PiSpaceships' Rules

For discussion of other cellular automata.
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PiSpaceships
Posts: 218
Joined: January 17th, 2025, 12:20 pm

Re: PiSpaceships' Rules

Post by PiSpaceships »

A new rule: Teslinov (B2e3-ekr/S1c2-a3-n)!

Random soup:

Code: Select all

#R B2e3-ekr/S1c2-a3-n
! #C [[ RANDOMIZE ]]
Spaceships:

Code: Select all

x = 32, y = 6, rule = B2e3-ekr/S1c2-a3-n
3o$o4b3o2b4o3b3o3b3o3b3o$obo2bobo2bob2o3bobo3bobo3bobo$16bo3bo7bobo$24b
o$24bo!
Puffer:

Code: Select all

x = 4, y = 4, rule = B2e3-ekr/S1c2-a3-n
bo$ob2o2$3o!
Last edited by PiSpaceships on April 21st, 2025, 3:30 am, edited 2 times in total.
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PK22
Posts: 612
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Re: PiSpaceships' Rules

Post by PK22 »

A few other spaceships:

Code: Select all

x = 51, y = 7, rule = B2e3-ekr/S1c2-a3-n
14bo3bo9bo3bo12bo3bo$bo11bobobobo7bobobobo10bobobobo$obo12bobo11bobo
16bo$b2o12bobo11bobo16bo$bo13bobo11bo17bo$47bo$32bo16bo!
The second spaceship has potential - it is quite resilient, and survives many collisions. I found the other orthogonal spaceships from collisions with the basic c/2 spaceship.

Sadly, the rule is almost unapgsearchable, as not only does the puffer slow it down - about 25% of soups have a puffer in their ash - but it cannot recognise the puffer correctly - a simple haul with about 2400 soups had 24 distinct infinite growth patterns, most of which are simply the puffer not being recognised correctly.
Quadratic growth:

Code: Select all

x = 35, y = 16, rule = B2e3-ekr/S1c2-a3-n
bo3bo3bo3bo3bo3bo3bo3bo3bo$obobobobobobobobobobobobobobobobobo$2bo5bo
3bobo5bobo3bobobo$2bo5bo3bobo5bobo3bobobo$bobo5bob2obo4b2ob2o2bobob2o$
7b5o2b2o10b2o2bo$8bob2o2bo5bo2bo$b2o7bo9bo2bo$b2o18b2o$19bobo$18bo$b2o
16b2o$b2o20bo$20bob2o$19b2obo$21bo!
User:PK22
Learning miscellaneous programming languages.
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b-engine
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Re: PiSpaceships' Rules

Post by b-engine »

PK22 wrote: April 14th, 2025, 3:24 pm Sadly, the rule is almost unapgsearchable, as not only does the puffer slow it down - about 25% of soups have a puffer in their ash - but it cannot recognise the puffer correctly - a simple haul with about 2400 soups had 24 distinct infinite growth patterns, most of which are simply the puffer not being recognised correctly.
S4n suppresses the block output of the puffer, making the rule apgsearchable:

Code: Select all

#C Note that the latter two spaceships become 
#C puffer-like methuselah, but they indeed stabilize 
#C into spaceships
x = 51, y = 7, rule = B2e3-ekr/S1c2-a3-n4r
14bo3bo9bo3bo12bo3bo$bo11bobobobo7bobobobo10bobobobo$obo12bobo11bobo16b
o$b2o12bobo11bobo16bo$bo13bobo11bo17bo$47bo$32bo16bo!
Soup:

Code: Select all

x = 0, y = 0, rule = B2e3-ekr/S1c2-a3-n4r
!
[[ RANDOMIZE ]]
Failed replicator:

Code: Select all

x = 2, y = 4, rule = B2e3-ekr/S1c2-a3-n4r
o$2o$2o$o!
EDIT:
3c/17 spaceship in a related rule:

Code: Select all

x = 2, y = 4, rule = B2e3-ekr4w6i7e/S1c2-a3-n4r5j
o$2o$2o$o!
Failed cordership and a spaceship tagalong in another related rule:

