Extended Life 2

For discussion of other cellular automata.
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unname66609
Posts: 87
Joined: December 20th, 2014, 8:30 am

Extended Life 2

Post by unname66609 »

I am extremely proud to announce my latest rule: Extended Life! You may have heard my goings on about it in the "How to Make Rule Tables?" thread, and this rule is the giant fruit of my labor! Here it is:

Code: Select all

@RULE extendedLife2

@TABLE

n_states:7
neighborhood:Moore
symmetries:permute

# 0 is empty
# 1 is on
# 2 is birthforcer
# 3 is deathforcer
# 4 is birthforcer + deathforcer
# 5 is blocker
# 6 is reactor

# a - any

var aa={0,1,2,3,4,5,6}
var ab={aa}
var ac={aa}
var ad={aa}
var ae={aa}
var af={aa}
var ag={aa}
var ah={aa}

# $ - on

var $a={1,2,6}
var $b={$a}
var $c={$a}
var $d={$a}
var $e={$a}
var $f={$a}
var $g={$a}
var $h={$a}

# ! - off

var !a={0,3,5}
var !b={!a}
var !c={!a}
var !d={!a}
var !e={!a}
var !f={!a}
var !g={!a}
var !h={!a}

# b & d

var b = {2,4}
var d = {3,4}

0,b,ab,ac,ad,ae,af,ag,ah,1  # 0 from birth to 1
0,$a,$b,$c,!d,!e,!f,!g,!h,1 # 0 from 3 to 1
1,d,ab,ac,ad,ae,af,ag,ah,0  # 1 from death to 0
1,aa,!b,!c,!d,!e,!f,!g,!h,0 # 1 from 0 ... 1 to 0
1,$a,$b,$c,$d,ae,af,ag,ah,0 # 1 from 4 ... 8 to 0


@COLORS
0   0    0    0
1 255 255   0
2   0 255   0
3   0   0 255
4   0 255 255
5 153 153 153
6 255 255 128
Save this as ExtendedLife2.rule.
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codeholic
Moderator
Posts: 1178
Joined: September 13th, 2011, 8:23 am
Location: Hamburg, Germany

Re: Extended Life 2

Post by codeholic »

How is it different from the original Extrementhusiast's Extended Life rule?
Ivan Fomichev
unname66609
Posts: 87
Joined: December 20th, 2014, 8:30 am

Re: Extended Life 2

Post by unname66609 »

codeholic wrote:How is it different from the original Extrementhusiast's Extended Life rule?
Original Extremethusiast's Extended Life rule:

Code: Select all

# 1 changes to 0 when (state1 neighbors + state6 neighbors) != 2, 3
# 1 changes to 0 when (state3 neighbors + state4 neighbors) >= 1
unname66609's Extended Life 2 rule:

Code: Select all

# 1 changes to 0 when (state1 neighbors + state2 neighbors + state6 neighbors) != 2, 3
# 1 changes to 0 when (state3 neighbors + state4 neighbors) >= 1
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