Conway's Game of Life - Examples of Patterns

Examples of Patterns

The earliest interesting patterns in the Game of Life were discovered without the use of computers. The simplest static patterns ("still lifes") and repeating patterns ("oscillators"—a superset of still lifes) were discovered while tracking the fates of various small starting configurations using graph paper, blackboards, physical game boards (such as Go) and the like. During this early research, Conway discovered that the R-pentomino failed to stabilize in a small number of generations. In fact, it takes 1103 generations to stabilize, by which time it has a population of 116 and has fired six escaping gliders (these were the first gliders ever discovered).

Many different types of patterns occur in the Game of Life, including still lifes, oscillators, and patterns that translate themselves across the board ("spaceships"). Some frequently occurring examples of these three classes are shown below, with live cells shown in black, and dead cells shown in white.

Still lifes
Block
Beehive
Loaf
Boat
Oscillators
Blinker (period 2)
Toad (period 2)
Beacon (period 2)
Pulsar (period 3)
Spaceships
Glider
Lightweight spaceship (LWSS)

The "pulsar" is the most common period 3 oscillator. The great majority of naturally occurring oscillators are period 2, like the blinker and the toad, but oscillators of all but finitely many periods are known to exist, and oscillators of periods 4, 8, 14, 15, 30 and a few others have been seen to arise from random initial conditions. Patterns called "Methuselahs" can evolve for long periods before stabilizing, the first-discovered of which was the R-pentomino. "Diehard" is a pattern that eventually disappears (rather than merely stabilizing) after 130 generations, which is conjectured to be maximal for patterns with seven or fewer cells. "Acorn" takes 5206 generations to generate 633 cells including 13 escaped gliders.

Conway originally conjectured that no pattern can grow indefinitely—i.e., that for any initial configuration with a finite number of living cells, the population cannot grow beyond some finite upper limit. In the game's original appearance in "Mathematical Games", Conway offered a $50 prize to the first person who could prove or disprove the conjecture before the end of 1970. One way to disprove it would be to discover patterns that keep adding counters to the field: a "gun", which would be a configuration that repeatedly shoots out moving objects such as the "glider". Another way of disproving the conjecture would be to construct a "puffer train", which would be a configuration that moves but leaves behind a trail of persistent "smoke".

The prize was won in November of the same year by a team from the Massachusetts Institute of Technology, led by Bill Gosper; the "Gosper glider gun" shown below produces its first glider on the 15th generation, and another glider every 30th generation from then on. This first glider gun is still the smallest one known:

Smaller patterns were later found that also exhibit infinite growth. All three of the following patterns grow indefinitely: the first two create one "block-laying switch engine" each, while the third creates two. The first has only 10 live cells (which has been proven to be minimal). The second fits in a 5 × 5 square. The third is only one cell high:


Later discoveries included other "guns", which are stationary, and which shoot out gliders or other spaceships; "puffers", which move along leaving behind a trail of debris; and "rakes", which move and emit spaceships. Gosper also constructed the first pattern with an asymptotically optimal quadratic growth rate, called a "breeder", or "lobster", which worked by leaving behind a trail of guns.

It is possible for gliders to interact with other objects in interesting ways. For example, if two gliders are shot at a block in just the right way, the block will move closer to the source of the gliders. If three gliders are shot in just the right way, the block will move farther away. This "sliding block memory" can be used to simulate a counter. It is possible to construct logic gates such as AND, OR and NOT using gliders. It is possible to build a pattern that acts like a finite state machine connected to two counters. This has the same computational power as a universal Turing machine, so the Game of Life is theoretically as powerful as any computer with unlimited memory and no time constraints: it is Turing complete.

Furthermore, a pattern can contain a collection of guns that fire gliders in such a way as to construct new objects, including copies of the original pattern. A "universal constructor" can be built which contains a Turing complete computer, and which can build many types of complex objects, including more copies of itself.

Read more about this topic:  Conway's Game Of Life

Famous quotes containing the words examples of, examples and/or patterns:

    Histories are more full of examples of the fidelity of dogs than of friends.
    Alexander Pope (1688–1744)

    Histories are more full of examples of the fidelity of dogs than of friends.
    Alexander Pope (1688–1744)

    Persons grouped around a fire or candle for warmth or light are less able to pursue independent thoughts, or even tasks, than people supplied with electric light. In the same way, the social and educational patterns latent in automation are those of self- employment and artistic autonomy.
    Marshall McLuhan (1911–1980)