Code: Select all

x = 13, y = 25, rule = B2e3-ekr6i7e/S1c2-a3-n4r5j
8bo$8b2o$8b2o$8bo4$8bo$8b2o$8b2o$8bo10$2bobo$o2bo7bo$2o7bobo$2b2o5bo2b
o$4bo4bobo!
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PiSpaceships
Posts: 218
Joined: January 17th, 2025, 12:20 pm

Re: PiSpaceships' Rules

Post by PiSpaceships »

Teslinova (B2e3-ekr4k/S1c2-a3-n) is apgsearchable version of Teslinov.

Random soup:

Code: Select all

#R B2e3-ekr4k/S1c2-a3-n
! #C [[ RANDOMIZE ]]
Spaceships:

Code: Select all

x = 55, y = 7, rule = B2e3-ekr4k/S1c2-a3-n
40bo3bo4bo3bo$3o2b3o31bobobobo2bobobobo$o4bo4b3o2b4o3b3o3b3o3b3o4bobo
8bo$obo2bobo2bobo2bob2o3bobo3bobo3bobo4bobo8bo$7bo13bo3bo7bobo5bobo7b
o$29bo21bo$29bo23bo!
Common evolutionary sequences:

Code: Select all

x = 13, y = 4, rule = B2e3-ekr4k/S1c2-a3-n
10b2o$3o6bo2bo$3o6bo2bo$10b2o!
One-time reflector:

Code: Select all

x = 8, y = 6, rule = B2e3-ekr4k/S1c2-a3-n
6b2o$6bo$6b2o2$2o$2o!
Edit: 2U block synth:

Code: Select all

x = 6, y = 6, rule = B2e3-ekr4k/S1c2-a3-n
4b2o$4bo$4b2o2$3o$obo!
edit2: I'm planning the new thread for Teslinov and its derivatives.
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PiSpaceships
Posts: 218
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Re: PiSpaceships' Rules

Post by PiSpaceships »

LifePlus1e but it's a proper hybrid CA:

Code: Select all

x = 64, y = 64, rule = LifeAnd1e
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 #C [[ RANDOMIZE ]]
@RULE LifeAnd1e
https://conwaylife.com/forums/viewtopic.php?p=205435#p205435
-State 1 cell is born if it has 3 living neighbors
-State 1 cell survives if it has 2 or 3 living neighbors
-State 1 turns dies by default
-State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor
-State 2 cell always turns into state 1 cell.
Living = state 1 or state 2
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={1,2}
var b=a
var c=a
var d={0,2}
var e=d
var f=d
var g=d
var h=d
var i=d
var j=d
var k=d
var p={0,1,2}
var q=p
var r=p
var s=p
var t=p
var u=p
var v=p
var w=p
0, 2,0,0,0,0,0,0,0, 2
0 d,e,f,g,h,i,j,k 0
# the rules implementing "State 1 cell is born if it has (precisely) 3 living neighbors":
0, a,b,c,0,0,0,0,0, 1
0, a,b,0,c,0,0,0,0, 1
0, a,b,0,0,c,0,0,0, 1
0, a,b,0,0,0,c,0,0, 1
0, a,b,0,0,0,0,c,0, 1
0, a,b,0,0,0,0,0,c, 1
0, a,0,b,0,c,0,0,0, 1
0, a,0,b,0,0,c,0,0, 1
0, 0,a,0,b,0,c,0,0, 1
0, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 3 living neighbors":
1, a,b,c,0,0,0,0,0, 1
1, a,b,0,c,0,0,0,0, 1
1, a,b,0,0,c,0,0,0, 1
1, a,b,0,0,0,c,0,0, 1
1, a,b,0,0,0,0,c,0, 1
1, a,b,0,0,0,0,0,c, 1
1, a,0,b,0,c,0,0,0, 1
1, a,0,b,0,0,c,0,0, 1
1, 0,a,0,b,0,c,0,0, 1
1, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 2 living neighbors"
1, a,b,0,0,0,0,0,0, 1
1, a,0,b,0,0,0,0,0, 1
1, a,0,0,b,0,0,0,0, 1
1, a,0,0,0,b,0,0,0, 1
1, 0,a,0,b,0,0,0,0, 1
1, 0,a,0,0,0,b,0,0, 1
1, p,q,r,s,t,u,v,w, 0 # the rule "State 1 dies by default"
2 d,e,f,g,h,i,j,k 0
2, p,q,r,s,t,u,v,w, 1 # the rule "State 2 cell always turns into state 1 cell."
edit: a composite breeder:

