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I haven't studied CS or bio. Do I understand correctly that what makes cellular automata special is they're approachable and demonstrate how complexity can emerge from simple rules (e.g. analogously to how life may have come to be)?

Do other games (or simulations) demonstrate similar ideas, or are cellular automata a rare case?




I'd say there's no shortage of demonstrations of complexity emerging from the iteration of simple rules -- fractals like the Mandelbrot set, simple edge-matching rules for aperiodic tilings, the logistic map, etc., etc.

What makes Conway's Life particularly "catchy" (along with other 2D CAs) seems to be the motion. Humans love watching stuff move, especially when the motion is partly predictable and partly surprising -- i.e., like a screen-saver, not like TV static. And they like watching things blow up. A lot of Lifenthusiasts probably got their start by aiming gliders at carefully balanced Life patterns and gleefully watching the resulting explosions... it's a lot more fun than actually blowing things up, because you can always hit Undo and run it all over again, no harm done!


Not sure that "being able to hit undo" and "no harm done!" is what makes blowing things up enjoyable, but to each his own.


Heh, well, I'm speaking as somebody who was fairly obsessed with making Rube Goldberg domino chains as a kid, spending hours at a time covering a large oak trestle table with precarious stacks of wooden blocks, rulers, tape cases, strings, marbles and so on -- and then knocking them all down. (This was long before YouTube, so I don't have any documentation of any of this.)

I would really have appreciated an "Undo" button for rewinding entropy and running those things over again, especially when they went disappointingly wrong halfway through...!




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