The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input.
One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine.
The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead, (or populated and unpopulated, respectively). Every cell interacts with its eight neighbours. At each step in time, the following transitions occur:
These rules, which compare the behavior of the automaton to real life, can be condensed into the following:
In late 1940, John von Neumann defined life as a creation (as a being or organism) which can reproduce itself
and
simulate a Turing machine.
In computer science, Turing completeness is a classification for a system of rules that manipulate data.
It is named after computer scientist Alan Turing, inventor of the Turing machine.
Motivated by questions in mathematical logic and in part by work on simulation games by Ulam, among others,
John Conway began doing experiments in 1968 with a variety of different two-dimensional cellular automaton
rules.
The game made its first public appearance in the October 1970 issue of Scientific American, in Martin
Gardner's
"Mathematical Games" column. Theoretically, the Game of Life has the power of a universal Turing machine:
anything
that can be computed algorithmically can be computed within the Game of Life.
Scholars in various fields, such as computer science, physics, biology, biochemistry, economics, mathematics,
philosophy, and generative sciences, have made use of the way that complex patterns can emerge from the
implementation of the game's simple rules.