Take the redstone from Minecraft as an example - it's basically a 15 state cellular automata with the following base rule:
Redstone -> Redstone, powered of level Max(neighbours)-1
and additional rules for various connected elements
Repeater, inactive -> Repeater, active, level 2 if its input is powered
Repeater, active, level 2 -> Repeater, active, level 1
Repeater, active, level 1 -> Repeater, inactive
Redstone, unpowered -> Redstone, powered if there is a neighbouring Repeater, level 1 or another source
(I've written more about how Minecraft stuff can be implemented using CAs: http://madflame991.blogspot.com/2011/10/cellular-automata-in-minecraft.html)
Now, my questions are: How would the game manage to update HUGE redstone contraptions? What data structure does it use? Is it really implemented as a cellular automata? If not, then what's your best guess?
P.S. I'm not asking anyone to take a peek at the actual source code, but just to speculate on how this technical thingie is achieved. ...and I'm posting this here, on SO, and not on gamedev because it's a CA question and not a gamedev related question.