Code: Select all

x = 737, y = 400, rule = LifeAnd1e
29$23.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.
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34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A34.2A$22.A.A33.A.A33.A.A33.A.
A33.A.A33.A.A33.A.A33.A.A33.A.A33.A.A33.A.A33.A.A33.A.A33.A.A33.A.A33.
A.A33.A.A33.A.A$23.A35.A35.A35.A35.A35.A35.A35.A35.A35.A35.A35.A35.A35.
A35.A35.A35.A35.A7$3.B$2.2A$2.2A$2.2A$.5A.B$A3.4A$4.3A$.3A4$4.A$4.A10.
B$4.A9.2A$14.2A$14.2A$13.5A.B$12.A3.4A$16.3A$13.3A4$4.A11.A$4.A11.A10.
B$4.A11.A9.2A$26.2A$26.2A$25.5A.B$24.A3.4A$28.3A$25.3A4$4.A11.A11.A$4.
A11.A11.A10.B$4.A11.A11.A9.2A$38.2A$38.2A$37.5A.B$36.A3.4A$40.3A$37.3A
4$4.A11.A11.A11.A$4.A11.A11.A11.A10.B$4.A11.A11.A11.A9.2A$50.2A$50.2A
$49.5A.B$48.A3.4A$52.3A$49.3A4$4.A11.A11.A11.A11.A$4.A11.A11.A11.A11.
A10.B$4.A11.A11.A11.A11.A9.2A$62.2A$62.2A$61.5A.B$60.A3.4A$64.3A$61.3A
4$4.A11.A11.A11.A11.A11.A$4.A11.A11.A11.A11.A11.A10.B$4.A11.A11.A11.A
11.A11.A9.2A$74.2A$74.2A$73.5A.B$72.A3.4A$76.3A$73.3A4$4.A11.A11.A11.
A11.A11.A11.A$4.A11.A11.A11.A11.A11.A11.A10.B$4.A11.A11.A11.A11.A11.A
11.A9.2A124.2A$86.2A123.A2.2A$86.2A122.A3.5A6.3A$85.5A.B118.A.A2.3A.A
5.3A$84.A3.4A93.2A10.2A9.A.2A2.A2.A6.2A2.2A$88.3A93.A2.A10.A9.A.A3.A.
2A.A2.2A3.A2.A$85.3A95.6A26.4A3.2A6.A6.A$184.A2.A34.2A.2A3.A5.3A$168.
A.A16.A35.2A.3A6.2A.2A$168.2A41.3A9.2A.A4.A.3A7.A$169.A13.A13.A.A10.A
3.A16.A2.2A7.A5.2A$99.B53.A.A27.A.A10.A3.A3.2A4.A4.A10.A4.A.2A.A6.A4.
A2.AB$98.2A53.2A29.A12.A2.A3.3A4.2A2.A9.2A8.2A11.A2.A$61.2A.2A7.A24.2A
54.A49.3A6.2A10.A23.A$62.3A.A.A.A2.A13.3A8.2A38.A.A57.3A2.A.A$62.2A2.
A.A3.2A11.2A10.5A.B34.2A59.A3.2A$70.2A6.2A16.A6.A35.A$75.A.2A.A3.4A2.
A32.A.A$47.A17.A.A6.3A3.A7.A.A7.A3.A20.2A$45.4A7.2A6.A7.2A4.2A7.A2.A7.
A25.A$45.4A10.4A.2A.A4.A2.4A3.A4.A2.A9.A7.A$56.4A4.A7.4A5.A.A3.A2.A3.
2A2.3A5.3A$45.3A.A10.2A8.A11.A5.2A3.2A3.A$44.2A.A.A21.2A21.2A15.B$44.
2A.A22.2A39.A$60.A$60.A$60.A54.B$115.A3$119.B$119.A3$123.B$123.A3$127.
B$127.A3$131.B$131.A3$135.B$135.A3$139.B$139.A3$143.B$143.A3$147.B$147.
A3$151.B$151.A3$155.B$155.A3$159.B$159.A3$163.B$163.A3$167.B$167.A3$171.
B$171.A3$175.B$175.A3$179.B$179.A3$183.B$183.A3$187.B$187.A3$191.B$191.
A3$195.B$195.A3$199.B$199.A3$203.B$203.A3$207.B$207.A3$211.B$211.A3$215.
B$215.A3$219.B$219.A3$223.B$223.A3$227.B$227.A3$231.B$231.A3$235.B$235.
A3$239.B$239.A3$243.B$243.A3$247.B$247.A3$251.B$250.A.B$251.B3$247.A$
247.B3$243.A$243.B3$239.A$239.B3$235.A$235.B3$231.A$231.B3$227.A$227.
B3$223.A$223.B3$219.A$219.B3$215.A$215.B3$211.A$211.B3$207.A$207.B3$203.
A$203.B3$199.A$199.B3$195.A$195.B$220.2A$220.A.A$191.A8.2A18.A.A14.2A
$191.B9.A34.A2.A$198.A2.2A37.A$198.3A16.A.A13.A2.A4.4A$187.A11.A17.4A
11.2A2.2A.2A.A3.2A.A$187.B29.A2.A5.A4.2A2.A.2A2.A2.A.A.A2.A$182.A10.2A
14.2A7.3A5.A6.A.2A14.AB$192.A2.A12.A2.A12.2A9.2A.A5.A.A.A2.A$193.2A14.
2A15.A9.3A3.A3.2A.A$238.A4.2A11$171.A$171.B!

