New Cellular Automata: Particles
New Cellular Automata: Particles
Particles is a cellular automation rule that I invented in early 2011. Particles is loosely based on Wireworld, with a few differences: Particles move through open space instead of wires, and they can also collide to create, move, or remove blocks. This means that a Particles system could reproduce itself.
Particles has 9 states, 4 of which are used for creating, moving, and removing blocks. SimpleParticles is exactly the same, except that it does not have those last 4 states. This means that it cannot reproduce itself, but SimpleParticles can still be used to create extremely complex systems (see MemoryChip.rle).
You can download these 2 rule tables for Golly and some interesting examples at the ruletablerepository, under the WireWorld and derivatives section. Please tell me what you think.
Thanks.
Particles has 9 states, 4 of which are used for creating, moving, and removing blocks. SimpleParticles is exactly the same, except that it does not have those last 4 states. This means that it cannot reproduce itself, but SimpleParticles can still be used to create extremely complex systems (see MemoryChip.rle).
You can download these 2 rule tables for Golly and some interesting examples at the ruletablerepository, under the WireWorld and derivatives section. Please tell me what you think.
Thanks.
Re: New Cellular Automata: Particles
It looks quite interesting.
Here, a single glider converts a red cell into a quad-gun:
Push an orange cell:
Here, a single glider converts a red cell into a quad-gun:
Code: Select all
x = 4, y = 2, rule = Particles
2.BC$E!
Code: Select all
x = 11, y = 6, rule = Particles
2$.D5.BC!
Re: New Cellular Automata: Particles
Hi Ben,
Thanks for looking at Particles. Yes, the quad-gun that you found is a result of the "gravity" of the red block. When a particle, or glider, goes past a red block, it is turned. When nothing stops the particle from going into "orbit" around the block, the result is a "quad-gun". The blue particle is a normal particle. The blue-green particle is a dynamic particle, which can push blocks, create blocks, and remove blocks.
I am currently working to make a replicator with particles. I will post it once I have a basic working model functioning.
Thanks.
Thanks for looking at Particles. Yes, the quad-gun that you found is a result of the "gravity" of the red block. When a particle, or glider, goes past a red block, it is turned. When nothing stops the particle from going into "orbit" around the block, the result is a "quad-gun". The blue particle is a normal particle. The blue-green particle is a dynamic particle, which can push blocks, create blocks, and remove blocks.
I am currently working to make a replicator with particles. I will post it once I have a basic working model functioning.
Thanks.
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Batmanifestdestiny
- Posts: 54
- Joined: June 9th, 2010, 3:53 pm
Re: New Cellular Automata: Particles
I like this! It seems similar to "Wave CA," but I guess that would be natural, scientifically speaking.
I'm currently working on making logic gates in this somewhat confusing CA. I'll post my creations when I have something working.
UPDATE:
Here's an XOR gate:
I'm currently working on making logic gates in this somewhat confusing CA. I'll post my creations when I have something working.
UPDATE:
Here's an XOR gate:
Code: Select all
x = 25, y = 15, rule = Particles
14.D.D2.D2.2D$15.D2.D.D.2D$14.D.D2.D2.D.D4$CA10.CA5.D$17.E$17.D$19.ED
2$20.ED$18.D$18.E$CA4.CA12.D!
