#Life 2x2 || 125/36 || Chaotic || Similar in character to Conways Life, but completely different patterns. Many different oscillators occur at random, and a rare glider. This rule is also a 2x2 block universe. This means that patterns consisting entirely of 2x2 blocks, all aligned, will continue to consist of 2x2 blocks.{NL}{NL}Author unknown. 34 Life || 34/34 || Exploding || One of the first explored alternatives to Conways Life, back in the early 1970s. Computing power was so low back then, it was months before anyone noticed that this is an exploding universe. What makes this universe interesting is the variety of small oscillators and the period-3 orthogonal spaceship.{NL}{NL}Author unknown. Amoeba || 1358/357 || Chaotic || An "amoeba" universe - forms large random areas that resemble amoebas. Internal to a random area is chaos. The edge vacillates wildly, and patterns tend to grow more than shrink. The more they grow, the more certain their survival. This is a fairly well-balanced rule.{NL}{NL}Author unknown. Assimilation || 4567/345 || Stable || Rule similar to Diamoeba, but much more stable. The diamond-shaped patterns are filled in 70-85% and never die.{NL}{NL}Author unknown. Coagulations || 235678/378 || Exploding || Creates gooey coagulations as it expands forever. Best viewed at zoom=1. Notice that this is a close variation of the previous rule, 235678/3678, except that there is one less condition for a dead cell to come to life on the next generation. In general this should make a universe less active, but this is an exception.{NL}{NL}Author unknown. Conway's Life || 23/3 || Chaotic || The default rule. This is the most famous cellular automata ever invented. People have been discovering patterns for this rule since around 1970. Large collections are available on the Internet.{NL}{NL}A rule by John Conway. Coral || 45678/3 || Exploding || This rule produces patterns with a surprisingly slow rate of expansion and an interesting coral-like texture.{NL}{NL}Author unknown. Day & Night || 34678/3678 || Stable || So named because dead cells in fields of live cells act by the same rules as live cells in fields of dead cells. There are obviously other rules, which have this symmetrical property, but this rule was chosen because it has some interesting high period spaceships and oscillators. The properties of the rule were explored by David Bell.{NL}{NL}A rule by Nathan Thompson. Diamoeba || 5678/35678 || Chaotic || Creates solid diamond-shaped "amoeba" patterns that are surprisingly unpredictable. For a long time it was not known whether any diamonds expand forever, or if the tendency toward the catastrophic destruction of corners is too strong. Finally in March 1999 David Eppstein found the c/7 spaceship, and David Bell made a 100% spacefiller out of it. {NL}{NL}A rule by Dean Hickerson. Flakes || 012345678/3 || Expanding || The rule produces beautiful flakes, starting from simple groups of cells. Try especially filled circles with radius > 20 cells.{NL}{NL}A rule by Janko Gravner. Gnarl || 1/1 || Exploding || A simple rule provided by Kellie Evans. To see its beauty start with simple patterns, for example with a single dot. HighLife || 23/36 || Chaotic || This rule is very similar to Conways Life, but it has a surprise replicator pattern. There is no known replicator in Conways Life.{NL}{NL}A rule by Nathan Thompson. InverseLife || 34678/0123478 || Chaotic || The rule shows similar oscilators and gliders to GOL, but dead cells create the patterns amongst live cells in the background.{NL}{NL}A rule by Jason Rampe. Long life || 5/345 || Stable || This rule is called "Long life" because of the extremely high period patterns that can be produced in this universe.{NL}{NL}A rule by Andrew Trevorrow. Maze || 12345/3 || Exploding || An "a-maze-ing" universe - crystallizes into maze-like patterns. Interesting variations: try removing 5 from the "Survival" list. To produce mice running in the maze, add 7 to the "Births" list.{NL}{NL}Author unknown. Mazectric || 1234/3 || Exploding || "Mazectric" and "Corrosion of Conformity". An interesting variation of the maze rule which produces longer halls and a highly linear format. Adding B7 to maze (keeping S5) allows some "mice" to run back and forth in the halls. Switching the B3 to B45 though, electrifies the mazes. Dropping S3 gives "Corrosion of Conformity", a slow burn from almost any starting pattern, resulting in a rusting away of the local continuum.{NL}{NL}A rule by Charles A. Rockafellor. Move || 245/368 || Stable || A very calm universe, which nonetheless has a very commonly occurring slow spaceship and a slow puffer.{NL}{NL}Author unknown. Pseudo life || 238/357 || Chaotic || In this close variation of Conways Life, the chaos is remarkably similar, but almost none of the engineered patterns work.{NL}{NL}Author unknown. Replicator || 1357/1357 || Exploding || In this remarkable universe every pattern is a replicator.{NL}{NL}Author unknown. Seeds (2) || /2 || Exploding || Every living cell dies every generation, but most patterns explode anyway. Its a challenge to build new patterns that dont explode. Arguably the simplest challenging rule.{NL}{NL}A rule by Brian Silverman. Serviettes || /234 || Exploding || Like /2, every living cell dies every generation. This rule is picked for the exceptional fabric-like beauty of the patterns that it produces.{NL}{NL}Author unknown. Stains || 235678/3678 || Stable || Most close variations of these rules expand forever, but this one curiously does not. Why?{NL}{NL}Author unknown. WalledCities || 2345/45678 || Stable || The rule creates walled cities of activity. Once the field has stabilized, one can draw lines to connect the cities and the patterns expand to create an even larger city. But once the wall is complete, the city never grows, even though there is near-random activity inside it.{NL}{NL}A rule by David Macfarlane. #Generations Banners || 2367/3457/5 || Exploding || The rule often produces ships with growing fluttering banners.{NL}{NL}A rule by Mirek Wojtowicz. BelZhab || 23/23/8 || Exploding || Another case of Zhabotinsky reaction.{NL}{NL}Author unknown. BelZhab Sediment || 145678/23/8 || Exploding || The rule creates BelZhab like patterns that have growing regions of "sedimentary deposits".{NL}{NL}A rule by Jason Rampe. Bloomerang || 234/34678/24 || Expanding || A wave rule that rebounds into a kinder, gentler form of kaleidoscopics - rounded, soft, full, and slow.{NL}{NL}A rule by John Elliott. Bombers || 345/24/25 || Chaotic || A close variant of the StarWars rule with much more history steps, what results in beautiful ships, puffers and oscillators.{NL}{NL}Author unknown. Brain 6 || 6/246/3 || Chaotic || An interesting variation of Brians Brain, with many patterns constructed.{NL}{NL}A rule by Michael Sweney. Brian's Brain || /2/3 || Chaotic || Brian's Brain, unquestionably one of the best known and most beautiful CA rules.{NL}{NL}A rule by Brian Silverman. Burst || 0235678/3468/9 || Chaotic || A generations rule related to Nova, Prairie Fire and others which features large areas of cells that slowly die out or decay into oscillators. Named after a characteristic exploding oscillator. Similar to Day&Night in that constructions can be built both with inside and outside oscillations and growth/decay. Has still lifes similar to Life.{NL}{NL}A rule by Michael Sweney. BurstII || 235678/3468/9 || Chaotic || Basically it is Burst without the single cell still life. It supports slow and fast spaceships, oscillators, and methuselahs as well as a very characteristic p500+ oscillator.{NL}{NL}A rule by Michael Sweney. Caterpillars || 124567/378/4 || Chaotic || The name comes from very commonly occurring caterpillars-like patterns.{NL}{NL}A rule by Mirek Wojtowicz. Chenille || 05678/24567/6 || Exploding || {NL}{NL}Author unknown. Circuit Genesis || 2345/1234/8 || Expanding || Circuitry which evolves far beyond its programming and continues to do so long after the initial intput have taken the borders elsewhere.{NL}{NL}A rule by Charles A. Rockafellor. Cooties || 23/2/8 || Exploding || A very vivacious rule, with cells crawling around like mad lice.{NL}{NL}A rule by Rudy Rucker. Ebb&Flow || 012478/36/18 || Exploding || A slow exploding rule with interesting internal dynamics within the growth boundaries. Different types of symmetries will often determine whether a pattern grows indefinitely or dies out. Presents challenging engineering problems. Best viewed with MCell standard/default color palette at speeds of 10 or slower.{NL}{NL}A rule by Michael Sweney. Ebb&Flow II || 012468/37/18 || Exploding || A close variant of Ebb&Flow that supports simple gliders.{NL}{NL}A rule by Michael Sweney. Faders || 2/2/25 || Exploding || A "genetic" cross between Life and Brians Brain. A dead Faders cell requires exactly 2 firing neighbors to get turned on. A firing Faders cell keeps firing if it has exactly 2 firing neighbors. And when a Faders cell leaves the firing state it goes into a sequence of refractory states.{NL}{NL}A rule by Rudy Rucker and John Walker. Fireworks || 2/13/21 || Exploding || Almost perfect fireworks simulation. It produces interesting results from both random and prepared initial states. Even several cells scattered over the lattice will produce long-running ravishing pictures.