☰ Content
× 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
3 Pentagonal tessellation (Cairo)   3.1 Rule 2,4/3,4,6     3.1.1 Random soup     3.1.2 Spaceships     3.1.3 Oscillators   3.2 Single point     3.2.1 Unity rule with memory     3.2.2 Parity rule with memory
4 Hexagonal tessellation   4.1 Rule 3/2     4.1.1 Random soup     4.1.2 Spaceships     4.1.2 Oscillators   4.2 Single point     4.2.1 Unity rule with memory     4.2.2 Parity rule with memory   4.3 Forest fire
5 1-uniform tiling 488   5.1 Sparkling fire: Rule 2,3,5/2/5     5.1.1 Random soup   5.2 Single point     5.2.1 Unity rule with memory
6 1-uniform tiling 31212   6.1 Sparkling fire: Rule 2,3,5/2/5     6.1.1 Random soup   6.2 Single point     5.2.1 Rule 3,4,5,6,10,11/1,2,3,5,11 with 19 states


1-uniform tiling 31212


Number of live neighbors required to keep a living cell alive:

Number of live neighbors to bring a non-living cell to life:

Number of states:
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Starting Pattern:
Random Single Point
Frame Rate:

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.