Re: New Cellular Automata: Particles
Hi, Batmanifestdestiny
Thanks for looking at my CA. I am have made some logic gates aslo. I have already made OR and XOR. I am almost finished with a serial binary decrement gate. When you input a binary number in serial, the gate returns that number minus 1. It is not quite perfected yet, but here are my gates:
Thanks for looking at my CA. I am have made some logic gates aslo. I have already made OR and XOR. I am almost finished with a serial binary decrement gate. When you input a binary number in serial, the gate returns that number minus 1. It is not quite perfected yet, but here are my gates:
Code: Select all
x = 61, y = 52, rule = Particles
48.D$45.D4.D$42.D4.E2.E$52.D$43.ED.D.D.D$46.E.EDE$44.D7.D$41D6.DE.ED$
40.D$40.D$40.D$40.D$10.D19.D9.D$10.D19.D9.D$10.D19.D9.D17.2D$10.D19.D
9.D18.D$40.D14.3D.D$40.D18.D$40.D17.3D$40.D$40.D$40.D.AD$40.D.CD$11.D
19.D8.D$9.D.E.D15.D.E.D6.D$7.D.E17.D.E10.D.AD$11.DE18.DE7.D.CD$8.ED
18.ED10.D$40.D9.D$40.D9.D$40.D$12.DAD25.D$6.DAD4.D12.DAD3.DAD5.D9.D$
7.D19.D5.D6.D9.D$40.D$40.D$40.D8.AD$40.D8.CD$7.3D.2D17.3D.2D4.D$7.D.D
.D.D12.D.D.D.D.D.D3.D$7.D.D.2D14.D2.D.D.2D4.D9.D$7.3D.D.D12.D.D.3D.D.
D3.D9.D$40.D$40.D$40.D8.AD$40.D8.CD$40.D$40.D$40.D9.D$40.D9.D$40.D$
40.D!
Last edited by Joel on March 12th, 2011, 12:44 pm, edited 2 times in total.
Re: New Cellular Automata: Particles
Nice CA!
I've made a very simple flipflop. When you send it a signal, it changes its state and outputs its previous state.
I've made a very simple flipflop. When you send it a signal, it changes its state and outputs its previous state.
Code: Select all
x = 80, y = 13, rule = Particles
74.D$70.D7.D$72.2E$72.2D2.FE$72.DE.D2E$CA30.CA30.CA13.D$74.D2.E$72.ED
F2.D$76.D$71.D$76.D$76.2E$74.D!
Re: New Cellular Automata: Particles
A memory cell.
Code: Select all
x = 41, y = 69, rule = Particles
39.C$39.A52$39.C$39.A2$26.D$37.D$27.ED6.F$30.D4.D$25.D7.D3.DE$25.E5.E
.FD$.CA26.D.D5.D.D$25.E.E.D2.D7.D$25.D.D.E5.D.DE$31.D3.D2.D$27.ED6.F$
37.D$26.D!
Re: New Cellular Automata: Particles
Nice! I like your flip-flop and memory cell, ebcube. Here is the "tape reader" from my replicator:
Code: Select all
x = 61, y = 25, rule = Particles
.D3.D2.D2.D14.D$50.D$2.ED2.ED.FD37.E$2.D3.D2.D2.FD$2.E3.E2.E5.E33.D$D
14.D2.ED.FD24.E$3.D5.DE13.FD21.D$12.D14.FD3.D16.D.2D.D2.2D.D$4.ED.D
39.D$2.D7.ED12.FD21.E$5.DE3.D7.D2.D2.D2.FD$10.E7.E2.E2.E2.ED.E17.D$8.
D21.2D.FD$26.DE3.E$33.D$8.ED$8.E3.DE$6.D3.AC$14.D6$29.D!
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Batmanifestdestiny
- Posts: 54
- Joined: June 9th, 2010, 3:53 pm
Re: New Cellular Automata: Particles
I noticed that your "OR" gate was simply an XOR with a slight shift on one electron, meaning that it wasn't exactly an OR, it was still an XOR.
I've made something that I would consider to be a more technically accurate OR, using two connected NOT gates:
here's a NOT gate on it's own:
with NOT and OR, anything is possible, so I'll update once I make more gates, though an AND gate should come shortly.
EDIT: Here's AND:
the solid lines are purely for my benefit so I can tell what's going on.
