Thread for basic non-CGOL questions

For discussion of other cellular automata.
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get_Snacked
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Re: Thread for basic non-CGOL questions

Post by get_Snacked »

does a rule with B2a need S1e for the domino to turn into two spaceships?
Last edited by get_Snacked on August 22nd, 2024, 5:23 pm, edited 1 time in total.
hotdogPi
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Re: Thread for basic non-CGOL questions

Post by hotdogPi »

get_Snacked wrote: August 22nd, 2024, 1:27 pm does a rule with B2a need B1e for the domino to turn into two spaceships?
No, it works in Seeds.
User:HotdogPi/My discoveries

Periods discovered:

All evens ≤128 except 52,58,78,82,92,94,98,104,118,122

5-15,㉕-㉛,㉟㊺,51,63,65,73,75
1㊳㊵㊹㊼㊽,54,56,72,74,80,90,92
217,240,300,486,576

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SKOPs: 32,74,76,102,196
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get_Snacked
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Re: Thread for basic non-CGOL questions

Post by get_Snacked »

hotdogPi wrote: August 22nd, 2024, 1:33 pm
get_Snacked wrote: August 22nd, 2024, 1:27 pm does a rule with B2a need B1e for the domino to turn into two spaceships?
No, it works in Seeds.
oops, i meant S1e.
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confocaloid
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

Two examples of domino evolving into two spaceships:

Code: Select all

#C 2^87 = 154742504910672534362390528 two-state isotropic cellular automata with Moore neighbourhood:
#C required birth conditions: B2acik
#C required survival conditions: S
#C optional birth conditions: B2en3aceijkry4acejkqrwyz5aceijknqry6aceikn7ce8
#C optional survival conditions: S1c2acekn3aceijknqry4aceijknqrtwyz5aceijknqry6aceikn7ce8
#C forbidden birth conditions: B01ce3nq4int
#C forbidden survival conditions: S01e2i
x = 1, y = 2, rule = B2/S
o$o!

Code: Select all

#C 2^83 = 9671406556917033397649408 two-state isotropic cellular automata with Moore neighbourhood:
#C required birth conditions: B2acei
#C required survival conditions: S1e
#C optional birth conditions: B2kn3acekqry4aceijkqrwyz5aceijknqry6aceikn7ce8
#C optional survival conditions: S2acen3ceijknqry4aceijknqrtwyz5acejknqry6aceikn7ce8
#C forbidden birth conditions: B01ce3ijn4nt
#C forbidden survival conditions: S01c2ik3a5i
x = 1, y = 2, rule = B2/S1e
o$o!
What are other possible ways for the domino to turn into two spaceships?
Last edited by confocaloid on May 3rd, 2025, 10:15 pm, edited 1 time in total.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
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confocaloid
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

Which cellular automata can be defined using Hensel notation?
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
AforAmpere
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Re: Thread for basic non-CGOL questions

Post by AforAmpere »

confocaloid wrote: August 22nd, 2024, 2:14 pm What are other possible ways for the domino to turn into two spaceships?
Here's a few rules with slightly different ways to turn into two moon ships as a subset:

Code: Select all

B2ae/S1e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2-kn/S1e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2-kn4nt/S1e2i4a6c8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3a6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ae6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3aq6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3aqr6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3aq5i6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3aqr5i6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4i6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4in6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4in5y6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ar4i6i/S1e2i3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4in6i/S1e2i3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4in6i/S1e2i3a6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a4i6i/S1e3a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3ay/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ae4i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3a4i/S1e3ay4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a4i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a6i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a6i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a4t6i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4i6i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4ir6i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4i6i/S1e3ai4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3a4i6i/S1e3a4r5j, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4i6i/S1e3ai4r5j, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4ir6i/S1e3ai4r5j, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4ir6i7e/S1e3ai4ir5j, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4ir6i/S1e3a4r6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ae4ir6i/S1e3a4r6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4ir6i/S1e3ai4r6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4ir6i/S1e3aei4rt6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ar4ir5i6i/S1e3a4r5j6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ar4ir6i/S1e3a4r5j6c7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a4i6i/S1e3a4r, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae/S1e5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace/S1e5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e/S1e5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2ce3n5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq5y7e/S1e2cn4i5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq5y7e/S1e2cin4i5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4n5y7e/S1e2aci3n4i5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3en4i5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2ci3en4i5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en4i5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq5y/S1e2cn4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ekq5y/S1e2cn4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq4i5y/S1e2cn4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3n4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3en4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4i5y/S1e2c3en4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ein4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4i5y/S1e2c3ein4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ejn4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay/S1e2c3einr4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay/S1e2c3ejnr4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay6i/S1e2c3ejnr4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4i5ay/S1e2c3eijnr4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3en4jt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4i5y/S1e2c3en4jt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay/S1e2c3enr4jt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4i5y6i/S1e2c3enr4jt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4i5ay6i/S1e2c3enr4jt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5iy7e/S1e2c3en4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3ein4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5iy7e/S1e2c3ein4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en4jt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5iy7e/S1e2c3en4jt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en4tw5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay7e/S1e2c3ein4t5iq, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay7e/S1e2c3en4jt5iq, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay7e/S1e2c3en4tw5iq, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3ein4jtw5iq, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5iy7e/S1e2c3en4jt5iq7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ekq5y7e/S1e2cn4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq4q5y7e/S1e2cn4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq5y7e/S1e2cn4ait5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ek4q5y7e/S1e2cn4ait5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq4q5y7e/S1e2cn4ait5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq4q5y7e/S1e2cn3i4ait5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3n4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3en5y7e/S1e2c3n4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5qy7e/S1e2c3n4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2ac3n4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3kn4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3in4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2ac3in4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3ikn4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3en5qy7e/S1e2c3kn4it5ij, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3ein4it5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en4ijt5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3en4ijt5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay7e/S1e2c3en4ijt5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2-in3ekq5y/S1e2cn4t5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3eq5y7e/S1e2cn5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3eq5y7e/S1e2cin5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3er5y/S01e2ac3n5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4n5y7e/S1e2aci3n5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2c3n4j5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2ci3n4j5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y7e/S1e2c3n4j5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y7e/S1e2c3n4t5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y7e/S1e2ac3n4t5iy, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3q/S1e3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3qr/S1e3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3q5i/S1e3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3qr5i/S1e3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3q/S1e2a3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3qr5i/S1e3y4r5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2-kn3qy/S01e3y4a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e/S1e3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4n/S1e3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3er/S1e2i3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4n/S1e2i3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3e4n/S1e2i3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ae4n/S1e2i3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4n/S1e2i3iy5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3e4n/S1e2i3iy5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e/S1e3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4at/S1e2i3y4e5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4at/S1e2i3y4et5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4nt/S1e2i3y5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq5a/S1e2cn3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq4i5a/S1e2cn3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq5a/S1e2cn3ey4at5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq4q5a/S1e2cn3ey4at5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq4q5a/S1e2cn3eiy4at5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq4q5a/S1e2cn3eiy4at5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3ek5a/S1e2cn3y4e5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3e5y/S01e2cn3y5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ny4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4a5y/S1e2c3ny4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2ci3ny4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3eny4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2ci3eny4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3iny4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2ci3iny4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3nry4r5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ek5y/S1e2cn3y5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ek5y/S1e2cn3y5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ekq5y/S1e2cn3y5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ekq5y/S1e2cn3y5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3kny5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ny4r5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4a5y/S1e2c3ny4r5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3iny4r5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ny4ir5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3iny4ir5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4a5ay/S1e2c3ny4rt5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay/S1e2c3iny4rt5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3iny4jrt5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y7e/S1e2c3iny4jrt5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq5y/S1e2cn3y5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq5y/S1e2cn3y5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq5y/S1e2cin3y5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq5y/S1e2cin3y5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3en4z5y/S1e2ce3ny5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4nz5y/S1e2ac3ny5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3en4z5y/S1e2cei3ny5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4n5y/S1e2aci3ny5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ny4r5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e4a5y/S1e2c3ny4r5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3eny4r5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3iny4r5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay/S1e2c3eny4rt5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ny4rz5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5ay/S1e2c3einy4rz5i8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ekq5y/S1e2cn3y5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ekq4q5y/S1e2cn3y5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq5y/S1e2cn3y4a5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ek4q5y/S1e2cn3y4a5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3eq4q5y/S1e2cn3y4a5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3eq4q5y/S1e2cn3iy4a5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ek4q5y/S1e2cn3y4a5i6ac8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3en5y/S1e2c3ny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5qy/S1e2c3ny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2ac3ny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3kny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3iny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2ac3iny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ikny5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3en5qy/S1e2c3kny5ij6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5qy/S1e2ac3iny5ij6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3en5qy/S1e2c3kny5ij6ac8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3e5y/S1e2c3ny4jr5i6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3er5y/S01e2ac3ny5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2c3ny5in6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2ci3ny5in6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2-in3ek5y/S1e2cn3y5i6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2c3ny5in6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4i5y6i/S1e2c3jny5in6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4i5ay/S1e2c3jnry5in6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4i5ay6i/S1e2c3jnry5in6a, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3ek5y/S1e2cn3y5i6ac, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3ekq5y/S1e2cn3y5i6ac, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2c3ny5in6ac, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2c3ny4i5in6ac, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3eq5y/S1e2cn3y5i6c8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3eq5y/S1e2cin3y5i6c8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e4nz5y/S1e2ac3ny5i6c8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2c3ny5in6c8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5y/S1e2c3ny5in6a8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3e5iy/S1e2c3ny4w5in6a7e8, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a/S1e3a5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a/S1e3a5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a5i/S1e3a5i, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4i/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ae4i/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3ay/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a5i/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ae5i/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ae5i/S1e3ay5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a5i/S1e3a5i6c, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3a/S1e3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3ae/S1e3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2aek3aq/S1e2a3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a5i/S1e3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4n5i/S1e3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4n5iy/S1e3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ar5i/S1e2i3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4n5i/S1e2i3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ace3a5i/S1e3a5i7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3a4r5i/S1e3a5i6c7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
B2ae3ae4r5i/S1e3a5i6c7e, , , 6, o$o!, bo9bo$o11bo$o11bo$bo9bo!
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muzik
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Re: Thread for basic non-CGOL questions