@RULE LifeAnd1e
https://conwaylife.com/forums/viewtopic.php?p=205435#p205435
-State 1 cell is born if it has 3 living neighbors
-State 1 cell survives if it has 2 or 3 living neighbors
-State 1 turns dies by default
-State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor
-State 2 cell always turns into state 1 cell.
Living = state 1 or state 2
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={1,2}
var b=a
var c=a
var d={0,2}
var e=d
var f=d
var g=d
var h=d
var i=d
var j=d
var k=d
var p={0,1,2}
var q=p
var r=p
var s=p
var t=p
var u=p
var v=p
var w=p
0, 2,0,0,0,0,0,0,0, 2
0 d,e,f,g,h,i,j,k 0
# the rules implementing "State 1 cell is born if it has (precisely) 3 living neighbors":
0, a,b,c,0,0,0,0,0, 1
0, a,b,0,c,0,0,0,0, 1
0, a,b,0,0,c,0,0,0, 1
0, a,b,0,0,0,c,0,0, 1
0, a,b,0,0,0,0,c,0, 1
0, a,b,0,0,0,0,0,c, 1
0, a,0,b,0,c,0,0,0, 1
0, a,0,b,0,0,c,0,0, 1
0, 0,a,0,b,0,c,0,0, 1
0, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 3 living neighbors":
1, a,b,c,0,0,0,0,0, 1
1, a,b,0,c,0,0,0,0, 1
1, a,b,0,0,c,0,0,0, 1
1, a,b,0,0,0,c,0,0, 1
1, a,b,0,0,0,0,c,0, 1
1, a,b,0,0,0,0,0,c, 1
1, a,0,b,0,c,0,0,0, 1
1, a,0,b,0,0,c,0,0, 1
1, 0,a,0,b,0,c,0,0, 1
1, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 2 living neighbors"
1, a,b,0,0,0,0,0,0, 1
1, a,0,b,0,0,0,0,0, 1
1, a,0,0,b,0,0,0,0, 1
1, a,0,0,0,b,0,0,0, 1
1, 0,a,0,b,0,0,0,0, 1
1, 0,a,0,0,0,b,0,0, 1
1, p,q,r,s,t,u,v,w, 0 # the rule "State 1 dies by default"
2 d,e,f,g,h,i,j,k 0
2, p,q,r,s,t,u,v,w, 1 # the rule "State 2 cell always turns into state 1 cell."
edit2: explosion spawner:

Code: Select all

x = 79, y = 75, rule = LifeAnd1e
6$4.B3.B21.A7.B8.B8.A6.B$5.A5.2A.3A.2A2.2A5.3A3.2A.A3.3A2.A.2A5.A2.A.
A3.3A$3.2A.A5.A8.2A.4A6.A.A2.A2.A2.2A2.2A.A3.A4.5A.2A$3.2A.A5.A.3A.3A
.A3.6A.A.A3.A4.A3.A.3A.3A.A4.2A$4.2A2.2A14.2A5.A4.2A.5A2.A.A.2A.A6.A.
A4.A$7.A3.A.5A.2A2.A.3A2.B.2A5.A2.A3.A.2A.A6.A2.A3.A.A$4.A.2A2.A2.A3.
A2.A.A.A2.2A.4A2.A.A4.A.A4.A2.A.2A2.2A2.2A.A$7.3A2.5A9.A2.2A.A.A.6A.A
2.2A.A5.A.A.A.A.2A2.A$4.3A2.A4.A2.A2.A.3A2.A4.A2.A2.A.2A5.3A3.3A.A.2A
B.A2.2AB$6.A4.A.A.A.2A.A3.A.2A.A.2A.2A.A2.A.5A2.A4.A3.2A4.A$3.B3AB3.A
.A3.A10.2AB2A.A.A.2AB.A4.3A5.A2.A3.A.A.A$4.3A2.2A2.2A.A.A2.A.5A3.2A.A
.3A2.2A3.A9.A2.2A3.A$5.A4.A3.3A.A2.A5.3A2.A.A.3AB3.A2.A.B.2A.A2.B.A3.
A.A.A.B$5.A3.3A6.2A6.A6.2A2.3A3.A.2A7.A2.2A.2A3.2A$6.A7.2A.A.A.4A.A5.
2A.2A.3AB.2A2.A4.A3.A3.2A2.2A$3.B3.2A5.A.2A7.A.A2.5A2.A.A.A2.A.2A3.A2.
A.3A4.A.A.B$8.A5.A3.A.A2.A.A5.A.3A.A4.A.A3.3A2.A2.2A2.2A.A.A$8.2A2.5A
.6A2.2A6.A2.2A9.A2.A.3A5.A.A.A.A$7.A.A3.A2.2A5.A2.A.A3.A.3A.3A.A2.2A4.
A4.A.A3.A.2A$5.2A5.A11.A3.A3.A3.A2.A2.A4.2A.A2.A2.A4.2A4.A$4.A2.2A6.A
2.AB2.A2.3A2.A2.A.A2.A2.A2.A.2A.2A2.A2.2A7.2A$3.2A5.A2.2A.3A3.3A5.2A.
A.4A.A8.A5.4A.A.2ABA$3.2A.3A4.A5.B.BA4.A9.4A.3A.2A.A5.2A2.2A.A.A$3.2A
.A.A5.2A4.2A2.A2.2A.A.3A.6A7.2A2.3A.2A3.A.2A$4.2A.A2.A4.A.3A.2A5.2A2.
A10.A2.A.A.A5.A.A2.A2.A.2A$4.B4.A2.A.A12.B.2A.2A.2A3.A5.A3.A3.A.A2.2A
4.A.A$5.A2.2A4.A4.A2.A4.A2.A.2A4.A.A.A2.2A.2A5.A.2A3.A$10.A.A2.2A.A.A
.A4.A2.A2.A2.3A2.A.A7.4A4.AB2A3.2A$5.A3.2A4.A.2A.A4.A5.3A2.3AB.A7.3A2.
A.A.A.2A.3A$7.2A.A2.A.A2.2A.3A2.2A.2A4.A3.A2.A.A4.A2.A.A3.2A.A.A.2A$6.
B2A5.A.A.A6.A.A.A.5A.A3.A2.A.A2.A.A5.3A.A2.2A.A$4.3A.2A2.A2.A2.A.A2.A
2.A2.A6.2A3.A5.2A2.A3.A.A2.A4.4A$3.A3.2A3.A3.A4.2A3.4A2.A5.5A.3A8.3A2.
