![]() ![]() The initial pattern constitutes the seed of the system. Similarly, all other dead cells stay dead. ![]() All other live cells die in the next generation.Any dead cell with three live neighbours becomes a live cell.Any live cell with two or three live neighbours survives.These rules, which compare the behaviour of the automaton to real life, can be condensed into the following: Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.Any live cell with more than three live neighbours dies, as if by overpopulation.Any live cell with two or three live neighbours lives on to the next generation.Any live cell with fewer than two live neighbours dies, as if by underpopulation.At each step in time, the following transitions occur: Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead (or populated and unpopulated, respectively). It is Turing complete and can simulate a universal constructor or any other Turing machine. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. For Conway's surreal number game theory, see Surreal number.Ī single Gosper's glider gun creating gliders A screenshot of a puffer-type breeder (red) that leaves glider guns (green) in its wake, which in turn create gliders (blue) ( animation) set_audio ( audio_background ) final_clip. AudioFileClip ( audiofile ) final_clip = concat_clip. concatenate_videoclips ( clips, method = "compose" ) # add the background music and exportĪudio_background = mpe. append ( newclip ) # combine all clips to oneĬoncat_clip = mpe. imshow ( grid, interpolation = 'nearest', cmap = 'Greys_r' ) # generate and save to disk all consecutive frames needed to make the animationįor i in range ( 0, len ( timestamps ) - 1 ): update ( i, img, grid, 100 ) plt. subplots ( figsize = ( 15, 15 )) img = ax. array () grid = randomGrid ( 100 ) fig, ax = plt. The first and simplest thing I naturally thought about was tempo (bpm).ĭef animate ( timestamps, output_filepath, audiofile = song_filepath ): grid = np. To make the game respond to music I first had to find a way to get meaningful information (from a computer’s perspective) out of the actual sound clips. Another solution, which I finally decided to implement, would be to sync the game to music, updating the grid according to the rhythm of the music. One solution would be making cells more colorful, but that would either involve messing with the underlying rules of the game, or adding a huge amount of randomness, fundamentally altering the game either way. I realized that, to people that didn’t understand the rules or weren’t as interested in dumb mathematical games as I was, the simple black and white GIFs and videos that we usually use to showcase the game appeared very dull. Many people have used Conway’s Game of Life to produce music, but I had something different in mind. imshow ( grid, interpolation = 'nearest', cmap = 'Greys_r' )įor example we can see how the cell at (0, 0) which is initially dead and has precisely 3 neighbours (at (1, 100), (100, 0) and (100, 100)) becomes alive in the second snapshot. subplots ( figsize = ( 9, 9 )) img = ax. Update ( 2, img, grid, 100 ) fig, ax = plt. ![]()
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