{NL}{NL}A rule by John Elliott. FlamingStarbows || 347/23/8 || Exploding || In this world beautiful expanding diamonds and oddly off-parallelograms sweep across the screen leaving trails of fire and spirals of autogenesis. Reminiscent of a mutant spawn of Faders and mad Zhabotinsky spirals.{NL}{NL}A rule by Charles A. Rockafellor. Frogs || 12/34/3 || Chaotic || The name comes from very commonly occurring frog-like gliders.{NL}{NL}A rule by Scott Robert Ladd. Frozen spirals || 356/23/6 || Chaotic || The rule features a popular Zhabotinsky reaction, but with one distinction - spirals have icicles in their vertices.{NL}{NL}A rule by Mirek Wojtowicz. Glisserati || 035678/245678/7 || Chaotic || From simple seeds this rule is often highly glideriferous, generating striking kaleidoscopic patterns. Sometimes, though, as in the Glidathon orbit, it is more sparse, in the vein of rules such as Transers, but with much longer transients, providing an uncanny sense of "perpetual motion".{NL}{NL}A rule by John Elliott. Glissergy || 035678/245678/5 || Chaotic || This rule differs from Glisserati only in its cellsize (5 rather than 7). As would be expected, this change is an activity booster - so much so, that, unlike Glisserati, this rule has long transients from random as well as simple starts.{NL}{NL}A rule by John Elliott. Incredible Machines || 345/2/6 || Exploding || A rule very similar to StarWars, but with greater patterns building potential.{NL}{NL}A rule by Mirek Wojtowicz. Lava || 12345/45678/8 || Expanding || All patterns are very slowly filled with hot lava.{NL}{NL}A rule by Mirek Wojtowicz. Lines || 012345/458/3 || Stable || The rule quickly self-organizes into linear structures, with separate orthogonally hatched areas. To see most interesting behaviour seed the universe with a circle with r >= 40 and a density of 20%.{NL}{NL}A rule by Anders Starmark. LivingOnTheEdge || 345/3/6 || Chaotic || In this very chaotic rule its hard to tell if patterns will survive or die out.{NL}{NL}A rule by Mirek Wojtowicz. MeteorGuns || 01245678/3/8 || Expanding || Almost any design above a certain level of complexity results in a slowly exploding ball of fire which then spits fairly large numbers of generational gliders "meteors".There are easily discovered stable oscillators and static patterns. A truly satisfying environment (if only finding a limited growth meteor gun were as easy...).{NL}{NL}A rule by Charles A. Rockafellor. Nova || 45678/2478/25 || Expanding || Patterns slowly grow. While growing they emit plasma streams.{NL}{NL}A rule by Mirek Wojtowicz. OrthoGo || 3/2/4 || Exploding || This simple rule supports spontaneous orthogonally productive "glider colliders". But otherwise it seems fairly quiescent.{NL}{NL}A rule by John Elliott. Prairie on fire || 345/34/6 || Exploding || This rule covers the lattice with fire. For best results use yellow-red cells color settings.{NL}{NL}A rule by Mirek Wojtowicz. RainZha || 2/23/8 || Exploding || The simplest "Zhabotinsky" style cellular automaton. It spontaneously generates spirals from an initial random pattern.{NL}{NL}A rule by Rudy Rucker and John Walker. Rake || 3467/2678/6 || Exploding || This rule is a simple variation of the Worm rule and is characterized by the numerous rake puffers that it generates. Together with the puffers, it generates many ships and expanding wings. These elements can easily be arranged to collide and form ships and puffers of arbitrary complexity.{NL}{NL}A rule by Brian Prentice. SediMental || 45678/25678/4 || Exploding || From a random seed state of 30% ones, the rule tends to form stable "islands", with active coastlines and fascinating inter-island "commerce". But an orbits fate is quite sensitive to the starting percentage. Below 25% or so the world remains sparsely Brain-like, whereas somewhere above 30% the islands begin to accrete into larger "landmasses", so that by 40% you nearly always end up with a single huge "continent". As for simple seeds, they often lead to surprising results. And the rule clearly has great potential from the "engineering" standpoint.{NL}{NL}A rule by John Elliott. Snake || 03467/25/6 || Exploding || This rule is a simple variation of the Worm rule. It contains two interesting oscillators, a 3*3 square and a shuttle, among its basic elements. By combining copies of the square, many beautiful oscillators can be generated. The rule also generates many puffers one of which generates a sequence of shuttles. The tail generated by the shuttle puffer resembles a snake.{NL}{NL}A rule by Brian Prentice. SoftFreeze || 13458/38/6 || Chaotic || The rule is delicately poised between "solid" and "liquid" phases. From many simple seeds it forms "living crystals" - the crystals form, melt, and reform seemingly indefinitely, in balance with an active phase. The areas of melting can shrink to a point where youre sure everything will freeze over, and then they stage a comeback.{NL}{NL}A rule by John Elliott. Spirals || 2/234/5 || Exploding || The rule produces beautiful stable spirals that unroll forever.{NL}{NL}Author unknown. StarWars || 345/2/4 || Exploding || A very interesting and beautiful rule producing deep space battle scenes; a paradise for patterns creators.{NL}{NL}A rule by Mirek Wojtowicz. Sticks || 3456/2/6 || Exploding || This interesting rule builds a variety of sticks, with ships floating among them.{NL}{NL}A rule by Rudy Rucker. Swirl || 23/34/8 || Chaotic || A very twisted universe. Random patterns often create small isolated swirls that rotate forever isolated in the open space.{NL}{NL}A rule by Scott Robert Ladd. ThrillGrill || 1234/34/48 || Chaotic || Sparkling dynamics inhabit and rearrange a grill-like background of one-cells.{NL}{NL}A rule by John Elliott. Transers || 345/26/5 || Exploding || A beautiful and dynamic rule with many distinctive entities that occur "in the wild", with remarkable inter-entity transformations.{NL}{NL}A rule by John Elliott. TransersII || 0345/26/6 || Exploding || {NL}{NL}A rule by Michael Sweney. Wanderers || 345/34678/5 || Exploding || A rule very similar to "Prairie on fire", but creates interesting dynamically moving patterns.{NL}{NL}A rule by Mirek Wojtowicz. Worms || 3467/25/6 || Exploding || An unpleasant rule producing crowds of disgusting worms.{NL}{NL}A rule by Mirek Wojtowicz. Xtasy || 1456/2356/16 || Exploding || From simple seeds in a closed universe this is a lovely kaleidoscopic wave rule that tends to do extended meditations on the letter X.{NL}{NL}A rule by John Elliott. #Weighted Life Ben's Rule || NW3,NN2,NE3,WW2,ME0,EE2,SW3,SS2,SE3,HI0,RS3,RS5,RS8,RB4,RB6,RB8 || Chaotic || An interesting chaotic rule with a commonly appearing orthogonal glider. Close variations of the rule support also diagonal gliders.{NL}{NL}A rule by Ben Schaeffer. Border || NW1,NN1,NE1,WW1,ME9,EE1,SW1,SS1,SE1,HI0,RS10,RS11,RS12,RS13,RS14,RS15,RS16,RB1,RB2,RB3,RB4,RB5,RB6,RB7,RB8 || Gliding || The effect of Border is that lines keep getting thick, splitting into two, having the new pieces get thick and split to make four, and so on. Many of the Border patterns are reminiscent of the mathematical objects called "Cantor sets." Strictly speaking, this version has 8 more states than traditional Border would, but it seems to allow easier perception of the overall dynamics.{NL}{NL}Author unknown. Coded in MCell by Charles A Rockafellor Bricks || NW5,NN2,NE5,WW2,ME0,EE2,SW5,SS2,SE5,HI3,RS10,RS12,RS14,RS16,RB7,RB13 || Gliding || A very original rule full of small square bricks gliding in all 4 directions. The rule features still life, gliders, puffers, guns.{NL}{NL}A rule by Mirek Wojtowicz. Bustle || NW2,NN1,NE2,WW1,ME0,EE1,SW2,SS1,SE2,HI4,RS2,RS4,RS5,RS7,RB3 || Exploding || A busy rule which generates many small ships and puffers. Large complicated ships can easily be built using combinations of colliding puffers. Several stretchers are also among the basic elements. The small ships can usually be expanded using simple techniques to generate ships of arbitrary width and height.{NL}{NL}A rule by Brian Prentice. Career || NW1,NN2,NE1,WW1,ME0,EE1,SW1,SS1,SE1,HI0,RS2,RS3,RB3 || Chaotic || What comes up, must go down. The professional career simulation. This rule is a very small modification of Conways Life (the upper cell counts as 2), yet the results are dramatically different.{NL}{NL}A rule by Mirek Wojtowicz. Cloud54 || NW1,NN1,NE9,WW1,ME0,EE9,SW1,SS9,SE9,HI0,RS2,RS3,RS9,RS10,RS19,RS27,RB3,RB10,RB27 || Chaotic || An "L7" rotationally symmetrical weighted rule. The most interesting feature is a period 54 cloud that travels N by NE. Also commonly features hook shaped still lifes and gliders that travel in the NE direction exclusively, some leaving behind a single pixel trail.{NL}{NL}A rule by Ben Schaeffer. Cloud75 || NW1,NN1,NE9,WW1,ME0,EE9,SW1,SS9,SE9,HI0,RS2,RS3,RS4,RS10,RS11,RS13,RS18,RS21,RS22,RS27,RS29,RS30,RS31,RS36,RS37,RS38,RS39,RS40,RB3,RB10,RB27 || Chaotic || An "L7" rotationally symmetrical weighted rule, variation of cloud54. The most interesting feature is a period 75 cloud that travels S and E by a ratio of 4 cells by 3 cells. Also commonly features some simple still lifes, a N glider, and a S by SW glider.