A.3A2.A$6.A.A.A.A.A2.A.A2.A.A.3A3.5A.A8.A.A3.2A.A3.3A3.A$9.2A.2A3.A.11A
.A.A3.A.2A5.A2.2A7.2A2.A.3A$7.2A2.2A8.A2.A5.A5.2A5.A2.A3.A3.A.A.2A2.A
3.AB$4.2A.A2.B2A4.2A.A.A3.A2.2A.2A2.A.5A3.3A2.A2.3A2.3A$3.A.A3.2A2.2A
.8A3.A.2A.2A2.A.2A.A4.A3.3A2.4A.4A.2A$4.2A.3A2.A3.A4.2A2.A2.A.B2A.2A.
3A.A.A7.A.A.2A.3A2.2A$5.2A2.A4.3A.2A4.5A3.2A4.2A2.A.2A2.2A.2A.A4.A.A3.
A$4.A2.2A7.A2.A.A2.A4.2A.A3.2A.2A2.A2.A5.A.A2.A2.A4.2A$5.A3.3A.A2.2A2.
4A.A.4A.4A.A.A4.2A.A2.A.A.A4.A4.A2.A$4.A.3A4.A2.A3.A.A.A6.2A4.A.A.3A3.
A2.2A2.4A4.6AB$8.A.2A2.A.2A.A.A2.2A.A3.A.A.A2.A5.A2.A9.A.A.A5.A$3.3A2.
3A3.A5.A.A2.4A6.A.A2.A.A.A3.3A2.2A5.A.4A.A$3.2A4.A2.A.A.A.A.A.2A5.A.A
.A.A.A3.A.A3.2A.2A3.A4.A3.A$3.2A.A2.BA2.A.A2.A.A.2A.2A.A3.6A.A5.A3.2A
.3A.A.A2.A3.A$3.2A4.A2.2A2.A3.A.A2.3A.A.2A2.A3.4A2.A.A7.2A.3A5.A$4.2A
2.3A5.A7.B2A3.A2.4A.2A5.A.4A.A.B.A3.A.A.2A$5.A.2A.A6.A2.A3.B2.2A4.2A5.
3A.2A6.A4.3A6.A$5.A.A4.A4.2A.2A.3A3.4A.4A2.2A.2A.3A.A2.A.3A.A.A.3A$4.
2A2.3A6.A.A2.A.A2.A4.A3.2A3.3A.2A5.A2.3A.A7.AB$5.2A5.A.A5.A.2A4.3A2.2A
6.A2.A3.3A.A4.3A2.2A$6.4A3.2A4.2A3.A2.A3.A4.3A2.A8.5A2.A5.A$6.A6.A8.A
.A3.2A.2A.A.A5.3A11.A.A3.A3.2AB$5.A2.B3.A3.2A.8A2.A7.A4.2A8.A.3A2.2A.
A.A$5.2A4.B2.2A.A.A.2A9.A.A2.A.A.A3.B.2A.A.A.A2.2A.A.A.4A$6.A.A.2A3.A
.A.A.A5.A.2A3.A.A.A.A.A2.A3.A4.3A6.A.A.2A$4.A.A4.A2.2A.A.4A7.2A3.A.A5.
A.A.2A.A2.A.6A3.2A.A$4.A.A2.A.4A8.A.A.A4.2A.2A3.2A.2A8.A3.A2.A.A3.2A$
5.A.A4.A.2A.A.2A7.A.A2.A.6A2.2A3.A.A.A.A3.2A2.A.A2.A$5.A3.2A.A3.2A4.A
.2A.A.A.A.A.2A3.A.2A3.2A.A.A.A5.2A3.A.A$3.A2.2A.A.A4.4A4.2A5.A.A.A.A.
A3.4A.4A.2A.3A.A.3A$3.A2.A4.3A.A3.A.3A.6A2.2A3.2A2.B2A.3A5.2A.A2.3A$4.
A.5A2.A.2A.2A.3A3.3A3.5A7.B6.B3.10AB$5.5A8.A3.B4.B12.B.B.B!