Post by muzik »

Have all of the different arrangements needed to describe an isotropic non-totalistic triangular rule been enumerated/listed so far?

Also, what about isotropic rules run on this 12-cell hexagonal neighbourhood? The symmetry is higher than either range-2 von Neumann or range-1 triangular, so I'd expect fewer conditions or whatever they're called in this case.

Code: Select all

x = 5, y = 5, rule = B/S0123HT
bo$4o$bobo$b4o$3bo!
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

muzik wrote: August 29th, 2024, 3:40 am Have all of the different arrangements needed to describe an isotropic non-totalistic triangular rule been enumerated/listed so far? [...]
Depends on several things that were not yet clarified.
  • How many cellstates, and what are weights of cellstates?
  • What is the neighbourhood shape and range, and what are weights of neighbours?
  • Which configurations of neighbours are considered distinct (different conditions), and which configurations of neighbours are "merged" into the same condition?
  • When you write "isotropic non-totalistic", do you mean "isotropic and not outer-totalistic", or merely "isotropic"?
  • Should the current state of the middle cell be taken into account?

Code: Select all

x = 45, y = 5, rule = B/S0123456789XYZL
25b7o$2bo6b3o4b5o3b9o$bobo4b2ob2o3b2ob2o3b4ob4o5bo2bo2bo$9bobo5b3o5b7o
$26b5o!
#C [[ GRID ]]
muzik wrote: August 29th, 2024, 3:40 am[...]
Also, what about isotropic rules run on this 12-cell hexagonal neighbourhood? The symmetry is higher than either range-2 von Neumann or range-1 triangular, so I'd expect fewer conditions or whatever they're called in this case.

Code: Select all

x = 5, y = 5, rule = B/S0123HT
bo$4o$bobo$b4o$3bo!
I think the following isotropic CA lets all patterns evolve the same way as B2/S34H, while using the neighbourhood you posted:

Code: Select all

x = 32, y = 32, rule = R2,C0,S21-34,B14-20,NW0100017710070700177100010H
2b5ob2o2b4o3b3obob3ob2o$8ob3o4bobob2obo3b5o$2ob3ob2obob3ob2o3b2ob2ob4o
$bo3bobo3bo2b2o4bo4bobob2o$ob2o2b3o2b3o5bob5o2bobo$2obo4b4o4b2obobobob
3ob2o$o2b5ob3o2b4ob2o2bo5bobo$o2b2o4bob2o3b3obo3bob3o$b2o6b3o3bobob3o
5bo2b2o$obo3bo3b3ob2ob3o2b2o2b5o$bo5b4o2bobo3b3o2bo4bobo$2o2b2obobo2bo
3bobo3b3obo2b3o$o2bobo4b5o2bob2o2b2o3b2obo$b2o2bobobo5bo3bo2bo2b2obobo
$obo4b4o2bobo4bo3b2o2b4o$bob4o3bobobo2bo4b6o2b2o$3o2b2ob3o2bo2bo3bob2o
bobobobo$3bo4b3o6b3o2b6o2bo$obo3b3o2b3ob2o2bob5obobobo$5ob2o4b3o2b3o2b
4o3b3o$2b2ob6obo3b2o3b5o4bo$ob2ob2o2b2o3bo6bobob2o$o2b2o7bo2bob5o6bobo
$5bob4obobo5b2obo2b5o$ob4o3bob3obobo5b2o$2o2bo2b2o4b4o4bo2b2o4b2o$7obo
5b2ob2ob3obobo3b2o$obo2bo2b2ob2ob4ob2obob2ob3obo$b7ob2o2bobo3b5ob2obo
2bo$o2b7obo3bob4obo2b2o2bobo$3bobo2bob2obobobobo3b2ob3o$obob2o2b4o2bo
5b2o3b3ob3o!
#C [[ GRID ]]
This weighted neighbourhood (NW0100017710070700177100010H) allows to distinguish between (98 = 2 x 7 x 7) fully specified conditions. (Two possibilities for the current state of the middle cell, 7 possibilities for the number of alive range-1 neighbours, 7 possibilities for the number of alive range-2 neighbours.) This gives 2^98 possible cellular automata with the same weighted neighbourhood, all of which are isotropic.

By taking into account the configuration of range-1 neighbours, and separately taking into account the configuration of range-2 neighbours, one can distinguish between (338 = 2 x 13 x 13) fully specified conditions. (However, there seems to be no way to do that in Golly/LifeViewer with a weighted neighbourhood.) This would give 2^338 possible CA, all isotropic, all using the neighbourhood you posted.

By taking into account the entire configuration of 12 neighbours as a whole (but "merging" rotations and reflections), one would be able to distinguish between more than 338 fully specified conditions (I didn't count how many).
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Re: Thread for basic non-CGOL questions

Post by muzik »

confocaloid wrote: August 29th, 2024, 7:23 am Depends on several things that were not yet clarified.
  • How many cellstates, and what are weights of cellstates?
  • What is the neighbourhood shape and range, and what are weights of neighbours?
  • Which configurations of neighbours are considered distinct (different conditions), and which configurations of neighbours are "merged" into the same condition?
  • When you write "isotropic non-totalistic", do you mean "isotropic and not outer-totalistic", or merely "isotropic"?
  • Should the current state of the middle cell be taken into account?
This is the range-1 Moore neighbourhood which is what we'd use, in analogy to square and hexagonal grids:

Code: Select all

x = 2, y = 1, rule = B1z/SL
bo!
[[ STARTFROM 1 GRID ]]
We would of course only be interested in 2 states, as higher counts would make things huge, and weights obviously wouldn't be factored into this either (weighted rules are a subset of isotropic rules anyway).

Isotropic non-totalistic rules are a subset of isotropic rules, which is what this notation would cover as is the case for the square grid and hexagonal grid.

I'd have expected this question to have been more obvious - the aim is to permit notation and exploration of any 2-state isotropic triangular rule of range 1, as is the case for the existing Moore and hexagonal notations.
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

muzik wrote: August 29th, 2024, 7:31 am [...]

Code: Select all

x = 2, y = 1, rule = B1z/SL
bo!
[[ STARTFROM 1 GRID ]]
[...]
Distinguishing everything, there are 2^13 = 8192 possible configurations with two cellstates. (This takes into account the middle cell.)
"Merging" rotations and reflections, there are at least 1366 possibilities. (I divided 8192 by 6 and rounded up.)
Using Python 3 and itertools, I got (1504 = 752 x 2) fully specified conditions. (752 possibilities for the 12 neighbours, multiplied by 2 possibilities for the middle cell.)

