Work
Web appprototype
Rule Field
A learning game where the player discovers an elementary cellular automaton by predicting cells instead of reading its rule table.
Elementary cellular automata are usually introduced by giving the rule and showing the pattern it produces. Rule Field turns that around.
The player is shown a growing grid and asked to supply the next cell. Correct and incorrect predictions slowly expose the local behavior. The rule number is withheld until the system has enough evidence that the player is no longer guessing.
The interesting design problem is not drawing the automaton. It is deciding what it means to have learned one.