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Весь контент предоставлен в ознакомительных целях и используется на свой страх и риск. Intel HD5000 with minimum 512MB VRAM and Pixel Shader 3. Jump to navigation Jump to search «Game of Life» redirects here. For Conway’s surreal number game theory, see surreal number.

The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. The game 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, or, for advanced players, by creating patterns with particular properties. Any live cell with fewer than two live neighbors dies, as if by under population.

Any live cell with two or three live neighbors lives on to the next generation. Any live cell with more than three live neighbors dies, as if by overpopulation. Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction. The initial pattern constitutes the seed of the system. Each generation is a pure function of the preceding one.

The rules continue to be applied repeatedly to create further generations. Von Neumann was thinking about an engineering solution which would use electromagnetic components floating randomly in liquid or gas. The initial goal of John Conway was to define an interesting and unpredictable cell automaton. Thus, he wanted some configurations to last for a long time before dying, other configurations to go on forever without allowing cycles, etc. There should be no explosive growth.

There should exist small initial patterns with chaotic, unpredictable outcomes. There should be potential for von Neumann universal constructors. The rules should be as simple as possible, whilst adhering to the above constraints. The game made its first public appearance in the October 1970 issue of Scientific American, in Martin Gardner’s «Mathematical Games» column.

Since its publication, Conway’s Game of Life has attracted much interest, because of the surprising ways in which the patterns can evolve. Life provides an example of emergence and self-organization. The popularity of Conway’s Game of Life was helped by its coming into being just in time for a new generation of inexpensive computer access which was being released into the market. The game could be run for hours on these machines, which would otherwise have remained unused at night.