{NL}{NL}A rule by Ben Schaeffer. Conway || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS2,RS3,RS6,RS7,RS10,RS11,RS15,RB3,RB7,RB11,RB15 || Chaotic || Conways Life: the most famous rule in orthogonal/diagonal weighted representation.{NL}{NL}A rule by John Conway. Conway-- || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS3,RS6,RS7,RS10,RS11,RS15,RB3,RB7,RB11,RB15 || Chaotic || A Conway variation which subtracts the survival rule of 2 orthogonal neighbors, the result being that everything dies down quickly.{NL}{NL}A rule by Ben Schaeffer. Conway++ || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS2,RS3,RS6,RS7,RS10,RS11,RS15,RS20,RB3,RB7,RB11,RB15 || Chaotic || A Conway variation which adds the survival rule of 4 diagonal neighbors, the result being that chaotic expansion is extended.{NL}{NL}A rule by Ben Schaeffer. Conway+-1 || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS2,RS3,RS6,RS7,RS10,RS12,RS15,RB3,RB7,RB11,RB15 || Chaotic || A distant Conway variation, commonly features a zigzag puffer train.{NL}{NL}A rule by Ben Schaeffer. Conway+-2 || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS2,RS3,RS7,RS10,RS11,RS12,RS13,RS15,RB3,RB7,RB11,RB15 || Chaotic || A distant Conway variation.{NL}{NL}A rule by Ben Schaeffer. CrossPorpoises || NW1,NN4,NE1,WW4,ME0,EE4,SW1,SS4,SE0,HI0,RS2,RS3,RS6,RS7,RS8,RS9,RS10,RS12,RS13,RB5 || Chaotic || A weighted asymmetric colliding glider rule.{NL}{NL}A rule by Ben Schaeffer. Cyclish || NW0,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE0,HI7,RS2,RB1,RB2,RB3 || Cyclic || "Cyclish" is so named because of its uncanny resemblance to the "true" Cyclic CA.{NL}{NL}A rule by John Elliott. Cyclones || NW1,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE1,HI5,RS2,RS4,RS5,RB2,RB3,RB4,RB5 || Cyclic || This rule supports rotators similar to those in Swirl and Pinwheels, but the center of rotation itself travels - thatis, these rotators are gliders rather than stationary oscillators.{NL}{NL}A rule by John Elliott, October 2000 Dragon || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS1,RS2,RS7,RS8,RS12,RS15,RS18,RS20,RB7,RB11,RB12,RB13,RB20 || Chaotic || A weighted orthogonal rule. Contains a period 48 oscillator that is reminiscent of a Chinese dragon and a variety of gliders, oscillators, and replicators. Most patterns expand orthogonally forever.{NL}{NL}A rule by Ben Schaeffer. Emergence || NW1,NN8,NE1,WW1,ME0,EE1,SW8,SS8,SE1,HI0,RS2,RS3,RS4,RS10,RS11,RS16,RS17,RS24,RS25,RB3,RB4,RB9,RB24 || Chaotic || An asymmetrical weighted rule. Fire like tendrils move chaotically downward and occasionally horizontal line still life or even gliders grow to the left, and, though rare, a pulsing \+* character glider can emerge.{NL}{NL}A rule by Ben Schaeffer. Fire-flies || NW1,NN5,NE1,WW5,ME10,EE5,SW1,SS5,SE1,HI9,RS1,RS10,RB6,RB11,RB12,RB21 || Stable || The small moving with the light speed patterns resemble fire-flies.{NL}{NL}A rule by Mirek Wojtowicz. Fleas || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS2,RS3,RS6,RS7,RS10,RS11,RS15,RS20,RB2,RB11 || Exploding || A rule with a familiar glider that has diagonally self-replicating "fleas" that leave "flea dust" behind them.{NL}{NL}A rule by Ben Schaeffer. Fleas2 || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS1,RS2,RS5,RS7,RS10,RS11,RB2,RB4,RB8,RB11 || Exploding || A dynamic variation of the Fleas rule with a symmetric replicator.{NL}{NL}A rule by Ben Schaeffer. FroggyHex || NW4,NN1,NE0,WW1,ME0,EE4,SW0,SS4,SE1,HI0,RS1,RS6,RS8,RB5,RB6 || Exploding || A weighted hexagonal rule. Has a common period 2 glider that goes in 3 directions and a rare period 4 glider that goes in the other 3 directions, a rare glider generator, and a simple period 2 oscillator.{NL}{NL}A rule by Ben Schaeffer. Frost M || NW1,NN1,NE1,WW1,ME0,EE1,SW1,SS1,SE1,HI25,RB1 || Exploding || Frost rule in Moore neighbourhood. When started from single cells, it produces patterns similar to those appearing on window-panes on frosty days.{NL}{NL}A rule by Mirek Wojtowicz. Frost N || NW0,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE0,HI25,RB1 || Exploding || Frost rule in von Neumann neighbourhood. When started from single cells, it produces patterns similar to those appearing on window-panes on frosty days.{NL}{NL}A rule by Mirek Wojtowicz. Gnats || NW9,NN1,NE9,WW1,ME0,EE1,SW9,SS1,SE9,HI0,RS0,RS1,RS2,RS11,RS19,RB11,RB19 || Chaotic || A predecessor to fleas. This rule is simpler but has an interesting replicator.{NL}{NL}A rule by Ben Schaeffer. Hex Inverse Fire || NW4,NN1,NE0,WW1,ME0,EE4,SW0,SS4,SE1,HI0,RS2,RS3,RS6,RS7,RS8,RS9,RS11,RS12,RS13,RS14,RS15,RB5,RB10,RB11,RB14,RB15 || Chaotic || Callahan inverse fire: a variation on Callahans hexrule where heavily populated areas of live cells support hexrule life forms composed of dead cells.{NL}{NL}A rule by Ben Schaeffer. HexParity || NW1,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE1,HI0,RS0,RS2,RS4,RS6,RB1,RB3,RB5 || The hexagonal hood analogue to Fredkin's von Neumann version. It has the replicative properties of the original. The dot seed leads to some splendid designs in which the Star of David figures prominently.{NL}{NL}- J.Elliott || A rule by Edward Fredkin Hexrule b2o || NW1,NN2,NE0,WW32,ME0,EE4,SW0,SS16,SE8,HI0,RS5,RS7,RS10,RS11,RS13,RS14,RS15,RS17,RS19,RS20,RS21,RS22,RS23,RS25,RS26,RS27,RS28,RS29,RS30,RS34,RS35,RS37,RS38,RS39,RS40,RS41,RS42,RS43,RS44,RS45,RS46,RS49,RS50,RS51,RS52,RS53,RS54,RS56,RS57,RS58,RS60,RB3,RB6,RB12,RB24,RB33,RB48 || Chaotic || A somewhat "Life-like" 2-state hexagonal B2o/S2m34 rule. The rule has many properties associated with Life: gliders, reflectors, oscillators, still life, duplicators, reflectors, etc.{NL}{NL}A rule by Paul Callahan. Hextenders || NW1,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE1,HI10,RS1,RS3,RS4,RS5,RB2,RB3 || Chaotic || Nice crystal/active equipoise. Some real possibilities with this one.{NL}{NL}A rule by John Elliott. HGlass || NW0,NN2,NE0,WW8,ME1,EE16,SW0,SS4,SE0,HI0,RS1,RS2,RS3,RS11,RS21,RS25,RS29,RS30,RS31,RB1,RB2,RB3,RB11,RB21,RB25,RB29,RB30,RB31 || Stable || (Hour glass) The rule organizes a nice sliding flow on a random screen, and it disassembles solid starting patterns in an interesting way.{NL}{NL}A rule by Margolus and Toffoli. Hogs || NW0,NN2,NE3,WW3,ME0,EE2,SW2,SS3,SE0,HI0,RS2,RS3,RS4,RS6,RB5,RB6 || Chaotic || A weighted hexagonal rule that has an oscillator, two gliders commonly occurring, and a still life.{NL}{NL}A rule by Ben Schaeffer. Jitters || NW-1,NN-1,NE5,WW5,ME0,EE5,SW5,SS-1,SE-1,HI0,RS4,RS14,RB1,RB4,RB9 || Chaotic || A rotationally symmetric weighted rule. Contains various gliders and oscillators all with a characteristic period 2 jitter. This rule uses negative weights for 4 cell neighbors and positive weights for the other 4 cell neighbors.{NL}{NL}A rule by Ben Schaeffer. Lemmings || NW1,NN2,NE1,WW2,ME0,EE2,SW1,SS3,SE1,HI0,RS3,RS4,RS5,RS6,RB4 || Chaotic || A vertically symmetric weighted rule. The only interesting feature is a period 2 glider that, with imagination, looks like an overhead view of a running rodent. With wrap off they hit a wall.{NL}{NL}A rule by Ben Schaeffer. Linguini || NW9,NN1,NE9,WW1,ME0,EE1,SW9,SS1,SE9,HI0,RS2,RS3,RS4,RS9,RS10,RS11,RS19,RS20,RB11,RB18 || Chaotic || A weighted orthogonal rule. Features chaotic expansion with a variety of orthogonally connected still lifes.{NL}{NL}A rule by Ben Schaeffer. Madness || NW2,NN3,NE2,WW3,ME0,EE3,SW2,SS3,SE2,HI0,RS8,RS10,RS12,RS14,RB5,RB8,RB13 || Chaotic || A dynamic rule with a big patterns-creating potential.{NL}{NL}A rule by Mirek Wojtowicz. MazeMakers || NW4,NN4,NE1,WW4,ME0,EE4,SW1,SS4,SE1,HI0,RS2,RS3,RS6,RS7,RS8,RS9,RS10,RS12,RS13,RB5 || Chaotic || A weighted asymmetric rule, variation of Cross Porpoises that creates orthogonal walls of a maze. Some walls often have oscillating flame-like ends sometimes generating gliders. Other walls grow and shrink upon collision with other walls.{NL}{NL}A rule by Ben Schaeffer. MidgeDN || NW2,NN2,NE2,WW1,ME0,EE1,SW2,SS1,SE2,HI9,RS0,RS2,RS3,RB4,RB5,RB6 || Stable || Although inspired by Midges, this rule produces quite different results.{NL}{NL}A rule by Ben Schaeffer. Midges || NW1,NN2,NE1,WW2,ME3,EE2,SW1,SS2,SE1,HI4,RS3,RS5,RS6,RB4,RB5,RB6 || Stable || This rule produces small midges, which produce small black stains...{NL}{NL}A rule by Mirek Wojtowicz. MikesAnts || NW0,NN1,NE1,WW1,ME0,EE0,SW1,SS1,SE1,HI0,RS4,RS5,RB2,RB5,RB6 || Gliding || The rule uses N,NE,W,SW,S, and SE neighbors, and has births for 2, 5, or 6 live neighbors and survivors for 4 or 5 live neighbors. This rule has lots of different glider species.{NL}{NL}A rule by Mike Creutz. Mosquito || NW-1,NN-1,NE5,WW5,ME0,EE5,SW5,SS-1,SE-1,HI0,RS3,RS4,RS8,RS9,RB2,RB3,RB9 || Exploding || A rotationally symmetric rule. Shares some Conway still lifes, features a rotating L shape, and orthogonal gliders.{NL}{NL}A rule by Ben Schaeffer. Mosquito2 || NW-1,NN-1,NE5,WW5,ME0,EE5,SW5,SS-1,SE-1,HI0,RS3,RS4,RS8,RS9,RB3,RB6,RB9,RB18 || Exploding || A variation of the mosquito birth rule. Adds diagonal and spinning gliders.