This rule is much less explosive for the rareness of guns/rakes.
But it has got natural reflectors, eaters, and additive interactions etc.
EDIT: This rule is mentioned earlier by drc as 0123/024. I am only keeping this post for the clarity of B/S notation.
BlinkerSpawn wrote:
It's a totalistic rule that's being treated like a set of two different rules being alternated; is that what's "off" to you?
What's "off" to me is generation 5. Those blinkers should evolve in just the same way the starting blinker did, since it is a totalistic rule. But they don't.
BlinkerSpawn wrote:
It's a totalistic rule that's being treated like a set of two different rules being alternated; is that what's "off" to you?
What's "off" to me is generation 5. Those blinkers should evolve in just the same way the starting blinker did, since it is a totalistic rule. But they don't.
As the rulename implies :B024/S0123, we should see big patches of 0's turns to 1's for having no state1 neighbors.
But this isn't reflected in the simulator. This is because these transition are oscillatory. Imagine you take another step forward, they would revert to 0's for there is no S8, which means we don't really have to emulate such transitions. Thus, the emulation is decomposed into two rules at odd generations and even generations, which combined make the same transition as if the original rule is applied twice.
So we need to be cautious to the oddity of the generation number. In the case above, at gen 0 the even rule is applied, while at gen 5 the odd rule is applied, giving apparent different trajectories.
BlinkerSpawn wrote:
It's a totalistic rule that's being treated like a set of two different rules being alternated; is that what's "off" to you?
What's "off" to me is generation 5. Those blinkers should evolve in just the same way the starting blinker did, since it is a totalistic rule. But they don't.
As the rulename implies :B024/S0123, we should see big patches of 0's turns to 1's for having no state1 neighbors.
But this isn't reflected in the simulator. This is because these transition are oscillatory. Imagine you take another step forward, they would revert to 0's for there is no S8, which means we don't really have to emulate such transitions. Thus, the emulation is decomposed into two rules at odd generations and even generations, which combined make the same transition as if the original rule is applied twice.
So we need to be cautious to the oddity of the generation number. In the case above, at gen 0 the even rule is applied, while at gen 5 the odd rule is applied, giving apparent different trajectories.
This is not exactly an 'error'. Golly is just running its inverse rule namely B/S0123456. This is the same case as running anti-life(B0123478/S01234678).
Some detail here from golly.
Golly wrote:Emulating B0 rules
Rules containing B0 are tricky to handle in an unbounded universe because every dead cell becomes alive in the next generation. If the rule doesn't contain S8 then the "background" cells alternate from all-alive to all-dead, creating a nasty strobing effect. To avoid these problems, Golly emulates rules with B0 in the following way:
A rule containing B0 and S8 is converted into an equivalent rule (without B0) by inverting the neighbor counts, then using S(8-x) for the B counts and B(8-x) for the S counts. For example, B0123478/S01234678 (AntiLife) is changed to B3/S23 (Life) via these steps: B0123478/S01234678 -> B56/S5 -> B3/S23.
A rule containing B0 but not S8 is converted into a pair of rules (both without B0): one is used for the even generations and the other for the odd generations. The rule for even generations uses inverted neighbor counts. The rule for odd generations uses S(8-x) for the B counts and B(8-x) for the S counts. For example, B03/S23 becomes B1245678/S0145678 (even) and B56/S58 (odd).
In both cases, the replacement rule(s) generate patterns that are equivalent to the requested rule. However, you need to be careful when editing an emulated pattern in a rule that contains B0 but not S8. If you do a cut or copy then you should only paste into a generation with the same parity.
Last edited by shouldsee on October 7th, 2016, 4:37 am, edited 1 time in total.