Examples of optimal automata: (The updating rule is given as two sets of integers, where the first (second) set specifies how many neighbors must be ON for an OFFnode (ONnode) to turn (stay) ON.)
n = 1: Path graph; rule {0}, {}; any initial state.
n = 2: Path graph; rule {0,1}, {}; any initial state.
n = 3: Path graph; rule {1}, {0,2}; one of the end nodes ON.
n = 4: Path graph; rule {1}, {0,2}; one node ON.
n = 5: House graph; rule {1}, {0,2}; one of the two "floor" nodes ON.
n = 6: Beineke nonline graph G8 (2 X 3 grid with two parallell diagonals added); rule {0,2}, {1,3}; all nodes ON except one of degree 2.
n = 7: Graph 'FBjng' in graph6 format; rule {0,1,3}, {2,4,5}; one node of degree 3 or 5 ON.