{NL}{NL}A rule by Ben Schaeffer. Navaho1 || NW4,NN1,NE4,WW5,ME7,EE5,SW4,SS1,SE4,HI12,RS8,RS9,RS11,RB2,RB5 || Exploding || {NL}{NL}A rule by Michael Sweney. Nocturne || NW1,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE1,HI4,RS1,RS6,RB2,RB3,RB4 || || Features an emergent "free form" period-57 oscillator that is somewhat reminiscent of the objects in Schaeffer's cloud rules, except there is no displacement. There are also some fairly strange gliders. In general, the denizens of this rule are the sort you might bump into at 2AM, having taken the wrong path back from the HexParity star party :){NL}{NL}A rule by John Elliott, October 2000 NoFleas2 || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS2,RS3,RS5,RS6,RS7,RS10,RS11,RB2,RB4,RB8,RB11 || Exploding || Variation of Fleas2 that lacks the replicator but supports some interesting gliders.{NL}{NL}A rule by Ben Schaeffer. Parity || NW0,NN1,NE0,WW1,ME1,EE1,SW0,SS1,SE0,HI0,RS1,RS3,RS5,RB1,RB3,RB5 || Exploding || Parity rule, a very simple example of "self-reproduction" in cellular automata using the von Neumann neighbourhood.{NL}{NL}A rule by Edward Fredkin. Pictures || NW0,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE0,HI0,RS1,RS2,RS3,RB2,RB3,RB4 || Stable || A beautiful rule using the von Neumann neighbourhood. All patterns tend to form rectangular shapes, filled with sparkling cells.{NL}{NL}A rule by Mirek Wojtowicz. PicturesH || NW0,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE0,HI9,RS1,RS2,RS3,RB2,RB3,RB4 || Stable || Pictures with History - variation on the Pictures rule using the von Neumann neighbourhood. All patterns tend to form rectangular shapes, filled with sparkling cells.{NL}{NL}A rule by Mirek Wojtowicz. Pinwheels || NW1,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE1,HI7,RS2,RB2,RB3 || || The rule produces spinning wheels and comet-like gliders. Try also 5 and 10 counts of states. The related rules you get thereby feature some especially peculiar emergent objects.{NL}{NL}A rule by John Elliott, August 2000 PipeFleas || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI3,RS3,RS4,RS7,RS11,RS12,RS13,RS14,RS15,RS17,RS18,RS20,RS22,RS23,RS25,RB6,RB10 || Chaotic || A weighted orthogonal rule with decay. Features 2-cell wide solid "pipes" that appear, grow orthogonally, and disappear amid lots of chaotic expansion. Also has a common replicator similar to fleas2 which expands and dies like ripples on water.{NL}{NL}A rule by Ben Schaeffer. PreHogs || NW2,NN3,NE0,WW3,ME0,EE2,SW0,SS2,SE3,HI0,RS3,RS4,RS6,RB5,RB6 || Chaotic || A weighted hexagonal rule, a predecessor of Hogs. Common features are a worm-like glider that can be of any length and similar still lifes.{NL}{NL}A rule by Ben Schaeffer. PuttPutt || NW9,NN1,NE9,WW1,ME0,EE1,SW9,SS1,SE9,HI0,RS1,RS2,RS3,RS4,RS9,RS18,RS27,RS36,RS40,RB2,RB4,RB11,RB18,RB19,RB36,RB40 || Chaotic || A weighted orthogonal rule with a dash still life, several orthogonal gliders the most common of which appears to have a pulsing exhaust cloud, and some unique oscillators.{NL}{NL}A rule by Ben Schaeffer. SEmigration || NW5,NN1,NE5,WW1,ME0,EE0,SW5,SS0,SE5,HI0,RS2,RS3,RS6,RS7,RS10,RS11,RS12,RB7,RB11,RB12,RB16 || Stable || A diagonally symmetric weighted rule where all expansion is towards the Southeast. Includes still lifes, gliders, puffer trains, and oscillators.{NL}{NL}A rule by Ben Schaeffer. Simple || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS1,RS5,RB2,RB10 || Chaotic || A weighted orthogonal/diagonal rule, one of the simplest rules around. Commonly features a 3 cell diagonal glider, a 2 cell dash still life, and a period 4 blinker.{NL}{NL}A rule by Ben Schaeffer. Simple hex crystal || NW1,NN1,NE0,WW1,ME0,EE0,SW0,SS0,SE0,HI0,RS1,RS2,RS3,RB2,RB4 || Gliding || A weighted asymmetric rule that shows the effect of crystallization.{NL}{NL}A rule by Ben Schaeffer. Simple Inverse || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS1,RS4,RS5,RS8,RS9,RS12,RS13,RS16,RS17,RS18,RS19,RS20,RS21,RS23,RS24,RB2,RB9,RB10,RB13,RB14,RB17,RB18,RB21,RB22,RB24 || Chaotic || Simple variation where the heavily populated areas of live cells support "Simple" life forms composed of dead cells.{NL}{NL}A rule by Ben Schaeffer. Simple Inverse Fire || NW5,NN1,NE5,WW1,ME0,EE1,SW5,SS1,SE5,HI0,RS1,RS5,RS9,RS13,RS17,RS18,RS19,RS21,RS23,RS24,RB2,RB4,RB8,RB9,RB10,RB12,RB13,RB14,RB16,RB17,RB18,RB20,RB21,RB22,RB24 || Chaotic || Simple inverse variation where the edges between heavily populated areas and extremely sparsely populated areas is unstable, with a common orthogonal glider.{NL}{NL}A rule by Ben Schaeffer. Stampede || NW1,NN3,NE0,WW3,ME0,EE3,SW1,SS3,SE0,HI8,RS4,RS6,RS9,RS10,RB4,RB7 || Gliding || A rule in which all patterns turn to various creatures rushing horizontally in one direction.{NL}{NL}A rule by Mirek Wojtowicz. Starbursts || NW1,NN2,NE1,WW2,ME0,EE2,SW1,SS2,SE1,HI0,RS2,RS4,RS6,RB4 || Chaotic || A weighted orthogonal rule with a very common starburst-like oscillator and a rare glider.{NL}{NL}A rule by Ben Schaeffer. Starbursts2 || NW1,NN2,NE1,WW2,ME0,EE2,SW1,SS2,SE1,HI0,RS2,RS4,RS5,RS6,RB4 || Chaotic || A weighted orthogonal rule with a very common starburst-like oscillator and puffer train that lays tracks. Variation of a Starburst rule.{NL}{NL}A rule by Ben Schaeffer. Stream || NW0,NN1,NE0,WW1,ME0,EE4,SW0,SS4,SE1,HI0,RS1,RS3,RS4,RS7,RS8,RS9,RS10,RS11,RB5,RB7,RB8,RB10,RB11 || Chaotic || Chaotic waves travel Northwest, period 4 "Minnows" head in the Southeast direction, and gliders reminiscent of "Water Strider" insects travel North and West.{NL}{NL}A rule by Ben Schaeffer. UpDown1 || NW1,NN1,NE1,WW4,ME0,EE4,SW4,SS4,SE4,HI0,RS2,RS4,RS5,RS6,RS9,RS12,RS16,RS20,RB3,RB6,RB9,RB12 || Chaotic || A vertically symmetric weighted rule, an experiment with different expansion weights for North verses South birth rules. Chaotic expansion exists in the South direction, but a puffer train that leaves pairs of 2 pixel dashes (still life) emerges going in the North direction.{NL}{NL}A rule by Ben Schaeffer. UpDown2 || NW1,NN5,NE1,WW1,ME0,EE1,SW5,SS5,SE5,HI0,RS2,RS3,RS7,RS10,RS11,RS12,RS15,RB3,RB7,RB11,RB15 || Chaotic || A vertically symmetric weighted rule, an experiment with different expansion weights for North verses South birth rules. This rule has some Conway still life and oscillators, but different gliders going North and South.The name of the rule soon turned out to be incorrect due to Mirek Wojtowiczs discovery of the horizontal gliders.{NL}{NL}A rule by Ben Schaeffer. Upstream || NW1,NN3,NE0,WW4,ME0,EE4,SW1,SS3,SE0,HI10,RS4,RS6,RS9,RS10,RB4,RB7 || Gliding || A very amusing rule where different fish-like patterns travel horizontally in both directions. After a short collisions-phase patterns gather in groups and make their way through patterns moving in the opposite direction.{NL}{NL}A rule by Mirek Wojtowicz. Vineyard || NW1,NN4,NE1,WW4,ME0,EE4,SW0,SS4,SE0,HI0,RS2,RS6,RS8,RS9,RS10,RS12,RS13,RB5 || Exploding || A weighted asymmetric rule, variation of "Zipper Makers". Out of chaos flame-like insects collide to create evolving vines.{NL}{NL}A rule by Ben Schaeffer. Vineyard2 || NW1,NN4,NE1,WW4,ME0,EE4,SW0,SS4,SE0,HI0,RS2,RS8,RS9,RS10,RS12,RS13,RB5 || Exploding || A weighted asymmetric rule, variation of "Zipper Makers". Out of chaos flame-like insects collide to create evolving vines.{NL}{NL}A rule by Ben Schaeffer. Weevils || NW3,NN3,NE1,WW1,ME0,EE1,SW1,SS3,SE3,HI0,RS1,RS2,RS3,RS4,RB5,RB6,RB14 || Exploding || A rotationally symmetric rule, with simple but unique still lifes, oscillators, and horizontal gliders.{NL}{NL}A rule by Ben Schaeffer. Weighted Brain || NW2,NN3,NE2,WW3,ME-5,EE3,SW2,SS3,SE2,HI3,RS3,RS4,RS7,RB4,RB5,RB8 || Exploding || The rule is somewhat similar to Brians Brain, but it has also some unique features: a linear replicator, a modular (i.e. you can add on "parts") oscillator and an oscillator/gun. It also has "marvel" ships that grown infinite streamers.{NL}{NL}A rule by Michael Sweney. Y-Chromosome || NW1,NN1,NE0,WW1,ME0,EE1,SW0,SS1,SE1,HI3,RS2,RB2 || Chaotic || A totalistic hexagonal rule with decay. Features exploding replicators, common glider with an undulating tail, and some uncommon oscillators and gliders.{NL}{NL}A rule by Ben Schaeffer. ZipperMakers || NW1,NN0,NE1,WW0,ME0,EE4,SW1,SS4,SE1,HI0,RS2,RS3,RS6,RS7,RS8,RS9,RS10,RS12,RS13,RB5 || Chaotic || A weighted asymmetric rule, variation of "Maze Makers". Walls usually grow and shrink and new walls can evolve.{NL}{NL}A rule by Ben Schaeffer. #Vote for Life Fredkin || 13579 || Exploding || Famous Fredkins replicator. This is the simplest CA rule which makes patterns self replicate. After 32 steps every starting configuration is replicated 9 times.{NL}{NL}A rule by Edward Fredkin. Feux || 1358 || Exploding || {NL}{NL}Author unknown. Vote 4-5 || 46789 || Collapsing || The Gerard Vichniac voting rule with 4 and 5 swapped. This variation helps break down the "gridlock" that occurs with straightforward Vote rule. Vote || 56789 || Stable || Standard Gerard Vichniac voting rule. #Rules table Conway's Life || 1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,1 || Chaotic || Conway's Life.{NL}{NL}An illustration of the Rules Table usage. Balloons || 1,0,1,0,0,15,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,8,4,4,4,4,4,4,0,5,5,5,5,5,7,7,9,11,0,2,2,2,2,2,2,2,2,2,0,5,5,5,5,5,13,13,9,11,0,8,8,10,8,8,8,8,8,8,0,2,2,2,2,2,9,13,9,11,0,10,10,0,10,10,10,10,10,10,0,14,14,14,14,14,14,14,14,11,0,12,12,4,12,12,12,12,12,12,0,6,6,6,6,13,13,13,9,11,0,14,14,14,12,14,14,14,14,14,0,2,2,2,2,2,2,2,2,2 || Exploding || A very striking rule which is yet another step past Brians Brain. Brains haulers build up connected regions as in Brain, but now the regions form membranes, grow, burst, and are eaten.