 The worm starts at some point of an infinite triangular grid. It starts moving along one of the six gridlines that meet at each point and, once it has travelled one unit of distance, it arrives at a new point. The worm then decides, based on the distribution of traversed and untraversed gridlines, what direction it will take. The directions are relative to the worm's point of view. If the worm has not encountered this exact distribution before it may leave along any untraversed gridline. From then on, if it encounters that distribution again, it must move in the same way. If there are no untraversed gridlines available, the worm dies and the simulation ends.
