× Table of content A. One dimensional cellular automata I. Totalistic II. Elementary III. Continuous IV. Stochastic
B. Two dimensional cellular automata: I. Totalistic 1 Triangular tessellation   1.1 Rule 3,5/4     1.1.1 Random soup     1.1.2 Spaceships   1.3 Single point     1.2.1 Unity rule with memory     1.2.2 Parity rule with memory
2 Square tessellation   2.1 Rule 2,3/3: Conway's life     2.1.1 Random soup     2.1.2 Spaceships   2.2 Single point     2.2.1 Unity rule with memory     2.2.2 Parity rule with memory   2.3 Brian's brain   2.4 Forest fire
2 Square tessellation   2.1 Rule 2,3/3: Conway's life     2.1.1 Random soup     2.1.2 Spaceships   2.2 Brian's brain   2.3 Memory     2.3.1 Unity rule with memory     2.3.2 Parity rule with memory   2.4 Forest fire
3 Hexagonal tessellation   3.1 Rule 3/2     3.1.1 Random soup     3.1.2 Spaceships     3.1.2 Oscillators   3.2 Parity rule     3,2.1 Parity rule     3.2.2 Parity rule with memory   3.3 Forest fire


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The last one is nost quite an oscillator. The rules are written using K1,K2,..../B1,B2,.... where the Ki specify the number of live neighbors required to keep (K for keep) a living cell alive, and the Bi give the number required to bring (B for birth) a non-living cell to life. So 3/2 means a that 3 live neighbours are required to keep the cell alive and 2 live neighbours are required for birth.