Adam Murray - Research Explorations

Cloth of Gold: Competitive Cellular Automata as a Strategy Game

A game-theoretic analysis of a modified Conway's Game of Life where two players compete for survival and territory through strategic pattern placement and cellular evolution.

Cloth of Gold: Competitive Cellular Automata as a Strategy Game

Abstract

Cloth of Gold presents a two-player strategy game built on a competitive modification of Conway’s Game of Life. By introducing player ownership and majority-rule dynamics to cellular evolution, the game transforms a zero-player mathematical curiosity into a contest of strategic depth. This framework proves that the competitive rules fundamentally alter the mathematical properties of the cellular automaton, create complex game-theoretic equilibria, and give rise to emergent territorial dynamics. The game features simultaneous hidden placement, economic feedback through pattern recognition, and multiple victory conditions, creating a rich strategic space at the intersection of discrete dynamical systems and competitive game theory.

Interactive Demonstration

Explore competitive cellular automaton dynamics below. Click cells to place Player A (blue) or Player B (red) populations, then watch them evolve according to competitive Game of Life rules. The colored background shows discretized territorial control via metaball influence fields.

10 gen/sec
Generation
0
Player A
0
Territory: 0
Player B
0
Territory: 0

Click cells to cycle: Empty → Player A (blue) → Player B (red)

Territory colors (background):

Player A territoryPlayer B territoryContestedCompetitive death

1. Introduction

1.1 From Conway to Competition

Conway’s Game of Life, introduced in 1970, demonstrates how complex behaviors emerge from simple rules. It operates as a “zero-player game”—once initial conditions are set, evolution proceeds deterministically. The competitive variant transforms this into a two-player system by introducing:

  1. Cell ownership: Each live cell belongs to one of two players
  2. Majority dynamics: Cell fate depends on the relative strength of neighboring players
  3. Strategic placement: Players add new cells each round
  4. Economic incentives: Specific patterns generate resources

The name “Cloth of Gold” references both the Conus textile (cloth of gold cone snail) whose shell patterns resemble cellular automata, and the historical Field of the Cloth of Gold—a diplomatic summit that became a competitive display of wealth and power.

1.2 Game Overview

The game proceeds in rounds, each representing one week (168 generations of cellular evolution)

  1. Placement Phase: Players simultaneously place up to 10 units (plus bonus units from patterns)
  2. Evolution Phase: The cellular automaton runs for 168 generations
  3. Scoring Phase: Pattern recognition awards bonus placement units for the next round

Victory can be achieved through:

1.3 Theoretical Contributions

This work provides:

2. Mathematical Framework

2.1 State Space Definition

Definition 2.1 (Game State)

The state space consists of:

  • Cellular configuration: W{0,a,b}m×nW \in \{0, a, b\}^{m \times n} where:
    • 00 = empty cell
    • aa = Player A’s cell
    • bb = Player B’s cell
  • Territory map: T:R2[0,1]2T: \mathbb{R}^2 \to [0,1]^2 via metaball influence fields
  • Resource state: RN2R \in \mathbb{N}^2 tracking accumulated placement units
  • Time: tNt \in \mathbb{N} marking the current generation

2.2 Neighbor Counting Functions

For cell position (i,j), define:

Player A neighbors:

NA[wi,j]=k=i1i+1l=j1j+11[wk,l=a],(k,l)(i,j)N_A[w_{i,j}] = \sum_{k=i-1}^{i+1} \sum_{l=j-1}^{j+1} \mathbb{1}[w_{k,l} = a], \quad (k,l) \neq (i,j)

Player B neighbors:

NB[wi,j]=k=i1i+1l=j1j+11[wk,l=b],(k,l)(i,j)N_B[w_{i,j}] = \sum_{k=i-1}^{i+1} \sum_{l=j-1}^{j+1} \mathbb{1}[w_{k,l} = b], \quad (k,l) \neq (i,j)