{NL}{NL}A rule by Brian Silverman. Busy Brain || 1,0,0,0,0,1,2,0,2,2,2,2,0,2,2,2,1,0,2,2,2,2,0,0,0,0,0,1,2,2,1,2 || Chaotic || A variation of Brians Brain, with more chaos. The animation looks similar, yet the board is more filled, and patterns produce more sparks.{NL}{NL}A rule by George Maydwell Cars || 1,0,1,0,2,15,6,8,2,4,6,8,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,10,10,10,10,10,10,10,10,10,0,0,0,0,0,0,0,0,0,0,0,12,12,12,12,12,12,12,12,12,0,0,0,0,0,0,0,0,0,0,0,14,14,14,14,14,14,14,14,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,15,15 || Gliding || A very amusing rule producing... racing cars of several types! Its a fun to watch them driving, smashing, bouncing. The rule features also interesting oscillators.{NL}{NL}A rule by Rudy Rucker. Cheops || 1,0,0,0,4,1,9,8,0,0,0,0,0,5,0,9,7,0,6,0,9,8,0,8,0,0,0,0,0,0,0,0,0,0,0,2,0,0,6,0,0,4,0,3,0,0,0,3,0,1,0,0,0,4,0,3,0,9,0,6,1,0,0,0,5,0,0,0,0,4,1,0,0,2,7,0,2,6,3,8,4,6,0,1,0,0,0,0,0,0,0,0,0,0,0,0,6,7,0,8,5,3 || Expanding || Improved variation of Strangers, showing gliders with an angle of 53 degrees, same as the base angle of the Cheops pyramid.{NL}{NL}A rule by Alastair Couper. Cooties 2 || 1,0,1,0,0,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,14,14,14,14,14,14,14,14,14,0,0,0,0,0,0,0,0,0,0,0,10,10,10,10,10,10,10,10,10,0,12,12,15,12,12,12,12,12,12 || Exploding || A prototype of the "real" Cooties rule, found in Generations family.{NL}{NL}A rule by Rudy Rucker. Crawlers || 1,0,1,0,14,3,8,0,0,0,0,0,0,2,8,0,6,0,0,3,11,0,0,0,0,0,10,0,0,0,0,0,0,0,2,0,11,0,6,0,0,0,0,6,0,0,0,4,0,9,0,0,0,6,0,8,0,0,11,10,0,8,0,10,0,0,0,11,0,0,6,0,0,0,10,0,0,0,0,5,0,0,0,2,8,0,0,0,0,0,0,0,0,6,0,5,14,0,0,0,1,0,0,0,11,6,0,0,8,8,0,0,0,8,12,0,0,0,0,0,6,5,0,8,0,0,0,0,0,8,8,0,0,1,0,0,2,6,0,6,0,5,0,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,3,9 || Expanding || This rule produces many different small and big creatures crawling around.{NL}{NL}A rule by Rudy Rucker. EcoLiBra || 1,0,1,0,0,7,0,0,0,15,15,0,0,0,0,0,0,0,0,0,0,0,0,15,15,15,15,15,2,2,15,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,12,12,12,12,12,12,12,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,0,15,15,15,2,15,15,15 || Chaotic || This rule is a cross between Life and Brians Brain. The basic idea is that the cells are divided between dark "sea" cells and light "land" cells. We run Brain in the sea, and on land we run not Life but AntiLife. Six or seven firing Brain cells turn a sea cell into land. Seven "antifiring" Antilife cells turn a land cell into sea.{NL}{NL}A rule by Rudy Rucker. Empire || 1,0,1,0,0,7,1,0,0,15,15,0,0,0,0,1,1,0,0,0,0,0,0,15,15,15,15,15,2,2,15,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,12,12,12,12,12,12,12,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,0,15,15,15,2,15,15,15 || Chaotic || Empire is named rather aptly for the actions of the Life patterns within it: whatever you start off with, it will expand with a chaotic border, take over the world, collapse into warring factions and fleeting calm patches, and eventually stabilise and stagnate.The effect remains the same whether one uses a 23/3 style input for gens 1 and 2, 7 and 8, or both.Starting with EcoLiBra and adding the center cell, then finishing lines 2, 7, and 15 with 15, 12, and 15 respectively, one gets a Brain like world which eventually (1,000 or 2,000 gen) grows islands. They end up eating the world.{NL}{NL}A rule by Charles A. Rockafellor. Fire sticks || 1,0,1,0,0,15,15,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,6,6,0,6,6,6,6,6,6,0,0,0,0,7,0,0,0,0,0,0,8,8,6,8,8,8,8,8,8,0,0,0,0,9,0,0,0,0,0,0,2,2,8,2,2,2,2,2,2,0,0,0,0,11,0,0,0,0,0,0,4,4,10,4,4,4,4,4,4,0,0,0,0,13,0,0,0,0,0,0,14,14,12,14,14,14,14,14,14,0,0,0,0,15,0,0,0,0,0,0,10,10,14,10,10,10,10,10,10,0,12,12,0,15,12,12,12,12,12 || Gliding || This rule produces long gliding sticks, often sparkling on one side.{NL}{NL}A rule by Rudy Rucker. HistoricalLife || 1,0,1,0,0,0,1,0,0,0,0,0,0,2,2,1,1,2,2,2,2,2,0,2,2,2,1,2,2,2,2,2 || Chaotic || This rule duplicates Conways Life -- all constructions will work identically -- but it leaves a trail of a third type of cell wherever a cell has once been alive. This is useful for placing still lifes to affect a pattern, without having to backtrack continually to find out whether the still life would have interacted with the pattern in previous generations.{NL}{NL}A rule by Dave Greene, April 2001. Ladders || 1,0,1,0,6,5,0,0,2,15,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,7,15,0,15,0,0,0,0,6,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,8,4,2,5,6,0,0,0,0,0,4,0,11,0,0,0,0,0,0,0,0,0,0,0,0,0,15,4,0,0,0,8,0,15,5,0,0,0,0,0,4,10,0,0,4,5,0,0,4,0,0,8,8,0,0,12,4,6,0,0,0,0,0,10,2,10,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,11,3,0,0,9,0,0,0,14,0,0,6 || Chaotic || This rule produces orthogonal ladder-like replicators.{NL}{NL}A rule by Rudy Rucker. Piranha || 1,0,1,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,0,7,0,6,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,9,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,8,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,1 || Chaotic || A very funny rule, featuring diagonal piranha-like gliders and a replicator.{NL}{NL}A rule by Rudy Rucker. RanBrain || 1,0,1,0,0,5,10,0,0,5,10,0,0,0,0,5,10,0,0,0,0,15,0,0,0,0,0,0,15,15,0,0,0,0,0,14,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,2,6,2,6,2,6,2,6,2,0,2,6,2,6,2,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,14,7 || Exploding || Another member of the Brians family. The rule is much less live, and often creates Sierpinski-like patterns.{NL}{NL}A rule by Rudy Rucker. Strangers || 1,0,0,0,4,1,9,8,0,0,0,0,0,5,0,9,7,0,6,0,9,8,0,2,5,0,4,0,0,0,0,0,0,0,10,2,10,0,6,0,0,4,0,3,0,10,0,3,0,1,10,0,0,4,0,3,10,9,0,6,1,0,0,0,5,0,0,0,0,4,1,0,0,2,7,0,2,6,3,8,4,6,0,1,0,0,0,0,0,0,0,0,0,0,0,0,6,7,0,8,5,3,0,9,0,0,5,0,4,0,0,5,0,0,0,0,0,0,0,9 || Gliding || The rule produces many funny and surprisingly stable ships. The ships are always gliding, without any flickering of cells.{NL}{NL}A rule by Mirek Wojtowicz. WireWorld || 1,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,0,3,3,3,3,3,3,3,3,3,0,3,1,1,3,3,3,3,3,3 || Gliding || The cellular automaton WireWorld is attributed to Brian Silverman and was included in his program PHANTOM FISH TANK. A. K. Dewdney publicized WireWorld in his "Computer Recreations" column (Scientific American, January, 1990). Cells in WireWorld have one of four possible states: background (0), electron head (1), electron tail (2), and wire (3). The rules for updating cells are:{NL}{NL}- background (0) always remains background.{NL}{NL}- electron head (1) always changes to electron tail.{NL}{NL}- electron tail (2) always changes to wire.{NL}{NL}- wire (3) changes to electron head if one or two of its neighbours are electron heads.{NL}{NL}These simple rules allow fairly complicated logic circuits to be constructed.{NL}{NL}A rule by Brian Silverman. #Cyclic CA 313 || R1/T3/C3/NM || Cyclic || {NL}{NL}A rule by David Griffeath. 3-color bootstrap || R2/T11/C3/NM || Cyclic || {NL}{NL}A rule by David Griffeath. Amoeba || R3/T10/C2/NN || Cyclic || Similar to Vote 4/5, this rule smoothes patterns and leaves irregular islands with characteristic oscillating edges.{NL}{NL}A rule by Jason Rampe. Black vs White || R5/T23/C2/NN || Cyclic || Well-balanced rule where both death (black) and life (white) have equal chances. Seed patterns with 50% density.{NL}{NL}A rule by Jason Rampe. CCA || R1/T1/C14/NN || Cyclic || A basic CCA. Starting from a uniform random distribution over 14 colors, droplets of color waves nucleate fairly quickly. Soon virtually all of the initial "debris" are overrun by the droplets. As the last vestiges of debris are eliminated, vortices emerge from the disordered wave fronts, creating diamond-shaped spirals. By about time 300 the array is completely covered with periodic spirals, out of phase with one another and not all of minimal period 14. Typically it takes much longer for the period 14 spiral cores to displace their feebler competitors.{NL}{NL}A rule by David Griffeath. Cubism || R2/T5/C3/NN || Cyclic || This interesting rule creates rectangular regions.{NL}{NL}A rule by Jason Rampe. Cyclic spirals || R3/T5/C8/NM || Cyclic || {NL}{NL}A rule by David Griffeath. Fossil debris || R2/T9/C4/NM || Cyclic || {NL}{NL}A rule by David Griffeath. GH Macaroni || R2/T4/C5/NM/GH || Cyclic || A rule by David Griffeath. GH Multistrands || R5/T15/C6/NM/GH || Cyclic || {NL}{NL}A rule by David Griffeath. GH Percolation mix || R5/T10/C8/NM/GH || Cyclic || {NL}{NL}A rule by David Griffeath. GH Weak spirals || R4/T9/C7/NM/GH || Cyclic || {NL}{NL}A rule by David Griffeath. GH || R3/T5/C8/NM/GH || Cyclic || {NL}{NL}A rule by David Griffeath. Imperfect || R1/T2/C4/NM || Cyclic || {NL}{NL}A rule by John Elliott. LavaLamp || R2/T10/C3/NM || Cyclic || The rule produces blobs that seperate and combine resembling a lava lamp.{NL}{NL}A rule by Jason Rampe. Maps || R2/T3/C5/NN || Cyclic || {NL}{NL}A rule by Mirek Wojtowicz. Perfect || R1/T3/C4/NM || Cyclic || A particularly interesting excitable system. From a uniform random configuration it quickly self-organizes into a chaotic soup with large length scale. But later on, often after more than one hundred updates, perfect, widely separated stable spiral cores emerge and slowly take over the lattice.