One of the best known cellular automaton is the "Game of Life", discovered by John Conway in 1970.
The cells are positioned on a field (2-dimensional).
 
  

 
   
  
 
  
| sum values of neighbors | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ... | 
| new value | 0 | 2 | 1 | 4 | 3 | + | = | 0 | 0 | 0 | ... | 
 (0=white, 1=green, 2= blue)
 (0=white, 1=green, 2= blue) 
  the neighbourhood, so gets the same cell 8 white, 2 green and 2 blue
neighbour cells, the sum is therefore 6. In the rule table we find for
sum 6 the equals sign =, that means the objected cell will not change
the value in the next generation and stays green.
the neighbourhood, so gets the same cell 8 white, 2 green and 2 blue
neighbour cells, the sum is therefore 6. In the rule table we find for
sum 6 the equals sign =, that means the objected cell will not change
the value in the next generation and stays green.| character | function | 
| = | The cell keeps the value. | 
| + | Increments the value of the cell by 1, 9 goes to zero. | 
| - | Decrements the value of the cell by 1, 0 stays 0.. | 
| ! | 0 goes to 1, otherwise the value of the cell gets 0. | 
| ? | The cell gets a random value | 
| > | The cell gets the largest value of a neighbour. | 
| < | The cell gets the smallest value of a neighbour. | 
