Copy paste from http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
“The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is the best-known example of a cellular automaton.
The “game” is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.
The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead. Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:
- Any live cell with fewer than two live neighbours dies, as if by needs caused by underpopulation.
- Any live cell with more than three live neighbours dies, as if by overcrowding.
- Any live cell with two or three live neighbours lives, unchanged, to the next generation.
- Any tile with exactly three live neighbours cells will be populated with a living cell.
The initial pattern constitutes the ’seed’ of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed — births and deaths happen simultaneously, and the discrete moment at which this happens is sometimes called a tick. (In other words, each generation is a pure function of the one before.) The rules continue to be applied repeatedly to create further generations.”
Used in an sequencer each state, and more so the state of each cell functions as triggers in different ways.

Copy paste from http://www.tinkthank.net/software/tiction/
Tiction is a flexible, nodal music sequencer.
It’s pretty simple: Each node represents an event, and a connection from one node to the next triggers the next event after a certain number of tics. Nodes send MIDI note messages and/or MIDI controller change messages when triggered. Connecting nodes in a circuit lets you start a repeating pattern when one of the nodes is triggered.
A node can change its pitch and controller values based on its position on the screen. When a node is triggered, it performs some physical action: either repelling or attracting other nearby nodes, or nudging itself in a random direction. The physical interaction between nodes allows you to construct complex, rhythmic melodies and effects without having to draw filter envelopes or touch a traditional sequencer.
video of tiction:http://vimeo.com/1756994
Copypaste from http://en.wikipedia.org/wiki/Music_sequencer
Step sequencers
A special case or mode of sequencers are step sequencers. Instead of recording played notes or drawing notes by hand on the piano roll, the user composes patterns using a grid of (usually) 16 buttons, or steps, each step being 1/16th of a measure. Step sequencer patterns are monophonic by nature, but usually a single pattern may contain individual subpatterns for a number of different instruments. These patterns are then chained together to form longer compositions. Step sequencers are mostly used in drum machines and grooveboxes.
In this case I used a DIY model cooked up in Max/MSP/Jitter, witch consist of four individual “channels” or sequences that can be individually controlled.