Total neighbors:

N[wi,j]=NA[wi,j]+NB[wi,j]N[w_{i,j}] = N_A[w_{i,j}] + N_B[w_{i,j}]

2.3 Evolution Rules

The competitive cellular automaton evolves according to:

Rule 1 (Death by isolation)

wi,j(t+1)=0 if N[wi,j]<2w_{i,j}(t+1) = 0 \text{ if } N[w_{i,j}] < 2

Rule 2 (Death by overcrowding)

wi,j(t+1)=0 if N[wi,j]>3w_{i,j}(t+1) = 0 \text{ if } N[w_{i,j}] > 3

Cells that die by overcrowding while outnumbered by the opposing team (i.e., when wi,j=aw_{i,j} = a and NB>NAN_B > N_A, or wi,j=bw_{i,j} = b and NA>NBN_A > N_B) are marked as competitive deaths and briefly displayed as purple indicators.

Rule 3 (Competitive ownership)

For cells with N[wi,j]{2,3}N[w_{i,j}] \in \{2, 3\} (the survival range):

wi,j(t+1)={aif (wi,j0 or N[wi,j]=3) and NA[wi,j]>NB[wi,j]bif (wi,j0 or N[wi,j]=3) and NB[wi,j]>NA[wi,j]wi,j(t)if NA[wi,j]=NB[wi,j]w_{i,j}(t+1) = \begin{cases} a & \text{if } (w_{i,j} \neq 0 \text{ or } N[w_{i,j}] = 3) \text{ and } N_A[w_{i,j}] > N_B[w_{i,j}] \\ b & \text{if } (w_{i,j} \neq 0 \text{ or } N[w_{i,j}] = 3) \text{ and } N_B[w_{i,j}] > N_A[w_{i,j}] \\ w_{i,j}(t) & \text{if } N_A[w_{i,j}] = N_B[w_{i,j}] \end{cases}

This rule unifies birth and conversion:

The competitive ownership rule enables dynamic territorial conquest - patterns can be infiltrated and converted rather than merely destroyed. This creates fluid frontlines where cells constantly flip allegiance based on local competitive pressure.

2.4 Territory Definition

Territory is determined by discretized metaball influence fields:

Definition 2.2 (Influence Field)

For player PP with cells at positions {xk}\{x_k\}, the influence at cell cc is:

IP(c)=kf(cxk)I_P(c) = \sum_k f(\|c - x_k\|)

where f(r)=max(0,1r2/R2)f(r) = \max(0, 1 - r^2/R^2) for influence radius R=10R = 10 cells.

Definition 2.3 (Discretized Territory)

Each cell has a discrete territorial state:

Territory(c)={A’s territoryif IA(c)>1.0 AND IA(c)>IB(c)B’s territoryif IB(c)>1.0 AND IB(c)>IA(c)Contestedif IA(c)>1.0 AND IB(c)>1.0 AND IA(c)IB(c)<1.5Neutralif max(IA(c),IB(c))<1.0\text{Territory}(c) = \begin{cases} \text{A's territory} & \text{if } I_A(c) > 1.0 \text{ AND } I_A(c) > I_B(c) \\ \text{B's territory} & \text{if } I_B(c) > 1.0 \text{ AND } I_B(c) > I_A(c) \\ \text{Contested} & \text{if } I_A(c) > 1.0 \text{ AND } I_B(c) > 1.0 \text{ AND } |I_A(c) - I_B(c)| < 1.5 \\ \text{Neutral} & \text{if } \max(I_A(c), I_B(c)) < 1.0 \end{cases}

This discretization creates territorial quantization - territory expands in discrete cell-by-cell jumps rather than continuous gradients.

3. Theoretical Properties

3.1 Breaking Conservation Laws

Theorem 3.1 (Non-conservation)

Unlike Conway’s Game of Life, the competitive variant does not conserve any local quantity.

