B024/S0123

For discussion of other cellular automata.
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shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

B024/S0123

Post by shouldsee »

This rule is much less explosive for the rareness of guns/rakes.
But it has got natural reflectors, eaters, and additive interactions etc.
EDIT: This rule is mentioned earlier by drc as 0123/024. I am only keeping this post for the clarity of B/S notation.

Code: Select all

x = 32, y = 100, rule = B024/S0123:T100,100
10$9b10o$8b2o8b2o$9b10o14$3bo$2b2obo$3b5o13b6o$3b2o2b2o12b6o$3b5o13b6o
$2b2obo$3bo11$14bo$14b2o$14bo12$14bo$12b3o$12b3o$10b8o$10b7o$9b8o$12b
3o$12b3o$12bo9$11b4o$11b4o$11b4o12$12b2o$11b4o$11b4o$12b2o!
Last edited by shouldsee on September 8th, 2016, 5:00 am, edited 1 time in total.
Rocknlol
Posts: 127
Joined: April 15th, 2012, 9:06 am

Re: B024/S0123

Post by Rocknlol »

Some more oscillators, sorted by period:

Code: Select all

x = 111, y = 187, rule = B024/S0123
42b3o3b3o3b3o15bo9b3o7b4o6b3o$42b3o3b3o3b3o16bo8b3o7b4o6b3o$42b3o3b3o
3b3o25bobo7b2obo6b3obo2$108b3o$108b3o$54b3o51b3o$54b3o$54b3o4$42b3o3b
3o3b3o$42b3o3b3o3b3o$42b3o3b3o3b3o4$42b3o$42b3o$42b3o4$42b3o3b3o3b3o$
42b3o3b3o3b3o$42b3o3b3o3b3o14$42b3o9b3o15b3o$42b3o9b3o$42b3o9b3o15bobo
4$42b3o9b3o$42b3o9b3o$42b3o9b3o4$42b3o3b3o3b3o$42b3o3b3o3b3o$42b3o3b3o
3b3o4$54b3o$54b3o$54b3o4$54b3o$54b3o$54b3o14$33b3o6b3o3b3o3b3o15b3o3bo
13b3o$33b3o6b3o3b3o3b3o15b3o17b3o$33b3o6b3o3b3o3b3o15b3o17b3o3$98bo$
33b3o18b3o$33b3o18b3o$33b3o18b3o45b3o$102b3o$102b3o2$33b3o6b3o3b3o3b3o
$33b3o6b3o3b3o3b3o$33b3o6b3o3b3o3b3o4$33b3o6b3o$33b3o6b3o$33b3o6b3o4$
33b3o6b3o3b3o3b3o$33b3o6b3o3b3o3b3o$33b3o6b3o3b3o3b3o14$21b3o3b3o3b3o
6b3o3b3o3b3o15bo$21b3o3b3o3b3o6b3o3b3o3b3o25bo$21b3o3b3o3b3o6b3o3b3o3b
3o4$33b3o18b3o$33b3o18b3o$33b3o18b3o4$33b3o6b3o3b3o3b3o$33b3o6b3o3b3o
3b3o$33b3o6b3o3b3o3b3o4$33b3o6b3o$33b3o6b3o$33b3o6b3o4$33b3o6b3o3b3o3b
3o$33b3o6b3o3b3o3b3o$33b3o6b3o3b3o3b3o14$3o3b3o3b3o6b3o3b3o3b3o6b3o3b
3o3b3o15b2o$3o3b3o3b3o6b3o3b3o3b3o6b3o3b3o3b3o$3o3b3o3b3o6b3o3b3o3b3o
6b3o3b3o3b3o18bo4$12b3o6b3o18b3o9b3o$12b3o6b3o18b3o9b3o$12b3o6b3o18b3o
9b3o2$83bo2$3o3b3o3b3o6b3o3b3o3b3o6b3o9b3o28bo$3o3b3o3b3o6b3o3b3o3b3o
6b3o9b3o28bo$3o3b3o3b3o6b3o3b3o3b3o6b3o9b3o4$3o18b3o9b3o6b3o9b3o$3o18b
3o9b3o6b3o9b3o$3o18b3o9b3o6b3o9b3o4$3o3b3o3b3o6b3o3b3o3b3o6b3o3b3o3b3o
$3o3b3o3b3o6b3o3b3o3b3o6b3o3b3o3b3o$3o3b3o3b3o6b3o3b3o3b3o6b3o3b3o3b3o
!
A wickstretcher and a fencepost:

Code: Select all

x = 6, y = 3, rule = B024/S0123
5o$b2ob2o$5o!
New spaceship speeds. From left to right, 3c/6, 2c/6, c/4, and c/6.

