01.1Conway's Game of Life
Rules (B3/S23):
- A dead cell with exactly 3 live neighbours is born.
- A live cell with 2 or 3 survives.
- Every other cell dies or stays empty.
Click or drag on the board to draw or erase cells.
- Generation
- 0
- Population
- 0
Rules (B3/S23):
Click or drag on the board to draw or erase cells.
Rules:
Brian Silverman's automaton: since no cell can keep firing, almost everything that survives is on the move. The simplest spaceship is two firing cells with two dying cells behind them, and it travels one cell per generation.
Click or drag on the board to light or clear cells.
Rules:
Order from chaos: no termite follows a plan, yet the chips gather into fewer and larger piles. Mitchel Resnick's model from StarLogo (1994).
The termite count takes effect at tick 0, or after Scatter chips / Clear.
Click or drag on the board to add or remove wood chips, even while the termites are running.
Rules:
A new rule takes effect at step 0, or after Clear.
Click or drag on the board to color or darken squares, even while the ant is running.
Rules:
Bak, Tang and Wiesenfeld's model of self-organized criticality (1987): the pile tunes itself to a critical state where avalanches of every size occur. Dropped on a single spot, the grains build a fractal.
Click or drag on the board to drop grains by hand, even while it is running.
Rules:
A new rule takes effect immediately. When the board fills up, it scrolls upwards.
Click or drag on the board to switch cells of the newest row on or off.
Rules:
Changing the number of colors starts again from random noise. The threshold and the neighbours take effect immediately.
Rules:
Brian Silverman's automaton (1987): electrons run along the wires, and with clocks, diodes and logic gates it can build a working computer.
Pick a tool under Draw, then click or drag on the board. Drawing over the same kind of square erases it. An electron needs a tail behind its head to know which way to go.
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