Pseudo-Generation rule

For discussion of other cellular automata.
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LittleLWSS
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Pseudo-Generation rule

Post by LittleLWSS »

  • For each "tribe" (i.e., cell), if there are two or three tribes around it, the civilization of that tribe will be upgraded by one level.
  • For each clearing, if there are three tribes around, people will slowly start to pop into that clearing - tribes of Tier 0 civilizations will spawn from this grid.
  • Each civilization level allows the tribe to resist one extinction - and thus their civilization level will be downgraded by one level.
This is LittleLWSS.

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x = 5, y = 4, rule = B3/S23
o2bo$4bo$o3bo$b4o!

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x = 5, y = 4, rule = B3-k7/S23-ck4q5y
o2bo$4bo$o3bo$b4o!

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x = 5, y = 4, rule = B3-y7e/S2-n3-cey4ei
o2bo$4bo$o3bo$b4o!
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islptng
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Re: Pseudo-Generation rule

Post by islptng »

Related, I guess
Please explain details. (你要是想说中文的话没问题)
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CARuler
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Re: Pseudo-Generation rule

Post by CARuler »

LittleLWSS wrote: December 4th, 2024, 10:16 am
  • For each "tribe" (i.e., cell), if there are two or three tribes around it, the civilization of that tribe will be upgraded by one level.
  • For each clearing, if there are three tribes around, people will slowly start to pop into that clearing - tribes of Tier 0 civilizations will spawn from this grid.
  • Each civilization level allows the tribe to resist one extinction - and thus their civilization level will be downgraded by one level.
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unname4798
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Re: Pseudo-Generation rule

Post by unname4798 »

LittleLWSS wrote: December 4th, 2024, 10:16 am
  • For each "tribe" (i.e., cell), if there are two or three tribes around it, the civilization of that tribe will be upgraded by one level.
  • For each clearing, if there are three tribes around, people will slowly start to pop into that clearing - tribes of Tier 0 civilizations will spawn from this grid.
  • Each civilization level allows the tribe to resist one extinction - and thus their civilization level will be downgraded by one level.

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#R UnnameTest
!
@RULE UnnameTest
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i={1,2}
var j=i
var k=i
0,i,j,k,0,0,0,0,0,1
1,i,j,a,0,0,0,0,0,2
2,i,j,a,0,0,0,0,0,2
2,a,b,c,d,e,f,g,h,1
1,a,b,c,d,e,f,g,h,0
Explosive. It exhibits Maze-like behaviour.
Updating two lines

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#R UnnameTest
!
@RULE UnnameTest
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i={1,2}
var j=i
var k=i
0,i,j,k,0,0,0,0,0,1
1,i,j,0,0,0,0,0,0,2
2,i,j,0,0,0,0,0,0,2
2,a,b,c,d,e,f,g,h,1
1,a,b,c,d,e,f,g,h,0
That is mostly boring.
The only interesting oscillator is:

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#R UnnameTest
2.A$BA.B$.A.B!
@RULE UnnameTest
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i={1,2}
var j=i
var k=i
0,i,j,k,0,0,0,0,0,1
1,i,j,0,0,0,0,0,0,2
2,i,j,0,0,0,0,0,0,2
2,a,b,c,d,e,f,g,h,1
1,a,b,c,d,e,f,g,h,0
A period 34 oscillator.
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