GenerateRandomSearch

Game of Life Pattern Generator

Four rules, applied to a grid, and a question that cannot be answered by looking: what does this pattern end up doing? A random soup either dies out entirely, freezes into a still life, or falls into a repeating cycle. This runs each soup until one of those three happens, and detects the third by remembering every state it has seen — so the period reported is the exact one, not an estimate.

What this generator does

Fills a grid at the density you choose and applies Life's rules generation by generation, stopping as soon as everything is dead or a state repeats. You can step through every generation it kept, forwards or backwards.

How to use this tool

  1. Choose the grid size and how much of it starts alive.
  2. Run it, and read what it settled into.
  3. Step back and forth through the generations to see how it got there.
  4. Seed a soup that did something interesting so you can show it to someone.

Understanding the controls

Grid size
Between 6 and 24 cells across. Small grids settle quickly; larger ones take longer and more often keep changing.
Starting density (%)
How much of the grid starts alive. Very low densities die out at once and very high ones die of overcrowding; around 35% is the liveliest.
Generations to try
The ceiling, not the count — it stops as soon as the pattern settles, and says so if it never does.
Seed
Reproduces the same starting soup, which is the only way to show someone else a particular pattern.
Previous / next generation
Steps through the history that was kept, so you can watch how the ending was reached.

Common use cases

  • Finding oscillators and still lives without hunting for them by hand
  • Showing that the same rules give three completely different endings
  • Teaching the four rules on a pattern that is genuinely unpredictable
  • Comparing what different starting densities tend to produce
  • Reproducing an interesting soup exactly from a seed

How this generator works

A live cell survives with two or three live neighbours and a dead cell comes alive with exactly three. The border is dead rather than wrapped, so anything leaving the grid is lost — that is what makes settling detectable. Every state is hashed as it is produced, and a repeat gives the exact period. The check re-steps every generation and compares.

Randomness and fairness

Only the starting soup is random; every generation after it follows deterministically from the four rules. Seeded soups reproduce exactly and are therefore explicitly not cryptographically secure. Without a seed the browser's cryptographically secure generator fills the grid.

For how randomness is produced across the whole site, see how Generate Random works.

Limitations and good to know

  • The border is dead rather than wrapped, so gliders reaching the edge are destroyed rather than reappearing.
  • Grids stop at 24 cells across, which is far too small for the large engineered patterns Life is famous for.
  • A run that has not settled within the generations allowed says so — it does not mean the pattern never settles.
  • There is no editor: you cannot draw a starting pattern, only seed a random one.
  • Runs are not stored between visits.

Privacy and your data

The grid and every generation are computed in your browser. Nothing is transmitted, and nothing survives the visit.