Proof :

In Conway’s Game of Life, patterns can be designed to conserve various quantities locally (e.g., glider guns maintain population through cyclic behavior).

In Cloth of Gold, ownership conversions irreversibly transform cellular identities. Consider a Player A cell surrounded by Player B neighbors:

Initial:  bbb     After 1 gen:  bbb
         bab                   bbb
         bbb                   bbb

The center ‘a’ cell has 2-3 neighbors (survival range) but NB>NAN_B > N_A, so it converts to ‘b’. This conversion is irreversible - there’s no local operation that can determine the cell was originally ‘a’. The competitive rules inject new information each generation, breaking time-reversibility and preventing conservation laws.

3.2 Territorial Pressure Dynamics

Definition 3.1 (Pressure)

The competitive pressure at position (i,j)(i,j) is:

Pi,j=NA[wi,j]NB[wi,j]P_{i,j} = N_A[w_{i,j}] - N_B[w_{i,j}]

Theorem 3.2 (Pressure-driven flow)

Cells flow down the pressure gradient.

Proof :

From the evolution rules (for cells with 2-3 neighbors):

  • If Pi,j>0P_{i,j} > 0: Cell becomes/remains type a
  • If Pi,j<0P_{i,j} < 0: Cell becomes/remains type b
  • If Pi,j=0P_{i,j} = 0: Cell maintains current state

This creates a flow from high to low pressure regions, analogous to fluid dynamics. The boundary between territories acts as an interface with surface tension proportional to the pressure differential. At tied boundaries (P=0P = 0), cells stabilize and preserve their current allegiance, creating natural demarcation lines.

3.3 Pattern Stability Under Competition

Definition 3.2 (Competitive Stability)

A pattern PP is competitively stable if it maintains structure when surrounded by opponent cells.

Theorem 3.3 (Stability Criteria)

A pattern PP is competitively stable iff:

  1. All cells have 2-3 total neighbors (survival condition)
  2. No cell has more enemy than friendly neighbors (no conversions)
Proof :

Necessity: If any condition fails:

  1. Cells with 2\neq 2-33 total neighbors die by isolation or overcrowding
  2. Cells with enemy majority convert to enemy ownership, breaking pattern structure

Sufficiency: If all conditions hold:

  • All cells survive (2-3 neighbors)
  • All cells maintain ownership (NfriendlyNenemyN_{\text{friendly}} \geq N_{\text{enemy}})
  • Pattern structure is preserved
Corollary

Most Conway stable patterns (blocks, beehives) are NOT competitively stable.

3.4 Chimeric Patterns and Emergent Cooperation

Definition 3.3 (Chimeric Pattern)

A stable structure containing cells from both players where NA=NBN_A = N_B at each position.

Theorem 3.4 (Chimeric Stability)

Mixed-ownership patterns can achieve stability impossible for single-player patterns.

Proof :

Chimeric patterns achieve stability when each cell has equal friendly and enemy neighbors. For example, consider this pattern:

aaabbb
abbbaa

At the boundary cells, each has neighbors from both teams creating local equilibrium. When NA=NBN_A = N_B, the tie-preservation rule maintains current state, preventing conversion while meeting survival conditions.

In contrast, a pure pattern at a contested boundary faces pressure P0P \neq 0, causing erosion or conversion. Chimeric patterns achieve P=0P = 0 at key positions, creating stable demarcation lines.

Strategic Implications:

  1. Demilitarized zones: Stable boundaries neither player can unilaterally breach
  2. Peace treaties: Mutual investment in shared structures
  3. Prisoner’s dilemma: Cooperate to maintain or defect to destroy

This emergence of cooperation from competitive rules represents a fascinating phase transition from pure competition to strategic symbiosis.

