First, some definitions:
The number of such 2-state cellular automata where the neighbourhood of a cell has n neighbours (for some natural number n) have simple formulae: they are:H. H. P. M. P. Cole wrote: April 13th, 2024, 2:25 am [...]
Many cellular automata can be expressed as a set of tuples (a,b,c) where a is the state of the central cell, b is the configuration of cells in its neighbourhood (under some equivalence class), and c is the final state of the central cell, under which there is an unique (a,b,c) for all a, b.
In the three types of cellular automata described below, permutations of the elements in b are regarded as equivalent (i.e., b is treated as a multiset of cellstates).
In an anti-totalistic cellular automaton, only the multiset of the states of cells in b determine the final state of the central cell (i.e. the central cell is not considered).
In a pure-totalistic cellular automaton, only the multiset of the states of cells in a∪b determine the final state of the central cell (i.e. the central cell is considered as an element of b and not as a separate entity).
In a semi-totalistic cellular automaton, the tuple (a,b) determines the final state of the central cell (i.e. the central cell is considered separately from b).
Anti-totalistic cellular automata are a subset of semi-totalistic cellular automata, and pure-totalistic rules are a subset of semi-totalistic cellular automata.
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Anti-totalistic: 2^(n+1)
Pure-totalistic: 2^(n+2)
Semi-totalistic: 2^(2n+2)
pure-totalistic rules in pure-totalistic 'small' rulespaces must contain less than or equal to 9 neighbours, and
semi-totalistic rules in semi-totalistic 'small' rulespaces must contain less than or equal to 4 neighbours.
Allowed neighbourhoods
A neighbourhood is allowed in this survey when the union of all cells in the neighbourhood must have the same symmetry as one cell of the grid the neighbourhood is defined in, i.e. it is 'maximally symmetric'. Hence a maximally symmetric neighbourhood in the 1D grid must be invariant under reflection, a maximally symmetric neighbourhood in the 2D square grid must be invariant under the dihedral group of order 8, etc.
Semi-totalistic 'small' rulespaces with less than or equal to 4 neighbours
These rulespaces contain anti- and pure-totalistic rulespaces with the same neighbourhood, hence I will cover this set of rulespaces first.
The maximally symmetric neighbourhoods with less than or equal to 4 neighbours (up to any linear transformation), (please let me know if I missed anything out) are:
- 1D range-1, 2 neighbours (rulespace size: 2^6)
- 2D tripod (in the triangular grid), 3 neighbours (rulespace size: 2^8)
- 2D von Neumann, 4 neighbours (rulespace size: 2^10)
- and an infinite family of 4-neighbour 1D neighbourhoods, which consist of neighbourhoods where two neighbours are at distance a from the central cell, and two other neighbours are at distance b from the central cell, where a and b are coprime and 0 <= a <= b. (rulespace size: 2^10)
Since the first three rulespaces do not support spaceships (as B1 is required for any pattern to escape its bounding dimensions), then we are left with the last case. To my knowledge, it seems that the cases where (a,b) = (1,2) and (a,b) = (1,3) are the only cases where some rule in their corresponding rulespaces allow unreduced-speed c/1o spaceships in rules in these rulespaces containing B2 (birth on 2 neighbours) as a condition.
(EDIT: proof (please let me know if this is rigorous enough): to allow a unreduced-speed c/1o spaceship we need to have another value c, where c-a and b-c are in the set {0,a,b} (this means that the cells with coordinates a and c can form the frontend of the ship). Since both cannot equal b, one either has to let one of c-a or b-c equal a and the other equal 0 (which results in b = 2a) or to let both equal a (which results in b = 3a).)
This post of mine describes the set of B2 rules in the neighbourhood where (a,b) = (1,2) which allow still-lifes. When (a,b) = (1,3) this is a lot simpler:
- B2 rules where the minimum survival condition is S0 always have at least one SL: namely the dot.
- B2 rules where the minimum survival condition is S1 always have at least one SL: namely o2bo!
- B2/S2 using this neighbourhood does not have SLs. This is because the left terminus of such a hypothetical SL would be 2obo... and for the second cell to have S2 the cell on the right of this should be alive, hence the left terminus must have the form of 2ob2o!. However, the single dead cell two cells to the right of the leftmost cell will be born. To fix this, the next cell should be alive, but the fifth leftmost cell will die because of overpopulation. B2/S24 (and by extension B2/S234) using this neighbourhood does have at least one SL, however:
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x = 9, y = 1, rule = R3,C2,S2,4,B2,NW0000000000000000000001010101000000000000000000000
2ob3ob2o!
- B2 rules where the minimum survival condition is S3 or larger will not have SLs. This is because a cell needs to have other alive cells on both sides of the cell, and a pattern where all cells have this property is not finite.
An example unreduced-speed c/1o ship in both rulespaces:
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x = 4, y = 1, rule = R2,C2,S2,B2-3,NW0000000000110110000000000
ob3o!
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x = 7, y = 1, rule = R3,C2,S,B2,NW0000000000000000000001010101000000000000000000000
o3bobo!
viewtopic.php?f=11&t=5712&p=179907#p179907 (section 3)
viewtopic.php?f=11&t=5497&p=195354#p195354
Diversion: Maximally symmetric neighbourhoods with less than or equal to 10 neighbours
There are far too many neighbourhoods of this type to enumerate, especially when one considers triangular and hexagonal honeycomb-based neighbourhoods (not to mention other nonhypercubic honeycombs in higher dimensions). Here is what I think to be the complete list for hypercubic honeycombs (the linear algebra term 'rank' here is used to show how many free variables there are when defining neighbourhoods in infinite families):
1D grid
- 1D range-1
- 1D 4-neighbour (infinite rank-2 family)
- 1D 6-neighbour (infinite rank-3 family)
- 1D 8-neighbour (infinite rank-4 family)
- 1D 10-neighbour (infinite rank-5 family)
2D square grid
- 2D range-1 von Neumann
- 2D Knight (infinite rank-2 family)
- 2D Far Corners/Edges (infinite rank-2 family)
- 2D 8-neighbour Cross (infinite rank-2 family)
3D cubic grid:
- 3D range-1 von Neumann
- 3D Saltire (equivalent to 3D range-1 Truncated Octahedral)
Higher-dimensional:
- 4D range-1 von Neumann
- 5D range-1 von Neumann
Obviously there are far too many infinite families of rules, hence it is hard to explore all rulespaces less than 1024 rules large in these neighbourhoods systematically.
What next?
With all due honesty I do not know how to proceed with this. I presume that this post would be useful to only a very small number of Lifeenthusiasts. But anyway, I decided to research this topic, so I decided to share the results of this research.