Code: Select all

x = 71, y = 35, rule = B024/S0123
24b2o$64b3o$22b6o34bo5bo$23bo2bo33bob7obo$20b2ob4ob2o34b3o$21b8o32b9o$
21b8o33bob3obo$21bob4obo33bob3obo$21bob4obo33b7o$22b2o2b2o37bo$23bo2bo
37b3o$65bo$24b2o38b3o$21bo6bo33bo2bo2bo$21b3o2b3o33bob3obo$23bo2bo15b
2o2b2o13b9o$4b3o15bob2obo15bo2bo15bob3obo$5bo17bo2bo15bob2obo14bob3obo
$2b7o14b4o14b3o2b3o12b2ob3ob2o$2b2o3b2o14bo2bo13bo3b2o3bo10bo2b5o2bo$
3bobobo15b4o13b2o6b2o10b2ob5ob2o$24b2o34bob7obo$4b3o16b4o15bo4bo13bob
5obo$2ob5ob2o29bobob2obobo12b7o$b9o30bobob2obobo11b9o$11o13b2o14bobob
2obobo11b9o$11o10bo2b2o2bo11bob6obo10bob7obo$b3obob3o12bob2obo12bobob
2obobo10b11o$2b2obob2o13b6o12bobob2obobo12b3ob3o$4b3o13bobob2obobo11b
2o4b2o16bo$4b3o13bob6obo10bobo4bobo$4bobo15bob2obo13b2o4b2o$4bobo15bo
4bo12b3o4b3o12b2o3b2o$4b3o15b6o34bob3obo$5bo15bo6bo11bo8bo12b7o!
drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: B024/S0123

Post by drc »

Potential ship reaction:

Code: Select all

x = 4, y = 4, rule = B024/S0123
o3$3bo!
Almost a replicator:

Code: Select all

x = 3, y = 1, rule = B024/S0123
3o!
Double wickstretcher from 2 cellls:

Code: Select all

x = 4, y = 1, rule = B024/S0123
o2bo!
It can be eated:

Code: Select all

x = 35, y = 2, rule = B024/S0123
34bo$o2bo!
Some other reactions and eaters:

Code: Select all

x = 35, y = 67, rule = B024/S0123
34bo6$o2bo6$34bo18$34bo6$o2bo16$34bo4$o2bo9$34bo$o2bo!

Code: Select all

x = 154, y = 3, rule = B024/S0123
o6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo$2o5b2o5b2o
5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o5b2o
18bo$o6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo6bo!
Gamedziner
Posts: 795
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Re: B024/S0123

Post by Gamedziner »

drc wrote:Almost a replicator:

Code: Select all

x = 3, y = 1, rule = B024/S0123
3o!
Something seems off... Isn't this a totalistic rule?

Code: Select all

x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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BlinkerSpawn
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Re: B024/S0123

Post by BlinkerSpawn »

Gamedziner wrote:
drc wrote:Almost a replicator:

Code: Select all

x = 3, y = 1, rule = B024/S0123
3o!
Something seems off... Isn't this a totalistic rule?
It's a totalistic rule that's being treated like a set of two different rules being alternated; is that what's "off" to you?
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Gamedziner
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Re: B024/S0123

Post by Gamedziner »

BlinkerSpawn wrote: It's a totalistic rule that's being treated like a set of two different rules being alternated; is that what's "off" to you?
What's "off" to me is generation 5. Those blinkers should evolve in just the same way the starting blinker did, since it is a totalistic rule. But they don't.

Code: Select all

x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: B024/S0123

Post by shouldsee »

Gamedziner wrote:
BlinkerSpawn wrote: It's a totalistic rule that's being treated like a set of two different rules being alternated; is that what's "off" to you?
What's "off" to me is generation 5. Those blinkers should evolve in just the same way the starting blinker did, since it is a totalistic rule. But they don't.
As the rulename implies :B024/S0123, we should see big patches of 0's turns to 1's for having no state1 neighbors.

But this isn't reflected in the simulator. This is because these transition are oscillatory. Imagine you take another step forward, they would revert to 0's for there is no S8, which means we don't really have to emulate such transitions. Thus, the emulation is decomposed into two rules at odd generations and even generations, which combined make the same transition as if the original rule is applied twice.

So we need to be cautious to the oddity of the generation number. In the case above, at gen 0 the even rule is applied, while at gen 5 the odd rule is applied, giving apparent different trajectories.
Gamedziner
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Location: Milky Way Galaxy: Planet Earth

Re: B024/S0123

Post by Gamedziner »

shouldsee wrote:
Gamedziner wrote:
BlinkerSpawn wrote: It's a totalistic rule that's being treated like a set of two different rules being alternated; is that what's "off" to you?
What's "off" to me is generation 5. Those blinkers should evolve in just the same way the starting blinker did, since it is a totalistic rule. But they don't.
As the rulename implies :B024/S0123, we should see big patches of 0's turns to 1's for having no state1 neighbors.

