DeadlyEnemies

For discussion of other cellular automata.
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Rhombic
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Re: DeadlyEnemies

Post by Rhombic »

Code: Select all

x = 10, y = 11, rule = DeadlyEnemies
.2B$.2B3$.A$.2A$2A$A5.2B$6.B.B$8.B$8.2B!
Very funny transparent block reaction:

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x = 12, y = 11, rule = DeadlyEnemies
.2B7.2B$.2B7.2B3$3A5.2B$2.A5.2B$3A3$.2B$.2B!
That leads to this possibility (see gen. 51):

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x = 12, y = 18, rule = DeadlyEnemies
3.2B$3.2B6$.2B7.2B$.2B7.2B3$3A5.2B$2.A5.2B$3A3$.2B$.2B!
#C [[ZOOM 5.3 STOP 51]]
Blinker as a catalyst:

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x = 10, y = 11, rule = DeadlyEnemies
8.2B$8.2B3$3A$2.A4.3B$3A3$8.2B$8.2B!
Century eater with potential for catalysis:

Code: Select all

x = 10, y = 18, rule = DeadlyEnemies
.2B5.2B$.2B5.B$6.B.B$6.2B$.A$.2A$2A$A9$2.2B$2.2B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?
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muzik
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Re: DeadlyEnemies

Post by muzik »

Useless and uninteresting:

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x = 30, y = 11, rule = DeadlyEnemies
9.A$9.A.A$9.2A3$29.A$2A16.2A7.2A$2A16.2A8.2A2$.2B16.2B$.2B16.2B!
Parity Replicator Collection v1.6 is now live - please send all relevant discoveries here.
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Rhombic
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Re: DeadlyEnemies

Post by Rhombic »

Parasite

Code: Select all

@RULE Parasite

@TABLE

n_states:3
neighborhood:Moore
symmetries:permute

var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
var l={0,1}
var m={0,1}
var n={0,1}
var o={0,1}
var p={0,1}

# Proximity death 
# -- don't actually need these, since those cases are caught at the end
# 1,2,a,b,c,d,e,f,g,0

# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2

# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
2,2,2,a,l,m,n,o,p,2

1,1,1,0,0,0,0,0,0,1


#Death
i,a,b,c,d,e,f,g,h,0
Example for Parasite:

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x = 53, y = 131, rule = Parasite
50.2B$49.B2.B$47.2B.2B$47.2B.2B$49.B6$41.A$41.2A$40.A.A15$35.2A$34.A.
A$36.A15$29.2A$30.2A$29.A15$23.3A$25.A$24.A14$18.A$18.2A$17.A.A15$12.
2A$11.A.A$13.A15$6.2A$7.2A$6.A15$3A$2.A$.A!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?
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Hdjensofjfnen
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Re: DeadlyEnemies

Post by Hdjensofjfnen »

No one noticed these?

Code: Select all

x = 22, y = 6, rule = DeadlyEnemies
20.2B$20.2B$6.2B$3A3.2B5.3A$2.A12.A$.A12.A!
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Hdjensofjfnen
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Re: DeadlyEnemies

Post by Hdjensofjfnen »

Two reactions of note:

Code: Select all

x = 29, y = 5, rule = DeadlyEnemies
27.A$B2.B13.B2.B5.A.A$4.B16.B4.A.A$B3.B3.2A7.B3.B5.A$.4B3.2A8.4B!
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dvgrn
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Re: DeadlyEnemies

Post by dvgrn »

Hdjensofjfnen wrote:No one noticed these?

Code: Select all

x = 22, y = 6, rule = DeadlyEnemies
20.2B$20.2B$6.2B$3A3.2B5.3A$2.A12.A$.A12.A!
As you might expect, a DeadlyEnemies other-color block's ability to eat a glider was noticed very early on.
Hdjensofjfnen wrote:Two reactions of note:

Code: Select all

x = 29, y = 5, rule = DeadlyEnemies
27.A$B2.B13.B2.B5.A.A$4.B16.B4.A.A$B3.B3.2A7.B3.B5.A$.4B3.2A8.4B!
A small request: especially for custom rule-table rules that can't be run by LifeViewer, could everyone maybe get more in the habit of describing the reactions they're posting?