I've made something that I would consider to be a more technically accurate OR, using two connected NOT gates:
Code: Select all
x = 24, y = 18, rule = Particles
11.D2.2D$10.D.D.2D$11.D2.D.D3$9.5D$CA6.CA4.D2.7D$9.3DE.D.D2.CA$12.D.D
.DAEADA2D$12.D.D.DC2.DCD$9.4D.6DE.D$8.D2.CA2.CA2.CA.D$8.DAEA3D.6D$8.D
C2.D.D.D$9.3D2.D.D$9.5DE.D$CA2.CA10.D$9.7D!
Code: Select all
x = 20, y = 23, rule = Particles
9.2D3.D2.3D$9.D.D.D.D2.D$9.D.D2.D3.D8$9.5D$CA6.CA4.D$9.3DE.D$12.D.D$
12.D.D$9.4D.3D$8.D2.C$8.DAEA3D.D$8.DC2.D.D.D$9.3D2.D.D$9.5DE.D$CA2.CA
10.D$9.7D!
EDIT: Here's AND:
Code: Select all
x = 34, y = 25, rule = Particles
18.D2.2D2.2D$17.3D.D.D.D.D$17.D.D.D.D.2D4$17.5D$CA2.CA2.CA6.CA4.D$17.
3DE.D$20.D.D$20.D.D$17.4D.7D$16.D2.CA2.CA2.CAD$16.DAEA7DE.D$16.DC2.D
6.D.D$17.3D7.DCD$17.6D.4DA5D$CA2.CA6.CA2.CA5.D2.CA.A$17.4DE.DAEA2DC4D
$21.D.DC2.2D.D$18.4D.5DE.D$17.D2.CA2.CA2.CAD$17.DAEA9D$17.DC2.D$18.3D
!
Re: New Cellular Automata: Particles
Here is my AND gate, crammed into an area of 6x10 cells:
Code: Select all
x = 29, y = 10, rule = Particles
24.D$23.E3.ED$CA6.CA2.CA11.E$26.D$CA2.CA2.CA6.CA10.D2$24.D2.A$25.CEC$
25.A2.D$25.D!
Re: New Cellular Automata: Particles
That's not just a not gate, it's a NOR gate, which by itself is enough to construct all other logic gates.here's a NOT gate on it's own:
Re: New Cellular Automata: Particles
I created an "extended" Particles, which shows any path that an electron has taken. It is quite useful for understanding how a complex particle system works.
Here is the ruletable:
And the colors:
Here is the ruletable:
Code: Select all
# Each rule: C,N,NE,E,SE,S,SW,W,NW,C'
# 8,1,2
# 7,0,3
# 6,5,4
#
# 0=Ground
# 1=Electron Head
# 2=Dynamic Electron Head
# 3=Electron Tail
# 4=Block
# 5=Turn
# 6=Transforming Turn
# 7=Moving Block
# 8=Moving Turn
# 9=Moving Transforming Turn
# 10=Path
n_states:11
neighborhood:Moore
symmetries:rotate4reflect
# All
var a={0,1,2,3,4,5,6,7,8,9,10}
var b={0,1,2,3,4,5,6,7,8,9,10}
var c={0,1,2,3,4,5,6,7,8,9,10}
var d={0,1,2,3,4,5,6,7,8,9,10}
var e={0,1,2,3,4,5,6,7,8,9,10}
var f={0,1,2,3,4,5,6,7,8,9,10}
var g={0,1,2,3,4,5,6,7,8,9,10}
var h={0,1,2,3,4,5,6,7,8,9,10}
# All except tail
var i={0,1,2,4,5,6,7,8,9,10}
var j={0,1,2,4,5,6,7,8,9,10}
var k={0,1,2,4,5,6,7,8,9,10}
var l={0,1,2,4,5,6,7,8,9,10}
# All except heads
var m={0,3,4,5,6,7,8,9,10}
var n={0,3,4,5,6,7,8,9,10}
# Heads
var o={1,2}
# Blocks and Turns
var p={4,5,6}
# Moving Blocks and Turns
var q={7,8,9}
# Ground or Path
var r={0,10}
# New Block or Turn
r,2,i,2,j,m,a,n,k,4
r,2,i,m,j,2,k,n,l,4
r,2,i,2,j,2,k,m,l,5
r,2,i,2,j,2,k,2,l,6
# Move Electrons
r,o,i,m,a,b,c,n,j,o
o,a,b,c,d,e,f,g,h,3
3,a,b,c,d,e,f,g,h,10
# Turn Electrons
r,5,a,b,c,m,d,o,3,o
r,6,a,b,c,m,d,1,3,2
r,6,a,b,c,m,d,2,3,1
# Push Blocks and Turns
4,2,i,a,b,c,d,e,j,7
5,2,i,a,b,c,d,e,j,8
6,2,i,a,b,c,d,e,j,9
a,7,i,b,c,d,e,f,j,4
a,8,i,b,c,d,e,f,j,5
a,9,i,b,c,d,e,f,j,6
q,a,b,c,d,e,f,g,h,10
# Remove Block or Turn
p,2,i,2,j,a,b,c,j,10
