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The game made its first public appearance in the October 1970 issue of Scientific American, in Martin Gardner's "Mathematical Games" column, which was based on personal conversations with Conway. 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.[15][2] Gardner wrote, "Because of Life's analogies with the rise, fall, and alterations of a society of living organisms, it belongs to a growing class of what are called 'simulation games' (games that resemble real-life processes)."[1]


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Many different types of patterns occur in the Game of Life, which are classified according to their behaviour. Common pattern types include: still lifes, which do not change from one generation to the next; oscillators, which return to their initial state after a finite number of generations; and spaceships, which translate themselves across the grid.

The earliest interesting patterns in the Game of Life were discovered without the use of computers. The simplest still lifes and oscillators were discovered while tracking the fates of various small starting configurations using graph paper, blackboards, and physical game boards, such as those used in Go. 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 generated six escaping gliders;[22] these were the first spaceships ever discovered.[23]

Smaller patterns were later found that also exhibit infinite growth. All three of the patterns shown below grow indefinitely. The first two create a single block-laying switch engine: a configuration that leaves behind two-by-two still life blocks as it translates itself across the game's universe.[34] The third configuration creates two such patterns. The first has only ten live cells, which has been proven to be minimal.[35] The second fits in a five-by-five square, and the third is only one cell high.

In 2018, the first truly elementary knightship, Sir Robin, was discovered by Adam P. Goucher.[40] A knightship is a spaceship that moves two squares left for every one square it moves down (like a knight in chess), as opposed to moving orthogonally or along a 45 diagonal. This is the first new spaceship movement pattern for an elementary spaceship found in forty-eight years. "Elementary" means that it cannot be decomposed into smaller interacting patterns such as gliders and still lifes.[41]

Many patterns in the Game of Life eventually become a combination of still lifes, oscillators, and spaceships; other patterns may be called chaotic. A pattern may stay chaotic for a very long time until it eventually settles to such a combination.

To avoid decisions and branches in the counting loop, the rules can be rearranged from an egocentric approach of the inner field regarding its neighbours to a scientific observer's viewpoint: if the sum of all nine fields in a given neighbourhood is three, the inner field state for the next generation will be life; if the all-field sum is four, the inner field retains its current state; and every other sum sets the inner field to death.

For exploring large patterns at great time depths, sophisticated algorithms such as Hashlife may be useful. There is also a method for implementation of the Game of Life and other cellular automata using arbitrary asynchronous updates whilst still exactly emulating the behaviour of the synchronous game.[53] Source code examples that implement the basic Game of Life scenario in various programming languages, including C, C++, Java and Python can be found at Rosetta Code.[54]

Since the Game of Life's inception, new, similar cellular automata have been developed. The standard Game of Life is symbolized in rule-string notation as B3/S23. A cell is born if it has exactly three neighbours, survives if it has two or three living neighbours, and dies otherwise. The first number, or list of numbers, is what is required for a dead cell to be born. The second set is the requirement for a live cell to survive to the next generation. Hence B6/S16 means "a cell is born if there are six neighbours, and lives on if there are either one or six neighbours". Cellular automata on a two-dimensional grid that can be described in this way are known as Life-like cellular automata. Another common Life-like automaton, Highlife, is described by the rule B36/S23, because having six neighbours, in addition to the original game's B3/S23 rule, causes a birth. HighLife is best known for its frequently occurring replicators.[55][56]

Patterns relating to fractals and fractal systems may also be observed in certain Life-like variations. For example, the automaton B1/S12 generates four very close approximations to the Sierpinski triangle when applied to a single live cell. The Sierpinski triangle can also be observed in the Game of Life by examining the long-term growth of an infinitely long single-cell-thick line of live cells,[61] as well as in Highlife, Seeds (B2/S), and Wolfram's Rule 90.[62]

Mayor Mare : Dearly beloved, we are gathered here today to join these two in mare-trimony. As I look around this room, I can only imagine how UNCOMFORTABLE Cranky must be!But I also see so many ponies from all trots of life, brought together by love. Cranky searched all across this great land of ours to find Matilda......and no matter what obstacles kept them apart, love would finally bring them together, just as it has brought all of us together now.If it weren't for everypony in this room, and many more who couldn't be here today, Cranky and Matilda's lives wouldn't be as full and vibrant as they are!

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