4. Game-Theoretic Analysis

4.1 Strategy Space

Definition 4.1 (Strategy)

A player’s strategy consists of:

  • Placement function: σ:(W,T,R)Distribution over placements\sigma: (W, T, R) \to \text{Distribution over placements}
  • Pattern library: Π{all constructible patterns}\Pi \subseteq \{\text{all constructible patterns}\}
  • Temporal plan: τ{Rush,Boom,Turtle,Adaptive}\tau \in \{\text{Rush}, \text{Boom}, \text{Turtle}, \text{Adaptive}\}

The strategy space has cardinality:

Σ={placement distributions}×2patterns×temporal plans|\Sigma| = |\{\text{placement distributions}\}| \times 2^{|\text{patterns}|} \times |\text{temporal plans}|

For an m×nm \times n board, this exceeds 10mn10^{mn} possible strategies.

4.2 Boundary Conditions

Definition 4.2 (Boundary Treatment)

Cells outside the m×nm \times n board are treated as permanently empty (state 00) for all calculations.

This creates edge effects:

  • Patterns near boundaries have fewer neighbors
  • Boundary cells are easier to kill (less support)
  • Corner positions are particularly vulnerable
  • Gliders reaching boundaries are destroyed

Strategic implications: Board edges act as natural barriers, creating “coastal” dynamics where patterns must be adapted for survival with fewer neighbors.

4.3 Nash Equilibrium Analysis

Theorem 4.1 (No Pure Strategy Equilibrium)

For non-trivial boards (m,n10m, n \geq 10), no pure strategy Nash equilibrium exists.

Proof :

Suppose pure strategy s^_ is a Nash equilibrium. Then ss^* must be a best response to itself.

Consider the placement phase. If player A plays deterministic placement ss^*, player B can:

  1. Identify A’s placement pattern
  2. Design a counter-placement targeting A’s structures
  3. Achieve advantage through targeted disruption

The chaotic evolution (Lyapunov exponent λ>0\lambda > 0) means small placement changes cascade unpredictably, preventing stable best responses for any pure strategy.

Therefore, no pure strategy can be a best response to itself.

Theorem 4.2 (Mixed Strategy Equilibrium)

A mixed strategy equilibrium exists.

Proof :

The game satisfies conditions for Nash’s existence theorem:

  1. Finite action space per round (finite board positions)
  2. Compact strategy space (probability distributions)
  3. Continuous payoff functions (population counts)

By Nash’s theorem, a mixed strategy equilibrium exists.

4.4 Information Theory of Hidden Placement

Lemma 4.1 (Information Deficit)

With simultaneous hidden placement, each player faces uncertainty:

H(opponent:placementmy:placement)=log2(available:cells10)H(\text{opponent:placement} \mid \text{my:placement}) = \log_2\binom{\text{available:cells}}{10}

For a 100×100100 \times 100 board with 50%50\% available cells:

Hlog2(500010)33 bitsH \approx \log_2\binom{5000}{10} \approx 33 \text{ bits}

This information deficit forces probabilistic reasoning and prevents perfect play.

5. Economic System Analysis

5.1 Resource Generation

Definition 5.1 (Pattern Values)
  • Beehive + 2 blocks = 1 bonus unit
  • Honey farm + 8 blocks = 8 bonus units
  • Boat patterns = water survival probability

The resource function:

R(t+1)=R(t)+10+ppatterns(t)value(p)R(t+1) = R(t) + 10 + \sum_{p \in \text{patterns}(t)} \text{value}(p)

5.2 Economic Growth Models

Theorem 5.1 (Compound Growth)

Successful economic strategies achieve super-linear resource growth.

Proof :

Let n(t)n(t) be the number of honey farms at round tt.

Best case (no disruption)

R(t)=10t+8i=1tn(i)R(t) = 10t + 8 \cdot \sum_{i=1}^t n(i)

If n(t)n(t) grows linearly: n(t)=αtn(t) = \alpha t

R(t)=10t+8αt(t+1)/2=O(t2)R(t) = 10t + 8\alpha \cdot t(t+1)/2 = O(t^2)

Quadratic growth dominates linear strategies asymptotically.