@RULE LifeAnd1e
https://conwaylife.com/forums/viewtopic.php?p=205435#p205435
-State 1 cell is born if it has 3 living neighbors
-State 1 cell survives if it has 2 or 3 living neighbors
-State 1 turns dies by default
-State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor
-State 2 cell always turns into state 1 cell.
Living = state 1 or state 2
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={1,2}
var b=a
var c=a
var d={0,2}
var e=d
var f=d
var g=d
var h=d
var i=d
var j=d
var k=d
var p={0,1,2}
var q=p
var r=p
var s=p
var t=p
var u=p
var v=p
var w=p
0, 2,0,0,0,0,0,0,0, 2
0 d,e,f,g,h,i,j,k 0
# the rules implementing "State 1 cell is born if it has (precisely) 3 living neighbors":
0, a,b,c,0,0,0,0,0, 1
0, a,b,0,c,0,0,0,0, 1
0, a,b,0,0,c,0,0,0, 1
0, a,b,0,0,0,c,0,0, 1
0, a,b,0,0,0,0,c,0, 1
0, a,b,0,0,0,0,0,c, 1
0, a,0,b,0,c,0,0,0, 1
0, a,0,b,0,0,c,0,0, 1
0, 0,a,0,b,0,c,0,0, 1
0, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 3 living neighbors":
1, a,b,c,0,0,0,0,0, 1
1, a,b,0,c,0,0,0,0, 1
1, a,b,0,0,c,0,0,0, 1
1, a,b,0,0,0,c,0,0, 1
1, a,b,0,0,0,0,c,0, 1
1, a,b,0,0,0,0,0,c, 1
1, a,0,b,0,c,0,0,0, 1
1, a,0,b,0,0,c,0,0, 1
1, 0,a,0,b,0,c,0,0, 1
1, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 2 living neighbors"
1, a,b,0,0,0,0,0,0, 1
1, a,0,b,0,0,0,0,0, 1
1, a,0,0,b,0,0,0,0, 1
1, a,0,0,0,b,0,0,0, 1
1, 0,a,0,b,0,0,0,0, 1
1, 0,a,0,0,0,b,0,0, 1
1, p,q,r,s,t,u,v,w, 0 # the rule "State 1 dies by default"
2 d,e,f,g,h,i,j,k 0
2, p,q,r,s,t,u,v,w, 1 # the rule "State 2 cell always turns into state 1 cell."
 
INACTIVE
User avatar
PiSpaceships
Posts: 218
Joined: January 17th, 2025, 12:20 pm

Re: PiSpaceships' Rules

Post by PiSpaceships »

Simple base for emulation of R2 rules:

Code: Select all

#R LifeR2
!

@RULE LifeR2

@COLORS
1 255 255 255  # alive
2 0 0 255 # dead>alive
3 0 255 0 # alive>alive
4 100 0 0 # alive>dead
5 100 100 100 # dead>dead

@TABLE
n_states:6
neighborhood:Moore
symmetries:permute

var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var x={0,4,5} #dead
var y={2,3} #alive

0 1,1,1,0,0,0,0,0 2
1 1,1,a,0,0,0,0,0 3
1 a,b,c,d,e,f,g,h 4
0 1,b,c,d,e,f,g,h 5

x a,b,c,d,e,f,g,h 0
y a,b,c,d,e,f,g,h 1
Complex base for emulation of R2 rules:

Code: Select all

#R LifeR2Premium
!

