Lab 14: The Game of Life


Exercise 1 REVISED

  1. Rather than using the lab applet, we'll be using the Game of Life found here:

    http://www.bitstorm.org/gameoflife

    Using the buttons and pulldowns at the bottom of the Game simulator, make sure it's set to run "Fast" with a "Big" grid size.

  2. You'll fill in the chart on page 218 of your lab manual, by drawing a vertical line in the center of the Game grid in the lengths specified in the chart. You'll run the Game and note the ending configuration of the yellow "living" cells, as follows:

    D - disappear: all cells vanish; the grid is clear

    O - oscillating: the grid alternates between two different arrangements of cells, forever

    S - stable: the cells freeze into a single, unchanging arrangement.

    C - changing: the cells change for a long period of time without seeming to settle into an ending configuration

    For each length of line (1 to 14) you'll run it once at the "Fast" speed, to note the final configuration, which you'll mark in the chart.

    Then you'll run it again at the "Slow" speed, this time hitting the "Stop" button as soon as the cells reach their final configuration. Once you've hit the "Stop" button, note on the simulator the number of "Generations" that have passed -- that number you'll list in the "time to reach" blank on the chart.

    We'll do several of the lines together in class to demonstrate the approach.

  3. Answer this question in your lab manual.
  4. Do the experiment as described in the lab manual, filling in the chart on page 219, using the same procedure you used previously.

Exercise 2 REVISED

  1. Use the Game of Life used in Exercise 1, set to run "Fast", with the grid size set to "Medium".
  2. (As in the lab manual.)
  3. This Game of Live configuration is called a "glider." Explain why.
  4. (As in the lab manual.)
  5. The images below show the glider at Generation 0 -- that is, before it is run -- and at Generation 1, which is the first step as it is run. Each image has coordinate labels for the columns and rows -- for example, the uppermost square in the glider at Generation 0 is B1.

      

    Using the rules on page 212 of your lab manual, explain why each square listed below changes or remains unchanged as it goes from Generation 0 to Generation 1. B1 is done for you as an example (write your answers in Word):

    B1: Square dies because of Rule 2 (it only has one neighbor).

    A2

    C2

    A3

    B3

    C3

    B4

NOTE: omit questions 6 and 7

Exercise 3 REVISED

  1. Use the Game of Life used in Exercise 1, set to run "Fast", with the grid size set to "Medium".
  2. Run each of the figures in the pulldown menu, and describe what each one does (write your descriptions in Word):

    Glider

    Small Exploder

    Exploder

    10 Cell Row

    Lightweight spaceship

    Tumbler

    Gosper Glider Gun (before running this one, change your grid size to "Medium")


Exercise 4 OMIT