Conway's Game of Life

This week we'll explore the simulation of entities on a 2D grid. The entities will interact with each other to determine how they change over time. The overall concept is called cellular automata, and you'll implement a specific version of cellular automata that implement Conway's Game of Life. Please at least skim the wikipedia page if you have not seen the Game of Life before.


Project Checklist: Before submitting your project, make sure you have completed all of the following!


Tasks

This week you'll develop three classes: a Cell, a Landscape, and a LifeSimulation. The Cell will represent a location on the Landscape. The Landscape will represent a 2D grid of Cells, and a LifeSimulation will control the rules and actions of the simulation. We will use the Java Swing graphical user interface package in order to display our landscape but you will not be implementing graphics code yourself (you will be provided with it). The end result of the project will be a window that displays Conway's Game of Life.

Cell Class

First, download Cell.java. A Cell object represents one location on a regular grid. The Cell class should store whether or not it is alive and implement the following methods.

Implement the methods, and test them with a main method.

Testing Your Landscape Class

As always, it's best to write good tests for your code. We've started a testing suite for the Landscape class you're about to write here, your job is to complete it (this involves filling in the correct values in the TODOs. Make sure to do this! It's a required and graded part of the project It will also help you debug your Landscape class more easily and know what to expect for your code score! We recommend moving back and forth between this step and the Landscape Class description to better understand what you're testing.

Landscape Class

First, download Landscape.java. The Landscape class should have a field to hold the array of Cell object references and implement the following methods. You may also want to have fields to hold the number of rows and the number of columns in the grid.

Implement the methods, and test them with a main method.

Landscape Visualization

Make it possible to visualize your Landscape.

  1. Download and Analyze Java Swing Code

    Use Java's Graphics class as reference. Particularly setColor() and drawOval().

    Download the code for the LandscapeDisplay class. Read the code and note its fields and methods. Its job is to display a Landscape. To do so, it stores a Landscape object in a field. It opens a window and calls the draw() method on the Landscape, which, in turn, calls the draw() method on the Cells.

  2. Drawing the Cells

    You'll notice that we've already filled in the code for the Landscape's draw() method. Take a minute to observe how it works: it iterates through the Cells in the Landscape and draws ovals to the Graphics object whose color depends on whether the Cell is alive or dead.

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    A Graphics object enables you to set drawing parameters, such as the color, and to draw shapes into the current window. See the Java documentation for the complete set of capabilities.

Test your visualization by running LandscapeDisplay as your main program. Your default initial Landscape should be all zeros/dead cells. Make sure to test a case where some of the grid cells have been set to alive.

Updating Cell States

Add a method to the Cell class: public void updateState( ArrayList<Cell> neighbors ). This method updates whether or not the cell is alive in the next time step, given its neighbors in the current time step.

The updateState() method should look at the Cell's neighbors on the provided Landscape and update its own state information. The default rule should be if a live Cell has either two or three live neighbors, then it will remain alive. If a dead Cell has exactly three living neighbors, it will be set to alive. Otherwise, the Cell will remain dead.

Correctly writing these rules is important, so test out your system by downloading CellTests.java.

Advancing the Game

Add a method to the Landscape class: public void advance(). The advance() method should move all Cells forward one generation. Note that the rules for the Game of Life require all Cells to be updated simultaneously. Therefore, you cannot update the Cells in place one at a time (why not?).

Instead, create a temporary Cell grid of the same size. For each grid location create a new cell and copy over the alive status of the original cell in that location.

Go through each Cell in the temporary grid, using a nested loop, and call updateState(), passing the list of neighbors of the Cell in the original grid to the Cell. When the code has updated all of the Cells, you need to transfer the information back. You can just assign the temporary grid back to the original grid field.

LifeSimulation Class

Create a new LifeSimulation.java class that is modeled on LandscapeDisplay.main(). It should include a loop that calls the advance() method of the Landscape, calls the repaint() method of LandscapeDisplay, and calls Thread.sleep( 250 ) to pause for 250 milliseconds before starting the next iteration. Each iteration of the loop is one time step of the simulation. 250 ms is a suggestion. You can change this based on your preferences.

Test your simulation with random initial conditions. Consider using a command line argument to control the grid size and the number of time steps in the simulation. It's useful to test your code by first just visualizing the initial board. Then have your simulation go forward by one time step and stop. See if the results make sense before going further.

Required Pictures 1 and 2: include in your report a picture of your board's initial state and the following state after one update.

If you want to test your program using a known pattern, go to the Wikipedia page on the Game of Life and look up an example. Then create a new initialization method that sets the Landscape to the specified pattern.

Required Animation; make a short video or animated gif of your simulation and include it in your submission.

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After the display is repainted (in the loop you wrote above), add the following line to save the current display:

display.saveImage( "data/life_frame_" + String.format( "%03d", i ) + ".png" );

The output should be a series of images of the simulation, using zero-padding to make sure that numeric and alphabetical orders are the same (e.g. 002 comes before 010 alphbetically, but 2 does not come before 10 alphabetically). Then, create a data directory in your project directory, run your program, and make the animated gif using convert (an ImageMagick program).

mkdir data
java LifeSimulation
convert -delay 60 data/life_frame_*.png mysim.gif

Another way to get your animation is to record a screen video. It does not matter which way you use. But you are expected to show your animation in your write-up.


Exploration

How do the parameters of grid dimensions and initial status chance affect the number of living cells after a sufficiently long time (say, 1000 rounds)? In your report's results section, develop a hypothesis, test it, and back up your results with sufficient experimental evidence. That means we expect to see specific results from your experiments! In particular, we recommend that you create a graph that shows the average number of living cells after 1000 rounds with initial probability values ranging from 0 to 1. Make sure to tell us what you ran to get those results too! (It should be your LifeSimulation.java but please specify the command line parameters you used!).


Congrats, you're done with everything except for your project report where you will communicate your findings from all that code! The project report is an important part of the work in this project, so don't forget to do it!