the Game of Life?

The British mathematician John Conway, in 1970. Martin Gardner made it known that year in Scientific American.

Why does my drawing vanish or freeze?

That is the most common outcome: many small shapes die out or stabilize within a few generations. Try a different starting point, a larger board or "Random."