p,2,i,a,j,2,k,b,l,10Code: Select all
color=0 48 48 48 dark gray
color=1 0 128 255 light blue
color=2 0 128 164 green-blue
color=3 255 255 255 white
color=4 255 148 0 orange
color=5 207 16 32 lava red
color=6 255 32 128 red
color=7 255 208 48 dull orange
color=8 225 92 102 dull lava red
color=9 255 96 164 dull red
color=10 0 110 0 dark greenRe: New Cellular Automata: Particles
I just made an account so I could finally post that I love this CA and I've constructed a few things in it:
One was a counter-resetter. It would count the number of inputs fed into it, and reset itself at 0. I doubt it's that important, but I was planning on using it to create a metacell for Life.
I also made a small machine that works as a construction arm.
I suppose I just wanted to say this CA rocks when I want to engineer something pretty simple
Below is the automatic counter-resetter. To start the reset process one must turn off the electron in the small clock above the p30 gun.
The pattern starts with receiving 8 inputs, the maximum (again, wanted to make a metacell)
lastly electrons will leave at different positions, marked, if the count is 2 or 3 (...Again, I wanted to make a metacell).
I'm so upset because this is the first pattern I really really engineered and put a lot of work into, and your account is probably derelict... But I hope someone might care about this! <3
I tried to make a replicator as well but gave up. I think I'd like to have a 'pull' dynamic particle, so I could move two construction arms arbitrarily- but would it be a different turny-block? Or if it goes past two dynamic turny-blocks?
One was a counter-resetter. It would count the number of inputs fed into it, and reset itself at 0. I doubt it's that important, but I was planning on using it to create a metacell for Life.
I also made a small machine that works as a construction arm.
I suppose I just wanted to say this CA rocks when I want to engineer something pretty simple
Below is the automatic counter-resetter. To start the reset process one must turn off the electron in the small clock above the p30 gun.
The pattern starts with receiving 8 inputs, the maximum (again, wanted to make a metacell)
lastly electrons will leave at different positions, marked, if the count is 2 or 3 (...Again, I wanted to make a metacell).
I'm so upset because this is the first pattern I really really engineered and put a lot of work into, and your account is probably derelict... But I hope someone might care about this! <3
Code: Select all
x = 101, y = 117, rule = Particles
60.3D.3D.3D2.D$62.D.D.D.D.D.3D$35.D25.2D.D.D.D.D2.D$D61.D.D.D.D.D2.D$
2.E4.D25.DE25.3D.3D.3D2.D$2.D24.D$8.ED13.E3.D$23.D3.D$27.D$8.ED12.E4.
D$22.D4.D$27.D$8.ED11.E5.D$21.D5.D$27.D$8.ED10.E6.D$20.D6.D$27.D$8.ED
9.E7.D$19.D7.D$27.D$8.ED8.E8.D$18.D8.D$27.D$8.ED7.E9.D$17.D9.D$27.D$
8.ED6.E10.D$16.D10.D$27.D$8.ED5.E$15.D$4.D$9.D$5.FD26.DF44.3D$10.D67.
