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Cellular Automata

A grid of cells following one rule can produce anything from static patterns to universal computers.

A row of on/off cells, each updating from itself and its two neighbors: 3 bits, 8 inputs, 256 possible rules. Some produce nothing; a few produce everything.

Elementary Automata

Stephen Wolfram catalogued all 256 one-dimensional rules in the 1980s and found they fall into strikingly different classes. Rule 90 gives a perfect Sierpinski triangle. Rule 30 produces apparent randomness. Rule 110 sits at the boundary, generating structures complex enough to be proven Turing complete.

Truth table — click any output cell to flip a bit
Click cells in the top row to toggle them on or off
Figure 1. Elementary cellular automata. Each row is one generation. Each cell looks at itself and its two neighbors, then applies the rule to decide its next state.

Switching between Rule 30 and Rule 90 with the same seed gives a fractal vs. apparent noise. The difference between order and chaos can be a single bit in the rule table.

Conway's Game of Life

The 2D version: on a square grid, a dead cell with exactly 3 live neighbors is born; a live cell with 2 or 3 neighbors survives; everything else dies.

From four words of logic come gliders, oscillators, and glider guns emitting streams of new objects. Working computers — logic gates, memory — have been built inside Life.

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Click or drag on the grid to toggle cells
Figure 2. Conway's Game of Life. Birth requires exactly 3 neighbors. Survival requires 2 or 3. Everything else dies. Load a pattern or draw your own.

The R-pentomino: 5 cells, 1103 generations to stabilize, producing 6 gliders plus various still lifes and oscillators. The behavior isn't hidden in the rule or seed — it's a property of their interaction across time.

The Edge of Chaos

Wolfram grouped elementary automata into four classes. Class I rules produce uniform grids. Class II produces repeating patterns. Class III produces apparent randomness. Class IV sits between II and III, at what Chris Langton called the "edge of chaos," producing localized structures that interact in complex ways.

Class IV rules support computation: too much order and information can't flow; too much chaos and information can't persist.

Figure 3. Wolfram's four classes of elementary automata behavior. Class IV, at the edge between order and chaos, is where computation lives.

Rule 110 is Turing complete: a 1D row of cells looking at three neighbors can compute anything any computer can compute.

The lesson of cellular automata: complicated behavior doesn't need complicated rules. Just a rule, a grid, and time.