5.3 Optimal Pattern Packing

Problem: Maximize resource generation in area AA.

Theorem 5.2 (Packing Density)

Honey farms achieve 2×2 \times better resource density than distributed beehives.

Proof :

Beehive +2+ 2 blocks requires 25\approx 25 cells, generates 11 unit:

Densitydistributed=A/25 units/round\text{Density}_{\text{distributed}} = A/25 \text{ units/round}

Honey farm +8+ 8 blocks requires 100\approx 100 cells, generates 88 units:

Densityhoney=8A/100=0.08A units/round\text{Density}_{\text{honey}} = 8A/100 = 0.08A \text{ units/round}

Ratio: 0.08A/(A/25)=2.00.08A / (A/25) = 2.0

Honey farms are twice as space-efficient when defended.

6. Dynamical Systems Analysis

6.1 Lyapunov Exponents

Definition 6.1 (Lyapunov Exponent)

Measures sensitivity to initial conditions:

λ=limt1tlog(δW(t)δW(0))\lambda = \lim_{t \to \infty} \frac{1}{t} \log\left(\frac{|\delta W(t)|}{|\delta W(0)|}\right)

Theorem 6.1 (Increased Chaos)

Competitive rules increase the Lyapunov exponent.

Analysis:

  • Conway’s Game of Life: λ0.2\lambda \approx 0.2 - 0.50.5
  • Competition adds stochastic elements through placement
  • Territorial pressure creates additional instabilities
  • Combined: λCG0.3\lambda_{CG} \approx 0.3 - 0.80.8

Higher λ\lambda implies:

  1. Reduced prediction horizon
  2. Greater strategic uncertainty
  3. Increased importance of adaptability

6.2 Phase Transitions

Definition 6.2 (Density)

ρ=(A+B)/(mn)\rho = (|A| + |B|)/(mn)

Theorem 6.2 (Phase Structure)

The system exhibits distinct phases:

ρ[0,0.1): Sparse - patterns evolve independentlyρ[0.1,0.3): Percolation - local interactions beginρ[0.3,0.5): Competition - territorial warfareρ[0.5,1.0]: Overcrowded - mutual destruction\begin{aligned} \rho \in [0, 0.1) &: \text{ Sparse - patterns evolve independently} \\ \rho \in [0.1, 0.3) &: \text{ Percolation - local interactions begin} \\ \rho \in [0.3, 0.5) &: \text{ Competition - territorial warfare} \\ \rho \in [0.5, 1.0] &: \text{ Overcrowded - mutual destruction} \end{aligned}

Critical point: ρc0.35\rho_c \approx 0.35 where largest sustainable populations exist.

6.3 Territorial Crystallization

Theorem 6.3 (Discrete Voronoi Emergence)

Discretized territories naturally approximate Voronoi cells.

Proof sketch: The evolution rules create pressure away from boundaries (conflict zones have higher death rates). The discretized influence field creates a step-function approximation of continuous Voronoi cells. Over time, territorial boundaries minimize interface length at the cell level, converging toward discrete Voronoi-like patterns which minimize perimeter for given areas. The quantization creates “jagged” boundaries that approximate smooth Voronoi boundaries at larger scales.

7. Computational Complexity

7.1 Decision Complexity

Theorem 7.1 (PSPACE-completeness)

Determining optimal placement is PSPACE-complete.

Proof :

Membership in PSPACE: Simulating tt generations requires O(mn)O(mn) space.

PSPACE-hardness: Reduction from Generalized Geography:

  1. Encode graph vertices as board regions
  2. Encode edges as possible cellular transitions
  3. Winning Geography strategy \leftrightarrow winning Cloth of Gold strategy

Since Generalized Geography is PSPACE-complete, so is optimal Cloth of Gold play.