D3.D$5.FD26.DF43.D.E.4D.3D$11.D66.D.D.D3.D3.D$5.FD26.DF43.D.D.D.E.D.E
.D$12.D65.D.D.D.D.D.D.D$5.FD26.DF34.9DE.D.E.D.E.D.E9D$13.D54.D2.AC7.D
3.D3.D11.D$5.FD26.DF31.D.D.E3D.3D.3D.3D.3D.3D.3DE.D$14.D51.D.D.D3.D3.
D3.D3.D3.D3.D3.D.D$5.FD26.DF33.D.D.E.D.E.D.E.D.E.D.E.D.E.D.E.D.D$15.D
52.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D$5.FD26.DF33.D.D.D.D.D.D.D.D.D.D.
D.D.D.D.D.D.D$16.D51.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D$5.FD26.DF33.D.
D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D$68.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D$
68.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D$18.D49.D.D.D.D.D.D.D.D.D.D.D.D.D
.D.D.D.D$5.FD26.DF33.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D$19.D48.D.D.D.D
.D.D.D.D.D.D.D.D.D.D.D.D.D$5.FD26.DF33.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.
D.D$20.D47.D.E.D.E.D.E.D.E.D.E.D.E.D.E.D.E.D$5.FD26.DF33.D3.D3.D3.D3.
D3.D3.D3.D3.D$21.D47.3D.3D.3D.3D.3D.3D.3D.3D$5.FD26.DF$22.D$5.FD26.DF
$23.D$5.FD26.DF$24.D$5.FD26.DF$25.D$5.FD26.DF2$6.D$2.ED2.E50.D$8.D49.
D$.D2.A15.ED30.8D$4.C41.D11.D$19.ED26.D5.2D2.D$40.9D6.D$4.A12.14D16.D
6.D$4.C41.D8.D$17.ED34.2D$33.CA14.3D$4.A11.D5.E12.A15.D$4.C17.D12.C
14.D$24.ED10.D12.D$40.D8.3D$4.B32.2E$4.C15.15D$19.D9.AC5.D2.D$19.D.E
12DE.D$4.A14.D14.D.D$4.C15.12DE.D.D$19.D14.D.D$19.D.E12D2.D$4.A14.D
14.D.D$4.C15.12DE.D.D$19.D14.D.D$19.D.E12D2.E5D$4.A14.D14.D7.D$4.C15.
12DE.6DE.D$19.D14.D7.D$19.D.E12D2.E5D$4.B14.D14.D5.D$4.C15.12DE.4DE.D
$19.D14.D5.D$19.D.E12D2.E3D$19.D14.D5.D$20.12DE.4DE.D$19.D14.D5.D$19.
D.E12D2.E3D$19.D14.D.D$20.12DE.D.D$19.D14.D.D$19.D.E12D2.D$19.D14.D.D
$20.12DE.D.D$19.D14.D.D$19.D.E12DE.D$19.D16.D$20.16D!
I tried to make a replicator as well but gave up. I think I'd like to have a 'pull' dynamic particle, so I could move two construction arms arbitrarily- but would it be a different turny-block? Or if it goes past two dynamic turny-blocks?
Re: New Cellular Automata: Particles
Update! I actually made the CA with a signal to pull blocks.
For some reason I called it MComp.
I continued to make a simple register machine- a very simple one, actually, this one adds the registers together and the result is put in the upper register.