edit 2: ignoring the state of the middle cell, and only considering current states of the 12 neighbours up to rotations and reflections, I think there are 752 possibilities, including:
  • 1 case with =0 alive neighbours,
  • 3 cases with =1 alive neighbour,
  • 14 cases with =2 alive neighbours,
  • 43 cases with =3 alive neighbours,
  • 90 cases with =4 alive neighbours,
  • 142 cases with =5 alive neighbours,
  • 166 cases with =6 alive neighbours,
  • 142 cases with =7 alive neighbours,
  • 90 cases with =8 alive neighbours,
  • 43 cases with =9 alive neighbours,
  • 14 cases with =10 alive neighbours,
  • 3 cases with =11 alive neighbours,
  • 1 case with =12 alive neighbours.
edit:
muzik wrote: August 29th, 2024, 7:31 am [...] This is the range-1 Moore neighbourhood which is what we'd use, in analogy to square and hexagonal grids: [...]
I think a neighbourhood on the triangular tiling should not be called "Moore". Moore neighbourhood implies square tiling, and a certain type of neighbourhood.
Last edited by confocaloid on September 4th, 2024, 5:20 pm, edited 1 time in total.
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

muzik wrote: August 29th, 2024, 7:31 am [...] Isotropic non-totalistic rules are a subset of isotropic rules, which is what this notation would cover as is the case for the square grid and hexagonal grid.

I'd have expected this question to have been more obvious - the aim is to permit notation and exploration of any 2-state isotropic triangular rule of range 1, as is the case for the existing Moore and hexagonal notations.
For what it's worth, I think many rulespaces (including two-state isotropic CA on the triangular tiling with the 12-cell range-1 neighbourhood) are simply too huge. Any possible notation would be either too long, or impossible to read and understand "by hand and eye", or both.

With an approach similar to MAP rulestrings, you'll probably get long rulestrings, 200 or 300 characters long, consistently non-human-readable.
With an attempt at a human-readable rulestring notation, you'll probably get significantly longer rulestrings.

I think it makes sense to explore subsets. Smaller rulespaces are easier to investigate, and there are better chances of having a good notation for a smaller rulespace.

Just because Hensel notation exists, doesn't mean weighted neighbourhoods (such as NW151505151) are suddenly useless. They are still useful for expressing the fact that the CA belongs to a certain subset, and for investigating that particular subset. A rulestring written using a range-1 weighted neighbourhood can be more illuminating than a rulestring written using Hensel notation, even if both rulestrings define essentially the same cellular automaton.

Just because MAP rulestrings exist, doesn't mean Hensel notation is suddenly useless and should be converted. (Same can be said about two-state RuleLoader ruletables. A two-state RuleLoader ruletable can be easier to write and easier to read than a MAP rulestring.)
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Re: Thread for basic non-CGOL questions

Post by H. H. P. M. P. Cole »

Assuming the space of 2^250 rules that can be expressed in HROT weighted notation as R3,C2,Sx,By,NW00000001000000000000050000000000001900000001051900190501000000190000000000000500000000000001000000 (where x and y are sets of survival and birth conditions respectively), what is the space within said 2^250-large space that allows this engine to propagate at a speed of (2,18)c/48 and is there a rule within that space where said engine is a spaceship?

Code: Select all

x = 12, y = 10, rule = R3,C2,S1,5,25,30,B10,26,50,55,NW00000001000000000000050000000000001900000001051900190501000000190000000000000500000000000001000000
10b2o$o$o2$o$3bo$b4obo2$9bo$bo7bo!
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

H. H. P. M. P. Cole wrote: August 30th, 2024, 8:02 am Assuming the space of 2^250 rules that can be expressed in HROT weighted notation as R3,C2,Sx,By,NW00000001000000000000050000000000001900000001051900190501000000190000000000000500000000000001000000 (where x and y are sets of survival and birth conditions respectively), what is the space within said 2^250-large space that allows this engine to propagate at a speed of (2,18)c/48 and is there a rule within that space where said engine is a spaceship?

Code: Select all

x = 12, y = 10, rule = R3,C2,S1,5,25,30,B10,26,50,55,NW00000001000000000000050000000000001900000001051900190501000000190000000000000500000000000001000000
10b2o$o$o2$o$3bo$b4obo2$9bo$bo7bo!
It's nontrivial to determine the exact set of CA where this engine propagates at a speed of (2,18)c/48, because there can be variations to the evolution of the engine, including variations where it becomes a spaceship, or becomes another puffer, or becomes an unstable engine that self-destructs later.

