1D CELLULAR AUTOMATA

Three cells above decide one cell below, eight black-and-white combinations, eight bits: exactly 256 possible rules and no more. Among them Rule 90 takes the XOR of its two neighbours and draws the Sierpinski triangle, Rule 30 pours out of a single black cell a pattern so random-looking that its centre column was once used as a source of random numbers, and Rule 110 has been proved able to compute anything a computer can. Stephen Wolfram sorted the behaviour of those 256 rules into four classes, from dead to periodic to chaotic to complex.

▸ A single row of black/white cells…
▸ New cell = a function of the 3 cells above (8-bit rule)
▸ Rule 30 chaos · 90 Sierpinski · 110 Turing-complete
▸ Wolfram's 4 behavior classes…
▸ Online. ✅
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⌂ Complex systems

Simulation room 1D cellular automata

Elementary Cellular Automata
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🔲 256 rules
Now showing
🔲 Rule
Rule number—
8 bits—
Scenario—
Simple → complex
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Drag the Rule number (0–255) to try every rule · pick Rule 30/90/110 on the right to see chaos, fractal, Turing-complete
Live-cell density per row over timedensity
About Elementary CA

Three cells above decide one cell below, eight black-and-white combinations, eight bits: exactly 256 possible rules and no more. Among them Rule 90 takes the XOR of its two neighbours and draws the Sierpinski triangle, Rule 30 pours out of a single black cell a pattern so random-looking that its centre column was once used as a source of random numbers, and Rule 110 has been proved able to compute anything a computer can. Stephen Wolfram sorted the behaviour of those 256 rules into four classes, from dead to periodic to chaotic to complex.

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