This grid simulates an iterated prisoner's dilemma played across a population of cells. Each cell represents an agent applying a strategy and playing against its immediate neighbors at every step ("Step"). Depending on the results obtained, a cell may adopt the strategy of a better-performing neighbor, which causes the distribution of colors to evolve over successive steps.
For the dilemma to be valid, the order T > R > P > S must hold. But it doesn't prevent you to have fun with those.
In the classic single-shot, two-player prisoner's dilemma, defection is the dominant strategy: whatever the opponent does, defecting yields a better payoff, so rational players end up at the mutual-defection outcome (P, P) even though mutual cooperation (R, R) would leave both better off. This grid nonetheless shows sizable pockets of cooperation surviving and even spreading. Two features of the setup explain the difference. First, the game is repeated rather than played once, so strategies such as Tit-for-Tat or Grim Trigger can punish defection in future rounds, which removes the incentive to defect that exists in a single, isolated encounter. Second, agents only interact with their local neighbors and imitate nearby strategies that perform well, so clusters of cooperators can support each other and outcompete an isolated defector, even though a defector still beats an individual cooperator in a single pairwise match.