But this isn't reflected in the simulator. This is because these transition are oscillatory. Imagine you take another step forward, they would revert to 0's for there is no S8, which means we don't really have to emulate such transitions. Thus, the emulation is decomposed into two rules at odd generations and even generations, which combined make the same transition as if the original rule is applied twice.

So we need to be cautious to the oddity of the generation number. In the case above, at gen 0 the even rule is applied, while at gen 5 the odd rule is applied, giving apparent different trajectories.
Got it. Thanks for the explanation!

Code: Select all

x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
Gamedziner
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Re: B024/S0123

Post by Gamedziner »

Looks like there is indeed an error, though:

Code: Select all

x = 1, y = 1, rule = B01/S012345678
o!

Code: Select all

x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: B024/S0123

Post by shouldsee »

Gamedziner wrote:Looks like there is indeed an error, though:

Code: Select all

x = 1, y = 1, rule = B01/S012345678
o!
This is not exactly an 'error'. Golly is just running its inverse rule namely B/S0123456. This is the same case as running anti-life(B0123478/S01234678).

Some detail here from golly.
Golly wrote:Emulating B0 rules
Rules containing B0 are tricky to handle in an unbounded universe because every dead cell becomes alive in the next generation. If the rule doesn't contain S8 then the "background" cells alternate from all-alive to all-dead, creating a nasty strobing effect. To avoid these problems, Golly emulates rules with B0 in the following way:
A rule containing B0 and S8 is converted into an equivalent rule (without B0) by inverting the neighbor counts, then using S(8-x) for the B counts and B(8-x) for the S counts. For example, B0123478/S01234678 (AntiLife) is changed to B3/S23 (Life) via these steps: B0123478/S01234678 -> B56/S5 -> B3/S23.
A rule containing B0 but not S8 is converted into a pair of rules (both without B0): one is used for the even generations and the other for the odd generations. The rule for even generations uses inverted neighbor counts. The rule for odd generations uses S(8-x) for the B counts and B(8-x) for the S counts. For example, B03/S23 becomes B1245678/S0145678 (even) and B56/S58 (odd).
In both cases, the replacement rule(s) generate patterns that are equivalent to the requested rule. However, you need to be careful when editing an emulated pattern in a rule that contains B0 but not S8. If you do a cut or copy then you should only paste into a generation with the same parity.
Last edited by shouldsee on October 7th, 2016, 4:37 am, edited 1 time in total.
shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: B024/S0123

Post by shouldsee »

tagalong

Code: Select all

x = 13, y = 3, rule = B024/S0123
bo$2o3b3o3b2o$bo!
shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: B024/S0123

Post by shouldsee »

We might want to merge this post and 0123/024, though I personally prefer B/S notation for its clarity.

Here is a fuse with growth.

Code: Select all

x = 260, y = 51, rule = B01234/S012357
20$20bobobo$20bo3b3obobo2bo3bo$17bobo2b3o3bo5bo2bob201obo$22bobo5b210o
b2o$17b4o5bobo2b210obo$24bo5b210ob2o$17bobo4bo3bo2b4ob3o2b199obo$28bob
5o3b2obo!
shouldsee
Posts: 406
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Re: B024/S0123

Post by shouldsee »

reaction produces a wickstrecher

Code: Select all

x = 40, y = 14, rule = B024/S0123
3$6b3o$6b3o$6bobo20bo$28b2o$29bo!
Small spaceship

Code: Select all

x = 10, y = 11, rule = B024/S0123
3$6bo$5b2o2$4b2o$5bo!
shouldsee
Posts: 406
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Re: B024/S0123

Post by shouldsee »

This tiling in B3/S23 is closely related to an oscillator some where in B0

Code: Select all

x = 18, y = 18, rule = B3/S23:T18,18
$2b3o3b3o3b3o$bobobobobobobobobo$b2ob2ob2ob2ob2ob2o$bobobobobobobobobo
$2b3o3b3o3b3o2$2b3o3b3o3b3o$bobobobobobobobobo$b2ob2ob2ob2ob2ob2o$bobo
bobobobobobobo$2b3o3b3o3b3o2$2b3o3b3o3b3o$bobobobobobobobobo$b2ob2ob2o
b2ob2ob2o$bobobobobobobobobo$2b3o3b3o3b3o!
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LaundryPizza03
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Re: B024/S0123

Post by LaundryPizza03 »

Bump

The p260 is also the second known OMOS in an OT rule. More details here. As found by Peter Naszvadi, it can reflect a T glider by 90 degrees.

