# brightnightclub/2015-02-16

Conway's Game of Life
Ruby
Switch branches/tags
Nothing to show
Fetching latest commit…
Cannot retrieve the latest commit at this time.

# 2015-02-16

### Conway's Game of Life

For this week's challenge, we broke up into 5 teams of 4 and attempted to recreate Conway's Game of Life.

From Wikipedia:

The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. The "game" is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves or, for advanced players, by creating patterns with particular properties.

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, alive or dead. Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:

1. Any live cell with fewer than two live neighbours dies, as if caused by under-population.
1. Any live cell with two or three live neighbours lives on to the next generation.
2. Any live cell with more than three live neighbours dies, as if by overcrowding.
3. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.

The initial pattern constitutes the seed of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed—births and deaths occur simultaneously, and the discrete moment at which this happens is sometimes called a tick (in other words, each generation is a pure function of the preceding one). The rules continue to be applied repeatedly to create further generations.

In general the teams created classes like Board or World, Pixel or Cell, and then some methods to calculate living neighbors and tick the game forward another iteration. Despite the inherent similarities, it was awesome seeing all of the different ways the teams tackled the problem.