I think the following "toggles" preserve the first 48 ticks of evolution from that pattern:

Code: Select all

#C optional birth (66 conditions): 4, 9, 14, 18-19, 22-24, 29, 34, 38-39, 43-46, 48-49, 54, 58-59, 63-64, 67-70, 72-74, 77-79, 83-84, 87-90, 92-99, 103-104, 107-115, 117-124
#C optional survival (78 conditions): 3-4, 9, 13-14, 16-24, 29, 34, 39, 41, 43-49, 54, 58-59, 63-64, 68-74, 77-79, 83-84, 87-99, 101-109, 111-124
Here is an oblique spaceship predecessor, I'm pretty sure there are other variations in the same space:

Code: Select all

#C optional birth (61 conditions): 4, 9, 14, 18-19, 22-24, 29, 34, 39, 43-46, 48-49, 54, 58-59, 64, 68-70, 72-74, 77-79, 83-84, 88-89, 92-99, 103-104, 107-109, 111-124
#C optional survival (77 conditions): 3-4, 9, 13-14, 16-24, 29, 34, 39, 43-49, 54, 58-59, 63-64, 68-74, 78-79, 82-84, 87-99, 101-109, 111-124
x = 8, y = 7, rule = R3,C0,S1,3,5,9,14,17,20-23,25,28,30,34,39,41,43-44,47,49,52,70-72,74,78,84,90,92-94,97-99,101-103,105-107,111-117,119-124,B10,14,18-19,26,29,43-44,46,48-50,55,58-59,63-64,67,69-70,74,77,79,83,87,89,92-94,96,98-99,104,107,110,112-114,116,118,120,122-124,NW00000001000000000000050000000000001900000001051900190501000000190000000000000500000000000001000000
2b4o$2obo3bo$2b2o3bo2$2b5o$6b2o$6bo!
#C [[ THEME MCell ZOOM 4 TRACKLOOP 48 -18/48 2/48 ]]
This evolves into a rake:

Code: Select all

x = 8, y = 7, rule = R3,C0,S1,3-5,9,14,16,18,20-21,23-25,28,30,34,39,43-44,46-47,49,52,54,70,72,74,78,82,90,92-93,96-97,99,101-102,104-106,111-115,117,119-122,124,B4,10,18-19,26,44-46,48-50,54-55,58-59,63,67-70,74,77,79,83,87-88,93,96,104,107,109-110,113,116,119-121,124,NW00000001000000000000050000000000001900000001051900190501000000190000000000000500000000000001000000
2b4o$2obo3bo$2b2o3bo2$2b5o$6b2o$6bo!
#C [[ THEME MCell ZOOM 4 TRACKLOOP 48 -18/48 2/48 ]]
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Re: Thread for basic non-CGOL questions

Post by muzik »

Is this one still life or two?

Code: Select all

x = 2, y = 2, rule = B/S0V
o$bo!
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

muzik wrote: August 30th, 2024, 12:40 pm Is this one still life or two?

Code: Select all

x = 2, y = 2, rule = B/S0V
o$bo!
It definitely counts as "one still life" because you didn't clarify whether you want a strict still life, a pseudo still life, a quasi still life, or an arbitrary stable constellation.

In case you wanted to ask "Is this one strict still life?" the answer is "No", because the two bits are outside each other's neighbourhood (which is the von Neumann neighbourhood in this CA), and are not required for each other's stability.

I think it is a quasi still life. The intersection of neighbourhoods contains some dead cells, and no subset of bits would cause birth in either of those dead cells in the next generation (since there are no birth conditions in this CA).
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Re: Thread for basic non-CGOL questions

Post by WhiteHawk »

How might one go about constructing a RCT in Pedestrian Life? Would it be better to use the 31c/589 diagonally symmetric ark, (5,2)c/190 technology, or the (101,3)c/1884 puffer (maybe not the latter since there is no stable ship to delete ash)?
Currently working to improve Life's guns and work on updating SKOPs and Isotropic rules most similar to B3/S23 to Life standards. Will get software to begin searches eventually.

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Re: Thread for basic non-CGOL questions

Post by confocaloid »

WhiteHawk wrote: August 31st, 2024, 12:42 pm How might one go about constructing a RCT in Pedestrian Life? Would it be better to use the 31c/589 diagonally symmetric ark, (5,2)c/190 technology, or the (101,3)c/1884 puffer (maybe not the latter since there is no stable ship to delete ash)?
I suspect the absence of switch engine based diagonal c/12 technology will be a problem. There might be a different design of an universal constructor with a small bounded population in B38/S23.
Another CA where the switch engine does work is B3/S236e, where it might be possible to have a RCT similar to the CGoL RCT.