{NL}{NL}A rule by David Griffeath. Squarish Spirals || R2/T2/C6/NN || Cyclic || {NL}{NL}A rule by Jason Rampe. Stripes || R3/T4/C5/NN || Cyclic || {NL}{NL}A rule by Mirek Wojtowicz. Turbulent phase || R2/T5/C8/NM || Cyclic || {NL}{NL}A rule by David Griffeath. #Larger than Life Bugs || R5,C0,M1,S34..58,B34..45,NM || Chaotic || The rule is full of seriously endangered species in the crowded environment of the rules characteristic dynamics. It was discovered while exploring LtLife phase space on the CAM8 cellular automaton machine.{NL}{NL}A rule by Kellie Evans. Bugsmovie || R10,C0,M1,S123..212,B123..170,NM || Chaotic || This rule produces various bugs (gliders) and blinkers (oscillators) in a range 10 Box Larger than Life rule.{NL}{NL}A rule by David Griffeath. Globe || R8,C0,M0,S163..223,B74..252,NM || Chaotic || Dense enough to survive small starting patterns form circular shapes that resemble planets watched from spaceships.{NL}{NL}A rule by Mirek Wojtowicz. Gnarl || R1,C0,M1,S1..1,B1..1,NN || Chaotic || This simple rule, started from a configuration of several diagonally adjacent occupied cells grows fractals and snowflakes. The rule was named in homage to Rudy Rucker. His book "Artificial Life Lab" (Waite Group, 1993) suggests that the three fundamental characteristics of life are gnarl, sex and death. Check it out...{NL}{NL}A rule by Kellie Evans. Majority || R4,C0,M1,S41..81,B41..81,NM || Stable || An example of a voter model; a range 4 Box has 81 cells, so each party needs 41 or more for a local majority. Start from a completely random initial state with equal densities of 0 and 1 states. Use single step to observe massive self-organization, smoothing of the edges, two-color tessellation, convexification, and erosion of bounded regions. Next run it up to the moment it fixates.{NL}{NL}A rule by David Griffeath. Majorly || R7,C0,M1,S113..225,B113..225,NM || Expanding || Another case of a voter model of range 7. The rule, when started from a random soup of 1s, slowly covers the lattice. Select many colors and an alternative coloring method to achieve beautiful pictures.{NL}{NL}A rule by David Griffeath. ModernArt || R10,C255,M1,S2..3,B3..3,NM || Chaotic || Most simple patterns expand into lines and blocks of color, except for the really simple ones, which form stable power blocks (literally).{NL}{NL}A rule by Charles A. Rockafellor. Waffle || R7,C0,M1,S100..200,B75..170,NM || Expanding || The rule, when started from small filled areas, produces beautiful "waffles". Intrigued by the delicate transient droplet patterns, Kellie Evans segued into "engineering" mode in search of the perfect waffle. She discovered that for the LtL given here, if we start from a radius 10 lattice circle, then the waffle appears to grow "perfectly" for more than 70 updates before beginning to unravel.{NL}{NL}A rule by Kellie Evans. #Neumann binary Aggregation || 3002000202000000000202000202000000000000000000000000000202000202000000000202000202001001111001001111111111111001001111001001111111111111111111111111111111111111111212021222020201010222221222012012010122011211000111111202122212121111111202111211 || Chaotic || A special type of crystallization that looks like aggregation. The rule uses 3 states.{NL}{NL}A rule by Tomoaki Suzudo. Birds || 3010112020112112222020222020112112222112102220222220202020222020222220202020202020112102222102000200222200202102000200000012020200020000222200202200020000202000200020220000220222020000020000220222020222222222020222020000020000020222020000020000 || Chaotic || "Aquarium" family member. The rule shows self-organization resembling traveling birds.{NL}{NL}A rule by Tomoaki Suzudo. Colony || 3010102020102011210020210000102011210011102120210120000020210000210120000000000000112111212111110100212100200111110100110102021100021012212100200100021012200012020020222020222222222020222020222222222222222222222222222020222020222222222020222020 || Chaotic || In "Colony", static marks spread all over the space as the time goes. This process looks like a sort of colonization.{NL}{NL}A rule by Tomoaki Suzudo. Crystal2 || 201101101101101101111101011001000 || Chaotic || This is the simplest (2-state) example of self-organization at the edge of chaos. The crystallization appears at the critical point between organized and chaotic areas.{NL}{NL}A rule by Tomoaki Suzudo. Crystal3a || 3012101220100010100210200002102010000010121010100011002210000002200010012002002221111101111101000100111100100101000100000020000100000001111100100100000001100001011222222220222200200222200000222200200200022020200020000220200200200020000000000000 || Chaotic || Another crystallization effect. The rule uses 3 states.{NL}{NL}A rule by Tomoaki Suzudo. Crystal3b || 3012100200100011002200012020100020021021221021012020122200021010002212102020112021111111111111100100111100100111100100100010001100001011111100100100001011100011011222222222222200200222200200222200200200022022200020020222200200200022000200020000 || Chaotic || Another crystallization effect. The rule uses 3 states.{NL}{NL}A rule by Tomoaki Suzudo. Fredkin2 || 201101001100101101001011001101001 || Chaotic || Famous Fredkins replicator in von Neumann neighbourhood. This is the simplest CA rule which makes patterns self replicate.{NL}{NL}A rule by Edward Fredkin. Fredkin3 || 3012120201120201012201012120120201012201012120012120201201012120012120201120201012120201012201012120012120201201012120012120201120201012012120201120201012201012120201012120012120201120201012012120201120201012201012120120201012201012120012120201 || Chaotic || Another version of Fredkins replicator in von Neumann neighbourhood. This version uses 3 states.{NL}{NL}A rule by Edward Fredkin. Galaxy || 3010112020112112220020220000112112220112110200220200000020220000220200000000000000002002222002000200222200200002000200000000002200002020222200200200002020200020002020220000220220000000000000220220000220220000000000000000000000000000000000000000 || Chaotic || Similar to Typhoon, but the growth of the vortex is limited, and sometimes it collapses. In Galaxy, any [2-cells] can not survive when at least one of the neighbors is [a 2-cell]. This is added to Typhoons rule.{NL}{NL}A rule by Tomoaki Suzudo. Greenberg || 3010110000110110000000000000110110000110110000000000000000000000000000000000000000222222222222222222222222222222222222222222222222222222222222222222222222222222222000000000000000000000000000000000000000000000000000000000000000000000000000000000 || Chaotic || A simple rule which sends out walls of 2 cell thicknesses in all 4 directions, the overall shape of which being that of the shortest path around the original pattern. Compare also "GreenHast" rule in "User DLLs" family.{NL}{NL}A rule by J. Greenberg, coded in MCell by Charles A Rockafellor. Honeycomb || 3010102020102002222020222020102002222002002220222220202020222020222220202020202020110112020112100202020202020112100202100002020202020200020202020202020200020200000020222020222222222020222020222222222222220202222202222020222020222202222020222020 || Chaotic || In "Honeycomb", crystalline and dynamic parts coexist. Such combination is essential to various complex system. For instance, organism is composed of static structures communicating one another.{NL}{NL}A rule by Tomoaki Suzudo. Knitting || 3010112020112110202020202020112110202110110002202002221020202020202002221020221010102010202010102021202021211010102021102000200021200102202021211021200102211102120020222020222222222020222020222222222222222222222222222020222020222222222020222020 || Chaotic || {NL}{NL}A rule by Tomoaki Suzudo. Lake || 3010112020112100202020202020112100202100010002202002220020202020202002220020220000012110202110100000202000200110100000100002022000022020202000200000022020200020000020222020222222222020222020222222222222222222222222222020222020222222222020222020 || Chaotic || "Aquarium" family member. The rule adds some chaos to the Pond rule.{NL}{NL}A rule by Tomoaki Suzudo. Plankton || 3010112020112112222020222020112112222112102220222220202020222020222220202020202020100002020002010202020202020002010202010102020202020200020202020202020200020200000020220000220222020000020000220222020222222222020222020000020000020222020000020000 || Chaotic || "Aquarium" family member. The rule produces little creatures like in Pond, their movement looks like plankton.{NL}{NL}A rule by Tomoaki Suzudo. Pond || 3010112020112112222020222020112112222112102220222220202020222020222220202020202020110102020102010202020202020102010202010112020202020200020202020202020200020200000020220000220222020000020000220222020222222222020222020000020000020222020000020000 || Chaotic || The main "Aquarium" family member. This beautiful rule produces hordes of various little creatures crawling in the pond.{NL}{NL}A rule by Tomoaki Suzudo. Strata || 3000000200120200000000000000000000200020100000000000000000000100000000000000000000110000000110000010000000000000000000000000000000000000000000000000000000000000000000000000020000000000000000000000000000000000000000000000000000000000000000000000 || Stable || This rule goes through phases of layer forming, stability, and slow decay.