Game of Life with NumPy
That next_state function creates two brand new numpy array. Creating numpy array is slow. Should just update an existing numpy array.
Can divide the code into two classes. One for world, the other for the engine. World can have the world array and visualization. Engine can have the neighbor array.
Actually the neighbor array can be much smaller than the world if we update the world from left to right. 
Python loop over each element (the row and col loops) is much slower than numpy's method. Can vectorize counting of neighbor by shifting the world and add to neighbor:


.

neighbor = np.zeros(world.shape, dtype=int)
neighbor[1:] += world[:-1]  # North
neighbor[:-1] += world[1:]  # South
neighbor[:,1:] += world[:,:-1]  # West
neighbor[:,:-1] += world[:,1:]  # East

neighbor[1:,1:] += world[:-1,:-1]  # NW
neighbor[1:,1:] += world[:-1,:-1]  # NE


Draw animation of world with matplotlib:

import numpy as np
import matplotlib.pyplot as plt


class World(object):
    def __init__(self, shape, random=True, dtype=np.int8):
        if random:
            self.data = np.random.randint(0, 2, size=shape, dtype=dtype)
        else:
            self.data = np.zeros(shape, dtype=dtype)
        self.shape = self.data.shape
        self.dtype = dtype
        self._engine = Engine(self)

        self.step = 0

    def animate(self):
        return Animate(self).animate()

    def __str__(self):
        # probably can make a nicer text output here.
        return self.data.__str__()


class Animate(object):
    def __init__(self, world):
        self.world = world
        self.im = None

    def animate(self):
        while (True):
            if self.world.step == 0:
                plt.ion()
                self.im = plt.imshow(self.world.data,vmin=0,vmax=2,
                                     cmap=plt.cm.gray)
            else:
                self.im.set_data(self.world.data)

            self.world.step += 1
            self.world._engine.next_state()
            plt.pause(0.01)
            yield self.world


class Engine(object):
    def __init__(self, world, dtype=np.int8):
        self._world = world
        self.shape = world.shape
        self.neighbor = np.zeros(world.shape, dtype=dtype)
        self._neighbor_id = self._make_neighbor_indices()

    def _make_neighbor_indices(self):
        # create a list of 2D indices that represents the neighbors of each
        # cell such that list[i] and list[7-i] represents the neighbor at
        # opposite directions. The neighbors are at North, NE, E, SE, S, SW,
        # W, NE directions.
        d = [slice(None), slice(1, None), slice(0, -1)]
        d2 = [
            (0, 1), (1, 1), (1, 0), (1, -1)
        ]
        out = [None for i in range(8)]
        for i, idx in enumerate(d2):
            x, y = idx
            out[i] = [d[x], d[y]]
            out[7 - i] = [d[-x], d[-y]]
        return out

    def _count_neighbors(self):
        self.neighbor[:, :] = 0  # reset neighbors
        # count #neighbors of each cell.
        w = self._world.data
        n_id = self._neighbor_id
        n = self.neighbor
        for i in range(8):
            n[n_id[i]] += w[n_id[7 - i]]

    def _update_world(self):
        w = self._world.data
        n = self.neighbor

        # The rules:
        #    cell        neighbor    cell's next state
        #    ---------   --------    -----------------
        # 1. live        &lt; 2         dead
        # 2. live        2 or 3      live
        # 3. live        &gt; 3         dead
        # 4. dead        3           live

        # Simplified rules:
        #    cell        neighbor    cell's next state
        #    ---------   --------    -----------------
        # 1. live        2           live
        # 2. live/dead   3           live
        # 3. Otherwise, dead.

        w &amp;= (n == 2)  # alive if it was alive and has 2 neighbors
        w |= (n == 3)  # alive if it has 3 neighbors

    def next_state(self):
        self._count_neighbors()
        self._update_world()


def main():
    world = World((1000, 1000))

    for w in world.animate():
        pass


if __name__ == '__main__':
    main()