The Game of Life
The Game of Life is a cellular automaton devised by the british mathematician John Horton Conway in 1970. It was popularised by Martin Gardner in his October 1970 column of "Mathematical Games" in the "Scientific American" magazine [6]. The article garnered more response than any other of his previous articles in the magazine, including Gardners famous article on Hexaflexagons.
Readers with an interest in programming the game of life themself can download the source code of the Applet running above. A typescript version is part of the "EducationalJavascriptsTypescript" repository hosted at GitHub, a plain Javascript version of the "Game of Life" is also available.
Javascript Source Code at GitHub
What is a Cellular Automaton?
A Cellular automaton is a discrete model that consists of a regular grid of cells wherein each cell is in a finite state. The inital state of the cellular automate is selected by assigning a state to each cell. The simulation then progresses in discreet time steps. The state of a cell at timestep t depends only on the state of nearby cells at timestep t1 and a set of rules specific to the automate.
Cell Neighboorhoods
The cells which have an influence on the state of the automate are called neighborhood. There are two commonly used types of neighborhoods: The Moore Neighborhood and the Van Neumann Neighborhood. The Moore neighborhood contains all neighboring cells even if they share only a cornerpoint with a cell whilst the Van Neumann Neighborhood contains only cells that share an edge with a cell.
Rules of the Game of Life
In the Game of Life each grid cell can have either one of two states: dead or alive. The Game of Life is controlled by four simple rules which are applied to each grid cell in the simulation domain:
 A live cell dies if it has fewer than two live neighbors.
 A live cell with two or three live neighbors lives on to the next generation.
 A live cell with more than three live neighbors dies.
 A dead cell will be brought back to live if it has exactly three live neighbors.
Boundary Conditions
Cellular automata often use a toroidal topology of the simulation domain. This means that opposing edges of the grid are connected. The rightmost column is the neighbor of the leftmost column and the topmost row is the neighbor of the bottommost row and vice versa. This allows the unrestricted transfer of state information across the boundaries.
Another type of boundary condition treats nonexisting cells as if they all had the same state. In the Game of Life this would mean that nonexisting cells are treated as if they were dead (as opposed to the second state "alive"). The advantage of this boundary condition in the Game of Life is that it prevents gliders from wrapping around the edges of the simulation domain. This will prevent the destruction of a glider gun by the gliders it produces (see text below below for details about what gliders are).
Pattern Examples
Patterns will appear in a typical run of the Game of Life. Some patterns are static, others are oscillating or are moving across the screen. Some Patterns may even produce other patterns. The following tables give an overview on commonly appearing patterns in the Game of Life.
Still Lifes  

Block: The Block is the most common still life. It consists of four cells forming a 2x2 block. The block is a so called eater. This means it can destroy other patterns without suffering lasting damage to itself. 

Beehive: The beehive is a still life consisting of 6 cells. It is the second most common still life. 

Loaf: The loaf is a 7 cell still life. It is the third most common still life. 
Oscillators  

Blinker: The smallest and most common oscillator. 

Toad: The Toad is a period 2 oscillator. It is the second most common naturally occuring oscillator. 

Beacon: The third most common naturally occuring oscillator. It is composed of two diagonally touching blocks. 
Spaceships  

The Glider: The glider is a pattern that is moving diagonally across the screen. It is the smallest, most common, and firstdiscovered spaceship. 

Lightweight spaceship (LWSS): This is an oscillating object that is moving orthogonally across the screen. It is the smallest orthogonally moving spaceship. 

Weekender: This is an orthogonal spaceship that is slightly larger than the previous patterns. 
Inventing the Game of Life
John Conway gave an interesting interview on the youtube channel Numberphile [1] where he provided insight on the origins of the Game of Life. If you are interested what the terraforming of Mars has to do with the game of life I highly recommend watching it.
Modern Developments
Being devised in 1970 the Game of Life is a thing from the early years of computing. If you listened to John Conways interview you may have noticed him mentioning that the Game of Life was investigated on paper in the early years. With the advent of home computers it gained in popularity and is now something most people who start programming will come across earlier or later. It's like the "Hello World" of graphics programming. What makes the game of life fascinating is the simplicity of its rules and the complexity of the patterns the result from this simple set of rules. The following sections will discuss some of the more recent findings of the community evolving around the "Game of Life".
The OCTA metapixel
In the interview with Numberphile John Conway mentioned that the Game of Life could be used for arbitrary computation. If you ask yourself what this means and how this is supposed to look like you should have a look at the following Video demonstrating the implementation of Game of Life in Game of Life.
The basic building block of this simulation is the OCTA metapixel [3]. This is a 2048 x 2048 Unit cell designed by Brice Due in the year 2006. A unit cell is a construct in a cellular automaton that is capable of simulating another cellular automate possibly itself. There are other Unit cells like the P5760 unit Life cell devised earlier but the OCTA metapixel is unique in its resemblence of an actual cell. As far as i'm concerned this is close to black magic and a beautiful thing to watch.
Smooth Life
Smooth Life is the extension of the Game of Life to a continuous domain. It is using floating point values instead of integers. The SmoothLife rules were created by Stephan Rafler [5]. The video shown below was created by Tim Hutton with SmoothLife. A more extensive collection of SmoothLife videos can be found on the SmoothLife Video Channel.
Trivia
 If you google "Conways Game Of Life" you will see the game of life running on the upper right corner of the results page
References
 “Inventing Game of Life  Numberphile.” Youtube, Interview with John Conway on the youtube channel numberphile, Web.
 “Life in Life.” Youtube, Channel of Phillip Bradbury, Web.
 “OTCAmetapixel  How does is work” A website with explanations of the Octa metapixel, Web.
 “OTCA metapixel” Article at LifeWiki explaining the OCTA metapixel, Web.
 “Generalization of Conway's "Game of Life" to a continuous domain  SmoothLife” Stephan Rafler, 2011
 The fantastic combinations of John Conway's new solitaire game "life"", Scientific American 223, Pages 120123, Martin Gardner, October 1970
 Game of Life, Scholarpedia, Eugene M. Izhikevich, Dr. John H. Conway, Anil Seth, 20150612, Webpage