21 September 2026 · BY DAVID GUEZ

From the Game of Life to Infinite Worlds

In 1970, four rules invented by John Conway were enough to make gliders, machines and a vertiginous idea emerge: a local world can become unpredictable. From the Game of Life to fractals, open worlds, perceptrons, organoids and open-endedness, I explore the conditions for a universe that does not exhaust itself. I also imagine The Game of Neighbourhoods, an installation in which social rules become visible, debatable and revisable.

From the Game of Life to Infinite Worlds
John Horton Conway, 2005. Photograph distributed via Wikimedia Commons. Credit and terms of use to be verified before publication.

John Conway’s Game of Life, invented in the late 1960s, runs on four rules. On a grid, each cell lives or dies according to its neighbours. Blocks remain still, figures blink and “gliders” move. No one draws these forms in advance: we set conditions and watch what they make possible. Such economy of means is already a lesson in art.

But a complex system is not necessarily an inexhaustible world. A random grid often settles into stable ash. Open-endedness seeks something else: continuing novelty that has structure, can be learned and opens further possibilities. Research into quality diversity, the coevolution of agents and environments, or models that detect patterns explores different routes to that horizon without having solved it.

The Game of Life thus enters a dialogue with fractals, perceptrons, organoids and open-world video games. These do not follow the same rules: a fractal develops a formula, a network learns from data, an organoid is living matter. Yet they share a question: how can local rules generate a history no author can write in full? Language itself can become a medium in which units combine, respond and transform the conditions under which they appear.

I propose The Game of Neighbourhoods, an installation whose cells stand for real human actions: repairing, sharing, being absent, debating, welcoming. Participants can see and alter the rules that make these activities appear or disappear. The aim is not to simulate society faithfully. It is to make the rules that produce a world—in institutions as in interfaces—perceptible, and to remind us that we can revise them.

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