The page Reverse caber-tosser says:
/wiki/Reverse caber-tosser wrote:[...] One or more gliders shuttle between the Cordership and the fixed circuitry, causing the times between collisions to repeatedly halve. [...]
Check also section "The Caber Tosser" in https://biggieblog.com/building-arbitra ... 5-gliders/
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Re: Thread for basic non-CGOL questions

Post by WhiteHawk »

confocaloid wrote: August 31st, 2024, 1:11 pm I suspect the absence of switch engine based diagonal c/12 technology will be a problem.
Does the approaching glider-producing technology need to be c/12? That's why I would think that the 31c/589 ark would be the best replacement since it's actually a bit slower than c/12. Of course, 31c/589 doesn't provide any cleanup options (There's no corderization of the puffer), but a few other diagonal ships from life may be able to clean the debris up.

Of course, this still means there needs to be some other modifications to the device to have glider reflections/kickback, debris removal, etc. but I chose Pedestrian life for my question since there are a lot of natural growth patterns and other things which may prove useful.
confocaloid wrote: August 31st, 2024, 1:11 pm Another CA where the switch engine does work is B3/S236e, where it might be possible to have a RCT similar to the CGoL RCT.
Are there any c/12 forerakes in B3/S236e, since GPSE doesn't work?
Currently working to improve Life's guns and work on updating SKOPs and Isotropic rules most similar to B3/S23 to Life standards. Will get software to begin searches eventually.

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Re: Thread for basic non-CGOL questions

Post by CARuler »

[DEETLED because I posted in the wrong thread]
Last edited by CARuler on September 16th, 2024, 7:49 pm, edited 1 time in total.
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Re: Thread for basic non-CGOL questions

Post by hibiscus »

Is this W150 emulator known?

Code: Select all

x = 51, y = 3, rule = B4a/S1e2i3i4et5i6ci8
25bo$51o$25bo!
Seems way too simple to not be known.
It also proves rules between the range of B4a/S1e2i3i4et5i6ci8 and B2-ac3-ai45-i678/S01234-a5678 omniperiodic.

Here's a p17 (based off a w150finder.py result):

Code: Select all

x = 511, y = 3, rule = B4a/S1e2i3i4et5i6ci8
b2ob2ob2ob2ob2ob4o2b4o2b4o4bo2b2o2bo4bo2bo3b2o3bo2bo2bo3b4o3bo2b2o3bob
2obo3b2ob2o2bob2obo2b2ob3o3b4o3b3o3b3o4b3o3bo2b2obo2bob2o2bo2b3obo2bob
3o2b2ob3o4b3ob2ob2ob3o2b3ob2ob4ob2o2b2ob4o4b2o4b2o4bo2bo2bo2bo2bo2bo2b
o2bo2bo2bo2bo4b2o4b2o4b4ob2o2b2ob4ob2ob3o2b3ob2ob2ob3o4b3ob2o2b3obo2bo
b3o2bo2b2obo2bob2o2bo3b3o4b3o3b3o3b4o3b3ob2o2bob2obo2b2ob2o3bob2obo3b
2o2bo3b4o3bo2bo2bo3b2o3bo2bo4bo2b2o2bo4b4o2b4o2b4ob2ob2ob2ob2ob2o$511o
$b2ob2ob2ob2ob2ob4o2b4o2b4o4bo2b2o2bo4bo2bo3b2o3bo2bo2bo3b4o3bo2b2o3bo
b2obo3b2ob2o2bob2obo2b2ob3o3b4o3b3o3b3o4b3o3bo2b2obo2bob2o2bo2b3obo2bo
b3o2b2ob3o4b3ob2ob2ob3o2b3ob2ob4ob2o2b2ob4o4b2o4b2o4bo2bo2bo2bo2bo2bo
2bo2bo2bo2bo2bo4b2o4b2o4b4ob2o2b2ob4ob2ob3o2b3ob2ob2ob3o4b3ob2o2b3obo
2bob3o2bo2b2obo2bob2o2bo3b3o4b3o3b3o3b4o3b3ob2o2bob2obo2b2ob2o3bob2obo
3b2o2bo3b4o3bo2bo2bo3b2o3bo2bo4bo2b2o2bo4b4o2b4o2b4ob2ob2ob2ob2ob2o!
Last edited by hibiscus on September 27th, 2024, 11:12 am, edited 1 time in total.