7.2 Pattern Recognition Complexity

Lemma 7.1

: Identifying all valuable patterns requires:

  • Naive: O(mnpattern:library)O(mn \cdot |pattern:library|)
  • With hashing: O(mn)O(mn) expected time
  • Via convolution: O(mnlog(mn))O(mn \cdot \log(mn)) using FFT

Optimization via Quadtrees: The implementation uses quadtree spatial indexing:

  • Time complexity: O(klogn)O(k log n) where k=k = active cells
  • Space complexity: O(min(klogn,mn))O(\min(k log n, mn))

Quadtrees provide significant speedup for:

  • Sparse boards (early game): O(k)O(mn)O(k) \ll O(mn)
  • Localized conflicts: Only affected quadrants need updating
  • Pattern detection: Hierarchical search pruning

Real-time pattern recognition is computationally feasible even for large boards.

8. Strategic Dynamics

8.1 Rock-Paper-Scissors Structure

Theorem 8.1 (Cyclic Dominance)

The strategy space exhibits cyclic dominance:

EconomicDefensiveAggressiveEconomic\text{Economic} \to \text{Defensive} \to \text{Aggressive} \to \text{Economic}

Proof :
  • Economic > Defensive: Resource advantage eventually overwhelms static defense
  • Defensive > Aggressive: Attacks waste resources against fortified positions
  • Aggressive > Economic: Disrupts high-value economic patterns

No single strategy dominates all others.

8.2 Opening Theory

Conjecture 8.1: Optimal openings follow principles:

  1. Claim territory near board center
  2. Establish one honey farm by round 5
  3. Maintain 60% economy, 40% military patterns

Empirical validation required.

8.3 Endgame Convergence

Theorem 8.2 (Convergence)

As tt \to \infty, one of four outcomes occurs:

  1. Extinction of one/both players
  2. Stable territorial division
  3. Periodic oscillation
  4. Chaotic coexistence

The 52-round limit ensures termination before full convergence.

9. Emergent Phenomena

9.1 Spontaneous Symmetry Breaking

Initially symmetric positions spontaneously break symmetry through:

This mirrors phase transitions in physical systems.

9.2 Information Propagation

Glider velocities in Cloth of Gold:

This creates directional information channels.

9.3 Evolutionary Arms Race

The game naturally generates an arms race:

  1. Player A develops new pattern
  2. Player B develops counter-pattern
  3. Player A develops counter-counter-pattern
  4. Cycle continues

This drives strategic innovation.

9.4 Chimeric Pattern Formation

The stalemate preservation rule enables spontaneous cooperation:

Observation: Under competitive pressure, players may discover chimeric patterns - stable structures with mixed ownership that neither can disrupt unilaterally.

Example formation:

Initial conflict zone:    After evolution:    Stable chimera:
aaabbb                    a.0.0b              ab
aaabbb                    .0.0.               ba

These patterns represent:

The formation of chimeric patterns suggests that competitive cellular automata can spontaneously generate cooperation - a profound emergent property not present in the original Conway’s Game of Life.

10. Victory Condition Analysis

10.1 Victory Hierarchy

Definition 10.1 (Victory Precedence)
  1. Extinction: Immediate win when opponent reaches 0 population
  2. Territory: Control >75% for 10+ consecutive rounds
  3. Economic: First to accumulate 2×base placement units
  4. Population: Highest count after 52 rounds

10.2 Strategic Implications

Each victory type rewards different strategies:

This creates multiple viable paths to victory.

10.3 Expected Game Length

Theorem 10.1 (Game Duration)

Expected game length:

E[duration]=52P(no early victory)+t<52tP(victory at t)E[\text{duration}] = 52 \cdot P(\text{no early victory}) + \sum_{t<52} t \cdot P(\text{victory at } t)

With balanced players: E[duration]35E[\text{duration}] \approx 35-4545 rounds.