Code: Select all
@RULE MComp
@TABLE
# Each rule: C,N,NE,E,SE,S,SW,W,NW,C'
# 8,1,2
# 7,0,3
# 6,5,4
#0= ground
#1= tail
#2= head
#3= pushhead
#4= pullhead
#5= block
#6= spinner
#7= push spinner
#8= pull spinner
#9= block being pushed
#10= block being pulled
n_states:11
neighborhood:Moore
symmetries:rotate4reflect
#All
var a={0,1,2,3,4,5,6,7,8,9,10}
var b={0,1,2,3,4,5,6,7,8,9,10}
var c={0,1,2,3,4,5,6,7,8,9,10}
var d={0,1,2,3,4,5,6,7,8,9,10}
var e={0,1,2,3,4,5,6,7,8,9,10}
var f={0,1,2,3,4,5,6,7,8,9,10}
var g={0,1,2,3,4,5,6,7,8,9,10}
var h={0,1,2,3,4,5,6,7,8,9,10}
#Heads
var i={2,3,4}
#Non-tails
var j={0,2,3,4,5,6,7,8,9,10}
var k={0,2,3,4,5,6,7,8,9,10}
#Spinners
var l={6,7,8}
1,10,a,b,c,d,e,f,g,5
1,a,b,c,d,e,f,g,h,0
i,a,b,c,d,e,f,g,h,1
0,i,j,a,b,c,d,e,k,i
l,a,b,c,d,e,f,g,h,l
5,2,a,b,c,d,e,f,g,5
5,3,j,a,b,c,d,e,k,9
5,4,j,a,b,c,d,e,k,10
9,a,b,c,d,e,f,g,h,0
10,a,b,c,d,e,f,g,h,0
0,9,j,a,b,c,d,e,k,5
0,6,1,i,a,b,c,d,e,2
0,7,1,i,a,b,c,d,e,3
0,8,1,i,a,b,c,d,e,4
@COLORS
0 48 48 48
1 255 255 255
2 0 128 255
3 0 128 164
4 0 255 255
5 255 148 0
6 255 0 0
7 255 0 128
8 127 0 127
9 153 102 51
10 153 102 51
I continued to make a simple register machine- a very simple one, actually, this one adds the registers together and the result is put in the upper register.
Code: Select all
x = 44, y = 56, rule = MComp
23.E$43.E$24.FE15.F$41.E$20.E$14.AB23.E$21.FE11.F2.F$34.E2.E$21.E$12.
3E7.G$11.E3.E$11.E.F.E$11.E.E.E$11.E.E.E$11.E.E.E$11.E.E.E$11.E.E.E$
11.E.E.E6.E$8.E2.F.E.FE5.F$13.E10.E$9.FE3.3E11.EF10.EF$7.E$11.F18.E2.
EF7.E$11.E4.E$14.2EG.F16.E$E17.E$12.EH3.E$13.E$11.FEF$15.E3.E$11.FE6.
F$21.E$10.E.3E$11.E3.E$11.E.F.E$11.E.E.E$11.E.E.E$11.E.E.E$11.E.E.E$
11.E.E.E$11.E.E.E6.E$8.E2.F.E.FE5.F$13.E10.E$9.FE3.3E11.EF6.EF$7.E$
11.F18.E7.E$11.E4.E$14.2EG.F$E17.E$12.EH3.E$13.E$11.FEF$15.E3.E$11.FE
6.F$21.E$10.E!
Re: New Cellular Automata: Particles
I'm real excited about this creation.
Hey guys, this is an old dead thread but I've always loved this automata and I made a constructor. It's not universal, but it can produce any pattern of state 4 cells. The red cells on the tape are there only to indicate spacing. The information is held by which of the 3 cells is missing in between each bar of red. If the first one is missing, it sends a signal to push the block up. If the second one is missing, it draws a new block. If the third one is missing, the construction arm extends to allow you to draw the next x-value.
Hey guys, this is an old dead thread but I've always loved this automata and I made a constructor. It's not universal, but it can produce any pattern of state 4 cells. The red cells on the tape are there only to indicate spacing. The information is held by which of the 3 cells is missing in between each bar of red. If the first one is missing, it sends a signal to push the block up. If the second one is missing, it draws a new block. If the third one is missing, the construction arm extends to allow you to draw the next x-value.
Code: Select all
x = 2884, y = 148, rule = Particles
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