Library / Diffusion / Cellular Automata & Game of Life
Cellular Automata & Game of Life
Tiny local rules aggregate into gliders, blinkers and chaos. Emergence needs no boss.
INTERACTIVE LAB
Tolerance sandbox (original recreation)
happy 76% • avg. similar neighbors 49% • red ring = wants to move
DIFFUSION
When to use / misuse
Use → Prototype emergence; don't over-interpret any single run.
Difficulty → Core
REDCAPE → Explore · Explain
agent: cellular-checker family: Diffusion combine_with: [two other families] rule: state failure mode before acting
Free sources: Coursera M2 (Game of Life) • Mesa examples
Attach to a lattice — combines with
Different families, shared jobs. Click to open alongside.
LEARNING
Replicator Dynamics (Fisher)
Winning strategies reproduce faster; adaptation speed rises with variation.
SHARED JOBS: EXPLAIN · EXPLORE
GROWTHCapital Share (Piketty-style)
When returns on capital outrun growth, wealth concentrates without any villain.
SHARED JOB: EXPLAIN
GAMESCoordination & Culture
Pure coordination games plus memory harden into culture as equilibrium.
SHARED JOB: EXPLAIN
More in Diffusion
SIR Contagion
Susceptible–Infected–Recovered with an R0 tipping point. Same math for flu and pop-star fever.
Bass Diffusion (S-Curve)
Innovators plus imitators make the S-curve. Spend early on seeds, later on social proof.
Percolation / Tipping Points
Sparse links suddenly gel into a giant component — bank networks and blackouts tip fast.