{NL}{NL}A rule by Ben Schaeffer. Tanks || 3010112020112112222020222020112112222112102220222220202020222020222220202020202020110102020102010202020202020102010202010102020202020202020202020202020202020202020020222020222220200020200000222220200220222020200020000020200000200020000000000000 || Stable || {NL}{NL}A rule by Tomoaki Suzudo. Typhoon || 3010112020112112220020220000112112220112110200220200000020220000220200000000000000002002222002000200222200200002000200000000002200002020222200200200002020200020002020222020222222222020222020222222222222222222222222222020222020222222222020222020 || Chaotic || "Aquarium" family member. Apparently similar to Lake, the rule very often produces stable spiral cores that slowly take over the lattice swallowing all little creatures.{NL}{NL}A rule by Tomoaki Suzudo. Wave || 3010112020112110202020202020112110202110102020202020202020202020202020202020202020112102222102000200222200202102000200000002020200020000222200202200020000202000200020220000220222020000020000220222020222222222020222020000020000020222020000020000 || Chaotic || "Wave" causes quasi-static waves which are more likely to appear in nature than purely static ones.{NL}{NL}A rule by Tomoaki Suzudo. #General binary Banks || C0,NN,S3babbabbabba3b,B7ab3aba3b || Chaotic || The rule, also known as Banks Computer, has been proven to be ideal for constructing the logic elements of a virtual computer. The rule discriminates between neighbor configurations. If a 1-cell has exactly two neighbors, and if these neighbors are adjacent to one another rather than opposite one another, the cell goes to 0. A 0-cell with more than two neighbors goes to 1. In all other cases, the cell remains unchanged.{NL}{NL}A rule by Edwin Banks. Fallski || C48,NM,Sb255a,Babb189ab63a || Exploding || The rule draws a skewed Sierpinski gasket that gradually fades out. The visual effect reminded me of falling leaves, hence the name. The cellsize (count of states) of 48 is arbitrary, having been set to match the universe height of a particular seed.{NL}{NL}A rule by John Elliott. FractalBeads || C4,NN,S16a,Baabab11a || Fractal || This CA belongs to a large family of what we might call "Sierpinski rules", in virtue of the fact that they produce structures closely related to the so-called Sierpinski gasket, a well-known classical fractal. This particular rule propagates in the NW direction, but naturally each of its three rotations propagates in a different corner direction.{NL}{NL}A rule by John Elliott. JustFriends || C0,NM,Sa6ba3bab3a3bab3ab7a3bab3ab7ab15a3bab3ab7ab15ab31a3bab3ab7ab15ab31ab63a,B5ab3abb6abbab12abbab3ab24abbab3ab7ab49abab3ab7ab15ab95a || Chaotic || The rule is called "Just Friends" because new cells are born from a pair of parents, but not from ones which are "too intimate" with each other.{NL}{NL}A rule by David I. Bell. LogicRule || C0,NM,S256a,B3ababb5abaab4ab3ab23ab16ab14ab15ab32ab62ab63a || Chaotic || A two-state configuration-specific cellular automata with gliders that move orthagonally one cell per generation - the speed of light. The glider guns, called "Bit Stream Generators", can be built to output a huge selection of seemingly random bits. The BSGs can be positioned so that collisions between glider streams can easily demonstrate logic gates.{NL}{NL}A rule by David Conant, March 2001. Meteorama || C24,NM,S3abaab3a3b6abb5ababbaab3abbabbab7a5babaa4baab5a3b3abb5abbabababb3ababaabb3abbababaab3a6bab3abab4abba5baab3aba3b6aba4b4a4b3ab3ab5abbab5ab5ab4a4b3abba3b3ab4abaabaabbababababaab4ab3a,B5aba5b3abababab6a3baab3ababa3b3abb4abbababaab3abaabaababbaa5ba3bababab6abaababbab6ababaabaa5baabaabbaab4ab3abab10ab4ab4ababab4abababbaa4baab3a3baabbab7abaabaab3a3ba3babbab6abbaab8abbabb || Gliding || This is a randomly-generated rule. As such it is suggestive only - the table needs to be simplified. But the bidirectional meteor shower theme seems worth exploring, and also the orbits were found to produce compelling transmusic.{NL}{NL}A rule by John Elliott. Sierpinski || C0,NN,S16b,B4ab3ab7a || Fractal || A simple Sierpinski gasket drawer. A dead cell comes to life if it has a single living neighbor that is either its W or S neighbor. In all other cases, it stays dead. All living cells survive. Seeded with a single cell the rule produces the Pascal's triangle, but... rotated 45░.{NL}{NL}A rule by John Elliott. Slugfest || C20,NM,S4b3abaabbaa4bababbab6abbaab3abab3abb5abab5ab3ab4abb10abababbaa3baababbababb6abaabaabbabbaba3b4abaababaabbababaabbabbaabb3abb3aba3b3abab3abba3b3a3b5ab7a3babb7abbaab3ab4abbababba3b3abbaabbaa3baba,B6abb6abaa3babbab5ab5aba3bab7abb4a3baabab6a3babababab7ababababba3baabb6abb4abab8ababab3a4baabaabaabaab9ab5abaa4baaba3babaabbaa3babb4abba4bababb3ab5abb3abaab3a4baba4b7abbaabba || Chaotic || This is a randomly-generated rule. As such it is suggestive only - the table needs to be simplified. But who can resist the enchanting theme of slug-like gliders that lay down slime trials.{NL}{NL}A rule by John Elliott. Snowflakes || C0,NM,Sabbab3ab7ab13abab13ab17ab63ab6ab59ab11ab23abb7ab15a,B5ababaab3abaabaabb5abbaabaabaaba4b8abaababb4abaabaabb3abb3aba3babbab3ababab3abaab4a3baababaabab4abbabaabb4ababaababaa3b4abaab3ababab3ababba3bab3ab4abbaabbab4abbabaab8a4babaababbaabb5abbaabbab3ababbabba3b || Chaotic || An anisotropic rule. One of the most common objects is a falling "snowflake". Not everything is forced downwards however; a rocket takes off at c/2!{NL}{NL}A rule by Chris Gordon-Smith.{NL}{NL}Coded in MCell by Charles A. Rockafeller, October 2000. Springski || C78,NM,S256a,B8ab23ab223a || Exploding || A simple Moore Sierpinski gasket tracer.{NL}{NL}A rule by John Elliott. #Margolus BBM || MS,D0;8;4;3;2;5;9;7;1;6;10;11;12;13;14;15 || Chaotic || Billard Ball Machine - from Cellular Automata Machines{NL}{NL}A rule by Edward Fredkin. BounceGas || MS,D0;8;4;3;2;5;9;14;1;6;10;13;12;11;7;15 || Chaotic || A uniform "gas".{NL}{NL}A rule by Tim Tyler. BounceGasII || MS,D0;8;4;12;2;10;9;7;1;6;5;11;3;13;14;15 || Chaotic || Another uniform "gas".{NL}{NL}A rule by Tim Tyler. Critters || MS,D15;14;13;3;11;5;6;1;7;9;10;2;12;4;8;0 || Chaotic || This rule supports "gliders" - as described in Cellular Automata Machines.{NL}{NL}A rule by Margolus/Toffoli. HPP-Gas || MS,D0;8;4;12;2;10;9;14;1;6;5;13;3;11;7;15 || Chaotic || Hardy/Pazzis/Pomeau lattice gas - as described in Cellular Automata Machines.{NL}{NL}A rule by Hardy, Pazzis, and Pomeau. Pegg || MS,D0;2;8;12;1;10;1;11;4;7;3;13;12;11;7;8 || Chaotic || A rare Margolus rule supporting gliders. A rule by Ed Pegg Jr. Rotations || MS,D0;2;8;12;1;10;9;11;4;6;5;14;3;7;13;15 || Stable || Limited diffusion.{NL}{NL}A rule by Tim Tyler. RotationsII || MS,D0;2;8;12;1;10;9;13;4;6;5;7;3;14;11;15 || Stable || Limited diffusion.{NL}{NL}A rule by Tim Tyler. RotationsIII || MS,D0;4;1;10;8;3;9;11;2;6;12;14;5;7;13;15 || Stable || Slow, random-looking diffusion.{NL}{NL}A rule by Tim Tyler. RotationsIV || MS,D0;4;1;12;8;10;6;14;2;9;5;13;3;11;7;15 || Stable || Slow, random-looking diffusion.{NL}{NL}A rule by Tim Tyler. Sand || MS,D0;4;8;12;4;12;12;13;8;12;12;14;12;13;14;15 || Gliding || Sand simulation. To get most of the rule use the "Diversities/Stream injection" to produce a steady stream of new cells.{NL}{NL}A rule by Mirek Wojtowicz. StringThing || MS,D0;1;2;12;4;10;9;7;8;6;5;11;3;13;14;15 || Chaotic || String shaped patterns.{NL}{NL}A rule by Tim Tyler. StringThingII || MS,D0;1;2;12;4;10;6;7;8;9;5;11;3;13;14;15 || Chaotic || More string shaped patterns.{NL}{NL}A rule by Tim Tyler. SwapOnDiag || MS,D0;8;4;12;2;10;6;14;1;9;5;13;3;11;7;15 || Gliding || A gas with no particle interactions - as described in Cellular Automata Machines.{NL}{NL}A rule by Margolus/Toffoli. Tron || MS,D15;1;2;3;4;5;6;7;8;9;10;11;12;13;14;0 || Chaotic || A "trip-a-tron" - from the pages of Cellular Automata Machines.{NL}{NL}A rule by Margolus/Toffoli. #1-D totalistic Abacus || R2,C10,M1,S0,S1,B0,B3 || Stable || The rule produces vertical strings of beads, resembling abacus. Note that often the patterns stabilize, and only some beads change their position!{NL}{NL}Found at random by Mirek Wojtowicz. Champagne || R3,C0,M1,S3,S6,S7,B0,B1 || Stable || One often sees what he has on his mind, but even my wife, a total abstainer, recognizes here champagne-glasses...{NL}{NL}Found at random by Mirek Wojtowicz. Class 4 a || R2,C0,M1,S1,S3,B2,B3,B4 || Chaotic || An example of Wolframs mythical Class 4 automaton.{NL}{NL}Found at random by Mirek Wojtowicz. Class 4 b || R6,C0,M1,S3,S4,S5,S9,S11,S12,S13,B0,B1,B3,B13 || Chaotic || An example of Wolframs mythical Class 4 automaton.{NL}{NL}Found at random by Mirek Wojtowicz. Class 4 c || R6,C0,M1,S3,S5,S8,S9,S11,B0,B7,B8,B9,B13 || Chaotic || An example of Wolframs mythical Class 4 automaton.{NL}{NL}Found at random by Mirek Wojtowicz. Date palms || R5,C0,M1,S0,S7,S8,S9,S10,S11,B0 || Stable || The small triangles produced by the rule are usually aligned, what resembles trunks of date palms.{NL}{NL}Found at random by Mirek Wojtowicz. Embossed triangles || R2,C0,M1,S2,S3,B2,B3,B4 || Stable || Sierpinski-like patterns consisting of embossed triangles.{NL}{NL}Found at random by Mirek Wojtowicz. Fences || R6,C25,M1,S1,S4,S7,S8,B0,B3,B5 || Stable || A very surprising one-dimensional automaton, producing vertical strings and irregular thick more or less horizontal stripes.{NL}{NL}Found at random by Mirek Wojtowicz. Forest || R10,C0,M0,S1,S2,S6,S7,S9,S12,S14,S17,B1,B7,B10,B11,B13,B15,B16,B17,B19 || Stable || A very beautiful rule, showing a thicket. Sometimes the trees are sparser and their trunks can be seen among branches and leaves.