11. Connections to Other Fields

11.1 Biological Competition

Cloth of Gold models:

Similar dynamics occur in:

11.2 Military Strategy

The game embodies classic military principles:

11.3 Computational Models

Connections to:

12. Open Problems

12.1 Theoretical Questions

  1. Optimal Strategy Characterization: Does an approximate Nash equilibrium have a simple description?

  2. Pattern Completeness: What is the minimal pattern set for strategic completeness?

  3. Cooperation Evolution: Can mutual cooperation emerge from pure competition?

  4. Complexity Bounds: Tighter bounds on computational complexity of k-round lookahead?

12.2 Empirical Questions

  1. Opening Book: Can we develop chess-like opening theory?

  2. Pattern Library: What patterns are competitively viable?

  3. Skill Ceiling: How much does skill matter versus luck?

  4. Metagame Evolution: How do strategies evolve with repeated play?

12.3 Extensions

  1. Multiplayer: How do dynamics change with 3+3+ players?

  2. Fog of War: Limited visibility of opponent’s territory?

  3. Terrain: Non-uniform board with obstacles/resources?

  4. Evolution: Patterns that mutate over time?

13. Implementation Considerations

13.1 User Interface Challenges

13.2 Computational Optimizations

Quadtree Acceleration: The cellular automaton uses hierarchical spatial indexing:

QuadTree structure:
- Root: entire board
- Internal nodes: board quadrants
- Leaves: active regions with cells

Update algorithm:
1. Only process leaves with active cells
2. Merge identical subtrees (hashlife-inspired)
3. Prune empty regions

Performance gains:

Boundary Handling: The finite board with empty boundaries simplifies computation:

13.3 AI Opponents

Developing competitive AI requires:

Monte Carlo Tree Search with pattern heuristics shows promise.

13.4 Balance Testing

Key parameters requiring tuning:

14. Conclusions

14.1 Summary

Cloth of Gold transforms Conway’s Game of Life from a zero-player mathematical curiosity into a strategic contest. The competitive modifications:

The game exists at the intersection of:

14.2 Contributions

This work provides:

  1. Formal framework for competitive cellular automata
  2. Mathematical analysis of modified dynamics
  3. Game-theoretic characterization of strategic space
  4. Complexity results for optimal play
  5. Open problems for future research

14.3 Future Directions

Cloth of Gold opens several research directions:

The game demonstrates how simple rule modifications can create profound changes in system behavior, transforming a deterministic system into a strategic battleground where creativity, planning, and adaptation determine success.

References

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[2] S. Wolfram, A New Kind of Science. Wolfram Media, 2002.

[3] E. R. Berlekamp, J. H. Conway, and R. K. Guy, Winning Ways for Your Mathematical Plays, 2nd ed. A K Peters/CRC Press, 2004.

[4] J. Nash, “Non-Cooperative Games,” Annals of Mathematics, vol. 54, no. 2, pp. 286-295, 1951.

[5] J. Maynard Smith, Evolution and the Theory of Games. Cambridge: Cambridge University Press, 1982.

[6] M. J. Osborne and A. Rubinstein, A Course in Game Theory. Cambridge, MA: MIT Press, 1994.

[7] T. C. Schelling, “Dynamic models of segregation,” Journal of Mathematical Sociology, vol. 1, no. 2, pp. 143-186, 1971.

[8] R. Axelrod, The Complexity of Cooperation. Princeton, NJ: Princeton University Press, 1997.

[9] M. Mitchell, Complexity: A Guided Tour. Oxford: Oxford University Press, 2009.

[10] C. H. Papadimitriou, Computational Complexity. Reading, MA: Addison-Wesley, 1994.

[11] R. A. Hearn and E. D. Demaine, Games, Puzzles, and Computation. Wellesley, MA: A K Peters/CRC Press, 2009.


Named after Conus textile, the cloth-of-gold cone snail whose shell patterns inspired this exploration of competitive cellular automata.