Code: Select all

x = 87, y = 13, rule = B024/S0123
77bo$77b2o$77bo6$85bo$84b3o$o$2o$o!

Code: Select all

x = 4, y = 3, rule = B3-q4z5y/S234k5j
2b2o$b2o$2o!
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FWKnightship
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Re: B024/S0123

Post by FWKnightship »

P6,P8,P10,P14,P16,P22,P28,P36:

Code: Select all

x = 237, y = 77, rule = B024/S0123
160b3o15b3o18b5o$7b3o21b6o18b2o4b2o63bo8bo24b3o15b3o16bobo3bobo$8bo
151b3o15b3o16bob5obo$4bo2b3o2bo19b4o21b4o134b13o$4bob5obo18b6o19bo4bo
19bo41bo14bo58b9o28bo$2b13o12bo2b8o2bo10bo5b4o5bo20b7o100b15o$4b9o14bo
b10obo10bo2bob6obo2bo20bob3obo72bo7bo19bob11obo19bobo2b2o$3b11o13bob
10obo12bob8obo20b9o26bo20bo27b3o22bob11obo21b2obo$ob13obo10bob10obo12b
ob8obo19b2ob7o74b5o21bob11obo23bo$17o10bob10obo12bob8obo19bob8o73b2obo
b2o20b15o22bob2o$ob13obo10bo2b8o2bo12bob8obo17b10obo23bo26bo22b7o23b9o
24b2o2bobo$3b11o17b6o14bo2bob6obo2bo15bob10o73b2obob2o21b13o$4b9o19b4o
15bo5b4o5bo15b8obo76b5o24bob5obo24bo$2b13o41bo4bo20b7ob2o77b3o25bobo3b
obo$4bob5obo18b6o20b4o21b9o75bo7bo24b5o$4bo2b3o2bo69bob3obo$8bo46b2o4b
2o19b7o$7b3o$160b3o15b3o$117bo26bo15b3o15b3o$160b3o15b3o2$120bo20bo2$
86b3o$86b3o34bo14bo$86b3o2$126bo8bo2$86bobo71b3o15b3o$86b3o71b3o15b3o$
86b3o71b3o15b3o$77b3o3b9o3b3o$77b3o4b7o4b3o$77b3o3b9o3b3o71bobo$86b3o
78bob3obo$86b3o77bob5obo$86bobo78b7o$165b11o$166b9o$165b11o$86b3o78b7o
$86b3o77bob5obo$86b3o78bob3obo$169bobo3$160b3o15b3o$160b3o15b3o$160b3o
15b3o4$84bobobobo$82bobob3obobo$80b3ob7ob3o$80bob11obo$78b19o$78bob15o
bo$77b21o$79b17o$76b23o$78b19o$76b23o$77b21o$76b23o$78b19o$76b23o$79b
17o$77b21o$78bob15obo$78b19o$80bob11obo$80b3ob7ob3o$82bobob3obobo$84bo
bobobo!
Pseudo p20:

Code: Select all

x = 22, y = 51, rule = B024/S0123
2bob4o2bobo2b4obo$4bo5b3o5bo$2b19o$2bob15obo$2bob15obo$2bob15obo$4b15o
$4b5obobob5o$2b9ob9o$3b6o5b6o$2b9ob9o$4b5obobob5o$4b15o$2bob15obo$2bob
15obo$2bob15obo$2b19o$4bo5b3o5bo$2bob4o2bobo2b4obo11$8bo4bo$8bob2obo$
3bobob8obobo$2b4obob4obob4o$3b16o$2b5obo4bob5o$4b2o2bo4bo2b2o$2b3o12b
3o$3ob3o8b3ob3o$2b3o12b3o$b4o5b2o5b4o$b4o5b2o5b4o$2b3o12b3o$3ob3o8b3ob
3o$2b3o12b3o$4b2o2bo4bo2b2o$2b5obo4bob5o$3b16o$2b4obob4obob4o$3bobob8o
bobo$8bob2obo$8bo4bo!
How can I make so many wonderful patterns and rules?
Because I'm interested in them, and willing to devote a lot of time to them.
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LaundryPizza03
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Re: B024/S0123

Post by LaundryPizza03 »

p58:

Code: Select all

x = 25, y = 25, rule = B024/S0123
2b3o15b3o$2bobo15bobo$5o15b5o$obo19bobo$3o19b3o6$10bo3bo4$10bo3bo6$3o19b3o$ob
o19bobo$5o15b5o$2bobo15bobo$2b3o15b3o!

Code: Select all

x = 4, y = 3, rule = B3-q4z5y/S234k5j
2b2o$b2o$2o!
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