Simple labels like "block + other-color LWSS = boat" and "beehive + other-color LWSS = glider" would let people decide whether it would be interesting to copy/paste/run the pattern or not.
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breaker's glider gun
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Re: DeadlyEnemies

Post by breaker's glider gun »

praosylen wrote: April 6th, 2017, 8:51 pm EDIT:

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x = 20, y = 14, rule = DeadlyEnemies
.2B2.2B6.2B2.2B$3.2B10.2B$3.2B10.2B$B.B2.B.B4.B.B2.B.B$B6.B4.B6.B2$B
6.B4.B6.B$.2B2.2B6.2B2.2B$2.4B8.4B2$3.2A10.2A$2.A2.A8.A2.A$2.A2.A3.2A
3.A2.A$3.2A4.2A4.2A!
it can pull a yellow block, too:

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x = 20, y = 15, rule = DeadlyEnemies
2.B2.B8.B2.B$2.B2.B8.B2.B$.B4.B6.B4.B$.B4.B6.B4.B$.B4.B6.B4.B$.B4.B6.
B4.B$3B2.3B4.3B2.3B$B.4B.B4.B.4B.B$.B4.B6.B4.B3$3.2A10.2A$2.A2.A8.A2.
A$2.A2.A3.2B3.A2.A$3.2A3.B2.B3.2A!
EDIT: oops necropost :(
:?: :?: . . . :!:
Give me a suggestion of something interesting to draw here!
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rattlesnake
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Re: DeadlyEnemies

Post by rattlesnake »

praosylen wrote: April 8th, 2017, 5:25 pm This one-time reflector takes the term "color-changing" to a whole new level:

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x = 8, y = 3, rule = DeadlyEnemies
.2A2.3B$A2.A.B$.2A3.B!
A nice color-preserving and color-changing reflector!
I have discovered SKOP for 105, 115, 188, 476, 492 and gun_ and guntrue_ for 226, 339, 752.
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SomeRandomGuy15
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Conway's Game of Death

Post by SomeRandomGuy15 »

https://ncase.me/sim/?lz=N4IgtgpgLghiBc ... BUd+qQpCAA

This long URL links to a simulation of Conway's Game of Life but a cell has 3 states, each opposite state will kill each other when they touch. And is there a way to make this on a bigger grid?
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rabbit
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Re: Conway's Game of Death

Post by rabbit »

It can be represented as a rule table:

Code: Select all

@RULE ConwaysGameOfDeath

https://conwaylife.com/forums/viewtopic.php?p=233621#p233621
Concept by SomeRandomGuy15
Rule table by rabbit

States 1 and 2 both obey Conway's Game of Life, but every live cell is killed if it neighbours at least one of the opposite live state.
Dead cells surrounded by exactly three of one live state will come to life as that state.
In the case that a dead cell is surrounded by exactly three of both states, it will stay dead.

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute

var a1 = {0, 1, 2}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
var a9 = a1

var d1 = {0, 2}
var d2 = d1
var d3 = d1
var d4 = d1
var d5 = d1

var l1 = {1, 2}

var t1 = {0, 1}
var t2 = t1
var t3 = t1
var t4 = t1
var t5 = t1

 0, 1, 1, 1, 2, 2, 2, 0, 0, 0
 0, 1, 1, 1,d1,d2, 0, 0, 0, 1
 0, 1, 1, 1, 2, 2, 2, 2,d1, 1
 0, 2, 2, 2,t1,t2, 0, 0, 0, 2
 0, 2, 2, 2, 1, 1, 1, 1,t1, 2

l1,l1,l1, 0, 0, 0, 0, 0, 0,l1
l1,l1,l1,l1, 0, 0, 0, 0, 0,l1
a1,a2,a3,a4,a5,a6,a7,a8,a9, 0
Here's a version that works with apgsearch (with the live states shifted to 2 and 3, and state 1 used to seed the initial pattern, but probably in a way that introduces bias toward one state versus the other which is why I didn't want to make it public). It was meant for private testing, but I used the wrong parameter (-L 1 instead of -t 1) and uploaded it to Catagolue by mistake. I'm too frustrated by that to write a proper header for it.