@RULE LifeR2Premium

@NAMES
1 alive non-emulated
2 alive-0
3 alive-1
4 alive-2
5 alive-3
6 alive-4
7 alive-5
8 alive-6
9 alive-7
10 alive-8
11 dead-1
12 dead-2
13 dead-3
14 dead-4
15 dead-5
16 dead-6
17 dead-7
18 dead-8

@TABLE
n_states:19
neighborhood:Moore
symmetries:permute

var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var x={4,5,13} # birth and survival conditions here

# TRANSLATION
0 1,0,0,0,0,0,0,0 11
0 1,1,0,0,0,0,0,0 12
0 1,1,1,0,0,0,0,0 13
0 1,1,1,1,0,0,0,0 14
0 1,1,1,1,1,0,0,0 15
0 1,1,1,1,1,1,0,0 16
0 1,1,1,1,1,1,1,0 17
0 1,1,1,1,1,1,1,1 18
1 0,0,0,0,0,0,0,0 2
1 1,0,0,0,0,0,0,0 3
1 1,1,0,0,0,0,0,0 4
1 1,1,1,0,0,0,0,0 5
1 1,1,1,1,0,0,0,0 6
1 1,1,1,1,1,0,0,0 7
1 1,1,1,1,1,1,0,0 8
1 1,1,1,1,1,1,1,0 9
1 1,1,1,1,1,1,1,1 10

# EMULATION
x a,b,c,d,e,f,g,h 1
i a,b,c,d,e,f,g,h 0

@COLORS
0 0 0 0
1 255 255 255
2 0 255 0
3 0 255 65
4 0 255 130
5 0 255 195
6 0 255 255
7 0 195 255
8 0 130 255
9 0 65 255
10 0 0 255
11 130 130 130
12 130 130 65
13 130 130 0
14 130 65 0
15 130 0 0
16 170 0 0
17 210 0 0
18 255 0 0
INACTIVE
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PiSpaceships
Posts: 218
Joined: January 17th, 2025, 12:20 pm

Re: PiSpaceships' Rules

Post by PiSpaceships »

A unique structure in my Photonics rule:
confocaloid wrote: February 13th, 2025, 11:04 am
PiSpaceships wrote: February 13th, 2025, 10:35 am The pattern that I posted is very difficult to categorize. [...]
Actually that may be a better summary, as it suggests that the behaviour is too complicated to fall into any single simple category. That may mean the reaction/object deserves a description or explanation of how it behaves (instead of just a category or a label).

Here is generation 0 for reference:

Code: Select all

x = 2, y = 11, rule = Photonics
BC$.C$.C$.C$.C$.C$.C$.C$.C$.C$BC!
It produces moving reactions which can be described as "moving counters", and which continue to interact with each other later.

The following is the leftmost part (truncated) from generation 65000:

Code: Select all

x = 1005, y = 7, rule = Photonics
CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.C
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127.C127.C127.C127.C$C2.B3.B120.C2.B3.B120.C2.B3.B120.C2.B3.B23.BC95.
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127.C$CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB
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2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB
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2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.CB2.C!
#C [[ HARDRESET STOP 800 ]]
Around generations 65800-65900, the "moving counter" at the end exhausts all photons, and emits a backward pulse (in the form of a short-lived photon backrake). Since it's a backrake emitted backwards, it ends up emitting the photons forward relative to the direction of movement of all the counters. When the pulse collides with the second "moving counter", both are destroyed (just before that second counter would otherwise emit a backward pulse if it wasn't destroyed).
Later the same process repeats with third "moving counter", which finishes counting and emits a backward pulse destroying fourth "moving counter".
The same happens with fifth and sixth "moving counters", and so on. Every other counter is destroyed. The remaining "moving counters" continue to move and count. Later the same process will repeat again with odd-numbered counters destroying even-numbered counters.
Ruler sequence generator in Generations:
PiSpaceships wrote: March 12th, 2025, 11:19 am Ruler sequence in Generations?! :shock: (it emerged from a soup)

Code: Select all

x = 75, y = 68, rule = 345678/2a3i/3
2$3.BA2.A.AB.B3.A2.ABAB2.3A4.B.2A.A3.A6.2A.B3A.ABA2.B2A2.B$3.A.2A.2B5.
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[...]
INACTIVE
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