Code: Select all

#C [[ ZOOM 8 TRACK -3/87 -1/87 ]]
x = 4, y = 5, rule = B35ay/S2-i3-e4ey5j
2bo$b2o$2obo$bobo$2b2o!
Why do I even bother anymore?
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

.
Last edited by confocaloid on May 3rd, 2025, 10:19 pm, edited 1 time in total.
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Re: Thread for basic non-CGOL questions

Post by R2INT »

What is the slowest 1D spaceship with 1 cell. For 2-state rules, it is c/2:

Code: Select all

x = 1, y = 1, rule = W27
o!
EPILEPSY WARNING:

Code: Select all

x = 1, y = 1, rule = 1D_slowship2:T96,96
o!
@RULE 1D_slowship2
@COLORS
0 0,0,64
1 0,0,255
@TABLE
n_states:2
neighborhood:oneDimensional
symmetries:none
0 0,0 1
0 1,0 1
0 1,1 1
1 0,1 0
1 1,0 0
1 1,1 0
A c/8 in a 3-state rule:

Code: Select all

x = 1, y = 1, rule = 1D_slowship3
o!
@RULE 1D_slowship3
@COLORS
0 0,0,0
1 0,0,255
2 0,255,255
@TABLE
n_states:3
neighborhood:oneDimensional
symmetries:none
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
# gen1
0 0,0 0
0 0,1 0
0 1,0 2
1 0,0 0
# gen2
0 2,0 0
2 0,0 1
0 0,2 1
# gen3
1 1,0 0
1 0,1 1
# gen4
0 1,2 2
# gen5
2 0,1 0
1 2,0 2
# gen6
2 2,0 0
2 0,2 2
# gen7
1 0,2 0
2 1,0 1
Range-2 INT
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

Q: What is everyone's definition of "naturalistic"? Specifically as applied to cellular automata. What it means for a CA to be "naturalistic"?
ZackBuildit777 wrote: January 21st, 2022, 3:10 pm i found this very interesting naturalistic rule. [...]
LaundryPizza03 wrote: March 24th, 2024, 6:16 am [...]; and Discord results in the main naturalistic thread beginning January 22. [...]
83bismuth38 wrote: January 20th, 2021, 12:08 pm [...] Oddly enough, it has naturalistic behavior from random soups, and makes a strange gradient that's darkest at the soup.
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Re: Thread for basic non-CGOL questions

Post by get_Snacked »

confocaloid wrote: September 27th, 2024, 2:58 am Q: What is everyone's definition of "naturalistic"? Specifically as applied to cellular automata. What it means for a CA to be "naturalistic"?
ZackBuildit777 wrote: January 21st, 2022, 3:10 pm i found this very interesting naturalistic rule. [...]
LaundryPizza03 wrote: March 24th, 2024, 6:16 am [...]; and Discord results in the main naturalistic thread beginning January 22. [...]
83bismuth38 wrote: January 20th, 2021, 12:08 pm [...] Oddly enough, it has naturalistic behavior from random soups, and makes a strange gradient that's darkest at the soup.
in #naturalistic (the discord channel)'s description, it says the following are allowed:
  • HROT,
  • INT,
  • LTL,
  • OT, and
  • Generations, in:
  • hexagonal,
  • triangular, and
  • other tilings.
does this count as an SMOS? it's made of two spaceships in one phase, and they interact non-trivially.

Code: Select all

x = 7, y = 3, rule = B3-cnq4cj6n/S2-i3-a4in5ac6c
b2o2b2o$3ob3o$b2o2b2o!
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Re: Thread for basic non-CGOL questions

Post by confocaloid »

get_Snacked wrote: September 27th, 2024, 1:43 pm
confocaloid wrote: September 27th, 2024, 2:58 am Q: What is everyone's definition of "naturalistic"? Specifically as applied to cellular automata. What it means for a CA to be "naturalistic"?
[...]
in #naturalistic (the discord channel)'s description, it says the following are allowed:
[...]
Unfortunately that doesn't seem to explain which CA are considered "naturalistic". That's merely a list of CA families, without any comments/restrictions on the behaviour of the CA.
get_Snacked wrote: September 27th, 2024, 1:43 pm [...]
does this count as an SMOS? it's made of two spaceships in one phase, and they interact non-trivially.

Code: Select all

x = 7, y = 3, rule = B3-cnq4cj6n/S2-i3-a4in5ac6c
b2o2b2o$3ob3o$b2o2b2o!
I'd say no, because this still has the same speed as each of parts.
The speed of a SMOS is different from the speed(s) of spaceships out of which it is made.
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My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
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