Code: Select all

@RULE CGODApgsearch

clean this up

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var a1 = {0, 2, 3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
var a9 = a1

var d1 = {0, 3}
var d2 = d1
var d3 = d1
var d4 = d1
var d5 = d1

var l1 = {2, 3}

var t1 = {0, 2}
var t2 = t1
var t3 = t1
var t4 = t1
var t5 = t1

var z1 = {0, 1}
var z2 = z1
var z3 = z1
var z4 = z1

 1,z1,z1,z2,z2,z3,z3,z4,z4, 3
 1, 1,z1,z1,z2,z2,z3,z3, 0, 2

 0, 2, 2, 2, 3, 3, 3, 0, 0, 0
 0, 2, 2, 2,d1,d2, 0, 0, 0, 2
 0, 2, 2, 2, 3, 3, 3, 3,d1, 2
 0, 3, 3, 3,t1,t2, 0, 0, 0, 3
 0, 3, 3, 3, 2, 2, 2, 2,t1, 3

l1,l1,l1, 0, 0, 0, 0, 0, 0,l1
l1,l1,l1,l1, 0, 0, 0, 0, 0,l1
a1,a2,a3,a4,a5,a6,a7,a8,a9, 0
So far, I have only found a version of worker bee (p9) with more accessible sparks:

Code: Select all

x = 12, y = 10, rule = ConwaysGameOfDeath
3.6A$2B8.2B$2B8.2B3$2B$2B$3.6A$10.2B$10.2B!
That's the bunny.
Check out my OCA exploration script, crule.lua!
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unname4798
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Re: Conway's Game of Death

Post by unname4798 »

Fixed:

Code: Select all

x = 12, y = 10, rule = ConwaysGameOfDeath
3.6A$2B8.2B$2B8.2B3$2B$2B$3.6A$10.2B$10.2B!
@RULE ConwaysGameOfDeath

https://conwaylife.com/forums/viewtopic.php?p=233621#p233621
Concept by SomeRandomGuy15
Rule table by rabbit

States 1 and 2 both obey Conway's Game of Life, but every live cell is killed if it neighbours at least one of the opposite live state.
Dead cells surrounded by exactly three of one live state will come to life as that state.
In the case that a dead cell is surrounded by exactly three of both states, it will stay dead.

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute

var a1 = {0, 1, 2}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
var a9 = a1

var d1 = {0, 2}
var d2 = d1
var d3 = d1
var d4 = d1
var d5 = d1

var l1 = {1, 2}

var t1 = {0, 1}
var t2 = t1
var t3 = t1
var t4 = t1
var t5 = t1

 0, 1, 1, 1, 2, 2, 2, 0, 0, 0
 0, 1, 1, 1,d1,d2, 0, 0, 0, 1
 0, 1, 1, 1, 2, 2, 2, 2,d1, 1
 0, 2, 2, 2,t1,t2, 0, 0, 0, 2
 0, 2, 2, 2, 1, 1, 1, 1,t1, 2

l1,l1,l1, 0, 0, 0, 0, 0, 0,l1
l1,l1,l1,l1, 0, 0, 0, 0, 0,l1
a1,a2,a3,a4,a5,a6,a7,a8,a9, 0
Remake:

Code: Select all

#R CGOD2
!
@RULE CGOD2
@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=a
0,1,1,1,0,0,0,0,0,1
0,2,2,2,0,0,0,0,0,2
1,1,1,0,0,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
2,2,2,2,0,0,0,0,0,2
a,b,c,d,e,f,g,h,i,0
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SomeRandomGuy15
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Re: Conway's Game of Death

Post by SomeRandomGuy15 »

I want to like this twice, thank you so much!
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