{NL}{NL}Found at random by Mirek Wojtowicz. Gears 1 || R5,C0,M1,S0,S7,S10,S11,B0 || Stable || The rule produces randomly placed segments of gears (toothed wheels) of all sizes.{NL}{NL}Found at random by Mirek Wojtowicz. Gears 2 || R5,C0,M1,S0,S6,S10,S11,B0 || Stable || A rule similar to Gears 1, but here gears are neatly aligned.{NL}{NL}Found at random by Mirek Wojtowicz. Marvel || R3,C0,M0,S0,S5,S6,B0,B3 || Stable || The most beautiful one-dimensional rule Ive seen so far. This is how I fancied the Persian gardens when I was a child.{NL}{NL}Found at random by Mirek Wojtowicz. Maze || R3,C10,M1,S3,S4,S5,B1,B3,B4,B5 || Stable || This rule produces 3-dimensional maze, with high walls.{NL}{NL}Found at random by Mirek Wojtowicz. Noname01 || R2,C0,M1,S0,S3,S4,B2,B4,B5 || Stable || I cant tell what is this rule like. Help is appreciated.{NL}{NL}Found at random by Mirek Wojtowicz. Noname02 || R2,C15,M1,S2,S3,B1,B2 || Stable || I cant tell what is this rule like. Help is appreciated.{NL}{NL}Found at random by Mirek Wojtowicz. Pascal's Triangle || R1,C0,M1,B1 || Stable || A single nonzero cell evolves to Pascal's triangle of binomial coefficients, reduced modulo 2.{NL}{NL}A rule by Stephen Wolfram. Porridge || R1,C0,M1,S0,S3,B0,B2 || Stable || This rule produces a dense soup with many small triangles.{NL}{NL}Found at random by Mirek Wojtowicz. Roots || R4,C0,M1,S1,S2,S5,S6,S9,B3,B4,B6 || Chaotic || This Class-4 CA produces thick tangled roots and interesting ornamental gliders.{NL}{NL}Found at random by Mirek Wojtowicz. Shaded Triangles || R3,C3,M1,S0,S2,S3,S4,S5,S6,B3,B4,B5,B6,B7 || Chaotic || Shaded Triangles.{NL}{NL}Found at random by Jason Rampe. Skyscrapers || R6,C10,M1,S2,S4,S6,S7,S8,S11,S13,B0,B1,B3,B8,B12 || Stable || A big city with protruding skyscrapers watched from the birds-eye view.{NL}{NL}Found at random by Mirek Wojtowicz. The City || R3,C0,M0,S0,S3,B0,B4 || Stable || Another city simulation, this time watched at night. Many sky-scrapers show shining windows.{NL}{NL}Found at random by Mirek Wojtowicz. Tulips || R10,C0,M1,S0,S3,S6,S10,S11,S14,S15,S16,S17,S18,S19,S20,S21,B1,B11,B12,B17,B18,B19,B20,B21 || Stable || This surprisingly beautiful rule shows large fields covered with tulips.{NL}{NL}Found at random by Mirek Wojtowicz. Walls || R2,C15,M1,S2,S3,B1,B3 || Stable || A rule very similar to Maze, yet the walls are bigger and more regular.{NL}{NL}Found at random by Mirek Wojtowicz. Wood Grain || R8,C3,M0,S1,S2,S4,S6,S7,S10,S12,S13,S14,B0,B2,B3,B4,B5,B6,B7,B10,B11,B13,B15 || Chaotic || Wood Grain.{NL}{NL}Found at random by Jason Rampe. #1-D binary Bermuda Triangle || R2,WBC82271C || || Glider-guns{NL}{NL}[Wue98a] Brownian motion || R1,W36 || || Brownian motion{NL}{NL}[Han95] [Gut97]* [Bob93] Chaotic gliders || R2,WAD9C7232 || || Gliders{NL}{NL}[Wue98a] Compound glider || R2,W89ED7106 || || Compound glider{NL}{NL}[Wue98a] Filiform gliders 1 || R2,W1C2A4798 || || Gliders{NL}{NL}[Wue98a] Filiform gliders 2 || R2,W5C6A4D98 || || Glider-guns{NL}{NL}[Wue98a] Fish-bones || R2,W5F0C9AD8 || || Glider gun{NL}{NL}[] Fishing-net || R1,W6E || || Gliders{NL}{NL}[Gut97]* [Li92] [Wol84b] Glider p106 || R2,WB51E9CE8 || || Glider with a period of 106 time-steps{NL}{NL}[Wue98a] Glider-gun p168 || R2,W6C1E53A8 || || Compound glider-gun. 168 time-steps{NL}{NL}[Wue98a] Heavy triangles || R1,W16 || || {NL}{NL}[Gut97] Inverse gliders || R2,W360A96F9 || || Glider-guns{NL}{NL}[Wue98a] Kites || R2,WBF8A5CD8 || || Gliders{NL}{NL}[] Linear A || R1,W5A || || Linear{NL}{NL}[] Linear B || R1,W96 || || Linear{NL}{NL}[] Pascal's Triangle || R1,W12 || || {NL}{NL}[Gut97] Plaitwork || R2,W6EA8CD14 || || Glider gun{NL}{NL}[] R3 Gliders || R3,W3B469C0EE4F7FA96F93B4D32B09ED0E0 || || Gliders{NL}{NL}[Wue98a] Raindrops || R2,W4668ED14 || || Raindrops are flowing on the window-pane.{NL}{NL} Randomizer 1 || R1,W1E || || Random sequence generator{NL}{NL}[Gut97]* [Wol86] Randomizer 2 || R1,W2D || || Random sequence generator{NL}{NL}[Wol86] Relief gliders || R2,WD28F022C || || Gliders{NL}{NL}[Wue98a] Scaffolding || R2,W6EEAED14 || || Gliders{NL}{NL}[] Solitons A || R2,WBF8A18C8 || || Solitons, model A in Ref.{NL}{NL}[Aiz90] Solitons A || R2,WBF8A58C8 || || Solitons, model A in Ref.{NL}{NL}[Aiz90] Solitons B || R2,W3CC66B84 || || Solitons, model B in Ref.{NL}{NL}[Aiz90] Solitons B || R2,W3EEE6B84 || || Solitons, model B in Ref.{NL}{NL}[Aiz90] Solitons B3 || R2,W1D041AC8 || || Solitons, model B3 in Ref.{NL}{NL}[Aiz90] Solitons C1 || R2,W5F2A9CC8 || || Solitons, model C1 in Ref., glider gun (nucleus){NL}{NL}[Aiz90] Solitons C2 || R2,W1D265EC8 || || Solitons, model C2 in Ref., glider gun (nucleus){NL}{NL}[Aiz90] Solitons D1 || R2,W2F8A1858 || || Solitons, model D1 in Ref., several gliders, glider gun{NL}{NL}[Aiz90] Solitons D2 || R2,W1D065AD8 || || Solitons, model D2 in Ref.{NL}{NL}[Aiz90] Solitons E || R2,WBDA258C8 || || Solitons, model E in Ref., moving glider gun{NL}{NL}[Aiz90] Solitons F || R2,W9D041AC8 || || Solitons, model F in Ref.{NL}{NL}[Aiz90] Stable gliders || R2,W7E8696DE || || Gliders{NL}{NL}[Wue98a] Threads || R2,W978ECEE4 || || Glider-guns{NL}{NL}[Wue98a] Triangular gliders || R2,WE0897801 || || Gliders{NL}{NL}[Wue98a] Zig-Zags || R2,W8F0C1A48 || || Solitons, model B4 in Ref., glider reflection and passing.{NL}{NL}[Aiz90] #Weighted Generations WG Rule004 || WeightedGen,C4,SW0;2;0;1,PW1;1;1;1;1;1;1;1,RS6;7;8;9;10;11,RB4 || Chaotic || This rule is a close relative to the famous Star Wars rule and like that rule is a pattern developers dream. All basic types of patterns are supported. The rules potential for generating interesting patterns can be demonstrated by observing the development of any one of the five chaos patterns (C001.mcl through C005.mcl).{NL}{NL}A rule by Brian Prentice, May 2001. WG Rule012 || WeightedGen,C6,SW0;2;1;1;1;1,PW1;1;1;1;1;1;1;1,RS4;5,RB5 || Chaotic || This rule seems only to support diagonally moving ships and puffers and still life. No regular ships, puffers or oscillators have yet been found. The diagonally moving puffers are very unusual and quite rare. Four such puffers have been found so far, some of which are quite complex (see DP002.mcl). Diagonal moving ships (gliders) with three different speeds have been found including some that travel faster than Lifes glider (see SD001.mcl).{NL}{NL}A rule by Brian Prentice, June 2001. WG Rule020 || WeightedGen,C6,SW0;2;0;3;0;1,PW1;1;1;1;1;1;1;1,RS5;6;7;8,RB5 || Chaotic || This rule is unusual in that from a random soup it quickly transforms into many small diagonally moving ships. It also supports diagonal puffers.{NL}{NL}A rule by Brian Prentice, June 2001. WG Rule031 || WeightedGen,C4,SW0;2;1;0,PW1;1;1;1;1;1;1;1,RS5;6;7,RB4 || Chaotic || At first this rule seems not to have much potential but from its simple building blocks really complex puffers and ships can easily be built.{NL}{NL}A rule by Brian Prentice, June 2001. WG Rule038 || WeightedGen,C5,SW0;3;2;1;0,PW1;1;1;1;1;1;1;1,RS8,RB6;9 || Chaotic || An Irregular rule which is a good example of the unusual nature of the rule family. The guns are particularly interesting.{NL}{NL}A rule by Brian Prentice, June 2001. WG Rule050 || WeightedGen,C8,SW0;2;1;2;0;3;0;0,PW1;1;1;1;1;1;1;1,RS4;5;6;7;8,RB6 || Chaotic || This rule supports a broad range of patterns including ships, puffers, diagonal ships, diagonal puffers, and still life. Ships with speeds of c/2, c/3 and c/5 have been found.{NL}{NL}A rule by Brian Prentice, June 2001. WG Rule063 || WeightedGen,C5,SW0;3;1;0;1,PW2;1;2;1;1;2;1;2,RS6;7;9;10;11,RB7;10 || Chaotic || Generates many unusual puffers and ships. Ships with speeds c/2, c/3, 9c/31 and c/5 have been found (see SD002){NL}{NL}A rule by Brian Prentice, June 2001. WG Rule071 || WeightedGen,C6,SW0;3;1;0;1;2,PW1;1;1;1;1;1;1;1,RS8;9;10;11;12;13;14;15;16,RB6 || Chaotic || A delightful rule supporting unusual guns, oscillators, ships and puffers. The rule does not however, seem to support diagonally moving objects.{NL}{NL}A rule by Brian Prentice, June 2001. WG Rule072 || WeightedGen,C6,SW0;3;0;1;1;2,PW1;1;1;1;1;1;1;1,RS8;9;10;11;12;13;14;15;16,RB6 || Chaotic || This rule supports a rich assortment of guns and oscillators together with ships, puffers and still life. No diagonally moving patterns have yet been found.{NL}{NL}A rule by Brian Prentice, June 2001. WG Rule074 || WeightedGen,C5,SW0;2;0;0;1,PW1;1;1;1;1;1;1;1,RS4;5;6;7;8,RB3 || Chaotic || This rule is notable for its diagonal puffers which lay closely packed tiles consisting of oscillators and for the unusual nature of its oscillators and stretchers.{NL}{NL}A rule by Brian Prentice, July 2001. WG Rule084 || WeightedGen,C7,SW0;1;2;1;0;0;1,PW2;1;2;1;1;2;1;2,RS5;6,RB5 || Chaotic || This rule supports diagonal puffers and diagonal ships. It also generates a set of ships resembling Pascal triangles which can be constructed of any size (see S010).{NL}{NL}A rule by Brian Prentice, July 2001. #Custom rules 1D Traffic CA Standard || TRCA,0.11,0.05,0.9,0.9,0.2,0.2 || Stable || Probabilistic Traffic CA by David Griffeath and Larry Gray.{NL}{NL}This CA allows exploring mechanisms for the onset of traffic jams due to acceleration and deceleration of cars within a homogeneous single-line stream.