OpenWorldLab
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Life-like rules Two-state rule on a square grid, 8 neighbours

Life Without Death

B3/S012345678 — cells are born as usual, and never die

Cells are born normally but never die, so the pattern grows into a permanent maze of corridors and dead ends.

How it works

In plain English, before the notation

Births follow Conway’s rule exactly: three neighbours and a dead cell comes alive. But the survival list contains every possible neighbour count, so once a cell is on it stays on forever. The result is a growing structure that can only ever add to itself, and it grows into thin corridors rather than solid blocks — because filling a region in solidly removes the three-neighbour conditions that growth depends on.

A dead cell with exactly three live neighbours becomes alive.
A live cell survives no matter how many neighbours it has.
Nothing is ever removed, so the population only increases.
Growth happens at the edges, which is why the result is a maze rather than a filled area.

Grow a labyrinth

  1. Open Presets and load "Maze Growth" — a very sparse scattering of seeds.
  2. Press Play and let it run until the growth stops. Turn on Grid Lines (G) to see that the corridors are one cell wide.
  3. Press Clear (C) and draw a short diagonal line with the Pencil. A single line is enough to start a structure that spreads across the whole grid.

Starting configurations

Loads straight into the simulator

Try any rule

The catalogue covers a few dozen rules. Here you can run any of the 262,144 two-state grid rules, or any of the 256 one-dimensional rules, including ones nobody has written up.

B3
B
Toggle:
S012345678
S
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B3/S012345678 Likely: growth that never recedes
Birth: A dead cell becomes alive with 3 live neighbours.
Survival: A live cell survives with 0, 1, 2, 3, 4, 5, 6, 7 or 8 live neighbours, and dies otherwise.

Well-known rules

Where it came from

The rule was studied in the mid-1990s by David Griffeath and Cristopher Moore, who were interested in what happens when you remove death from Life. Their answer was that the rule stays computationally interesting: some structures behave like wires carrying signals, and predicting the outcome is provably hard.

The rule, precisely

What each cell looks at

The 8 cells touching it, including diagonals (the Moore neighbourhood)

What a cell can be

Two states per cell — 0 (dead) and 1 (alive) — on a square grid

The update

next = 1 if state = 1 or n = 3; otherwise 0

B3/S012345678. The survival set lists every count from 0 to 8, which is the notation’s way of saying that survival is unconditional.

Ladders, corridors and permanent structure

Because nothing is ever erased, the whole history of the pattern stays on screen:

  • Growth is confined to the boundary; the interior freezes as soon as it is filled.
  • Certain configurations form "ladders" — narrow structures that extend in a straight line at a constant speed, behaving much like wires.
  • A ladder that runs into existing structure can stop, turn, or start new growth, which is what makes signal-carrying constructions possible.
  • Sparse random starts grow the longest. Dense starts choke themselves off quickly, because a filled neighbourhood cannot host a three-neighbour birth.

Provably hard to shortcut

Moore and Griffeath showed that predicting the state of a cell in Life Without Death is P-complete. In practice that means there is no known way to jump ahead — to find out what happens, you have to run it.

P-completeness is a statement about parallel speedup, not about Turing completeness, and the two should not be conflated. Signal-carrying ladders exist, but a full universal construction has not been published.

Accretion and irreversible growth

Crystal growthCorrosion frontsDeposition processes

Processes where material is added and never removed — frost on glass, mineral deposits, dendritic crystals — produce the same kind of branching, self-blocking structure for the same reason: growth is only possible where there is still an exposed edge.

Things to try

  • Try a single diagonal line versus a single horizontal line. The two produce very different structures.
  • Because nothing dies, this rule is worth watching at 60 fps in Settings — the interesting part is the shape it settles into, not any individual step.
  • Press Clear (C) and draw two seeds far apart. Watch what happens where their growth fronts meet.

Frequently Asked Questions

On a finite grid, yes — eventually every edge is blocked and nothing more can be born. On an infinite grid it depends on the starting pattern; some seeds grow forever and others lock up quickly.

References

Other rules in this family

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