Simplexity Materials and Teaching Checklist Lesson Name: The Game of Life (Conway’s GoL) Date to be taught: 10/17/2013 “I Can” Skills: Last Time Describe the principles behind one dimensional Cellular Automata (1D CA). Explore and explain different 1D CA rules and their effect. This Time Describe the principles behind The Game of Life (GoL). Explore and explain different GoL initial conditions (“colonies”) and their evolution Before the Lesson: Copies to Make Materials to Bring - During the Lesson: Time Section (min) Visuals to Make Projector for laptop 1 page of quadrille/graph paper per student 1 laptop for each pair of students Internet connectivity for all laptops I Say / Do 5 - Hook Next time Differentiate between random behavior and chaotic behavior. Describe and Give examples. Simulate chaotic behavior due to different initial conditions. Simulate unpredictable behavior due to probability. - Teach-back on the rules for One Dimensional Cellular Automata (1D CA) using the auto generating Java applet: http://www.employees.org/~hmark/courses/simplex ity/CA%201D%20-%20auto%201.html o Apply rules for a few iterations/generations Switch to 2 dimensions and the Game of Life: Demonstrate a few patterns (initial populations) using the applet http://www.ibiblio.org/lifepatterns/ Ask the students what connections/relationships/similarities/differences they see between the GoL and 1D CA They Say / Do Some interesting rules: - 1D vs. 2D: - 15 - Mini Lesson - Ask the students to explain the term “neighborhood” in the case of 1D CA Extend the definition to two dimensions, where instead of looking at a cell and its 2 neighbors (on the left and right), we look at its 8 neighbors all around it in the two dimensional plane Mention that GoL is looking at 8 cell neighborhoods, but other games may look at 4 cells (North, South, East, West), or a different number. 18, 22, 26, 30,45 54, 57,60,62,73,75,82,86 90,101,102,105, 109,110 121,126,131,135,… More neighbors Not necessarily more rules (1D CA has 7 cases per rule) More possible movement on the 2D grid May have similar types of “boring” and “interesting” behaviors Answer the questions - - Explain the rules for the GoL (http://en.wikipedia.org/wiki/Conway%27s_Game_ of_Life): o Any live cell with fewer than two live neighbors dies, as if caused by underpopulation. o Any live cell with two or three live neighbors lives on to the next generation. o Any live cell with more than three live neighbors dies, as if by overcrowding. o Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction. Show a few examples on the board/graph paper. Don’t show/explain the “glider” pattern (the students will discover it in the next activity) - Each student will start with a “glider” and using the quadrille/graph paper will create a few generations by applying the rules of GoL - Each pair of students will use the GoL applet http://www.employees.org/~hmark/courses/simplex ity/Game%20of%20Life%201.html to verify the pattern on their sheet of graph paper. - Using the applet http://www.employees.org/~hmark/courses/simplex ity/Game%20of%20Life%201.html each pair of students will draw a population of 10 cells in a vertical line in the center of the screen and generate the patterns for a few generations. o Does the colony “live forever”? (answer: yes, it’s an oscillator) o Since it’s oscillating, what is the cycle length (period)? (answer: 15) They will then run the applet to check their results (the applet will mark any differences in red). 25 Activity 1 - - Using the same applet, ask the students to draw the same 10 cell vertical line, and add 1 cell adjacent to the 3rd cell from the bottom (either to the left or the right of the line). o o - Running this population will result in a “frozen” colony after 41 generations How would the student define the colony? Is the colony “alive” or “dead”? Competition between pairs: Ask the students to create another colony with a vertical 10 cell line and a single additional cell adjacent to the line, to create a colony that lives the longest. (Answer: the single cell should be adjacent to the 5th cell from the bottom) Help with predicting the next generation (evolution of the pattern) Using the applet at http://www.ibiblio.org/lifepatterns/ 15 - Activity 2 Ask the students to open the “A-plus” colony, and run it for a while, looking for patterns they’d like to build on their own. Then, each pair will pick a pattern and recreate it either in http://www.ibiblio.org/lifepatterns/ or in http://www.employees.org/~hmark/courses/simplex ity/Game%20of%20Life%201.html Using the applet for CA with different rules for 2D (compared to GoL): Minilesson 20 - Instead of looking at 8 neighbors, there are games that look at just 4. For example the Banks system It can be used to build virtual computers and virtual electronic circuits. The rules are: Summarize some ideas exhibiting the phenomenon of simple rules leading to complex behavior 5 Exit Tix Emphasize the role of rules Remind students of our goals: - Dismiss - Identify and explain behaviors which may be governed by simple rules, but exhibit complex behaviors Experiment with systems and simulations showing these types of behavior Create simulations of such systems/phenomena, and demonstrate them Thumbnails lesson timeline: Students review some phenomena