VN-B1x2S23

For discussion of other cellular automata.
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Extrementhusiast
Posts: 1970
Joined: June 16th, 2009, 11:24 pm
Location: USA

VN-B1x2S23

Post by Extrementhusiast »

I found a description of this rule online, and it sounded pretty interesting, but it was only for MCell. I sought to rectify that, so I made a pretty simple rule table. Here it is:

Code: Select all

n_states:3
neighborhood:vonNeumann
symmetries:permute

var a={0,1}
var b={a}
var c={a}
var d={a}

# Birth
0,2,b,c,d,1

# Change
1,a,b,c,d,0
1,2,b,c,d,2
1,2,2,c,d,0
1,2,2,2,d,0
1,2,2,2,2,0

# Death
2,a,b,c,d,0
2,2,b,c,d,0
# 2,2,2,c,d,0
# 2,2,2,2,d,0
2,2,2,2,2,0
Save this as b1x2s23.table.

This rule seems to resemble Star Wars, in a way. There are spaceships, oscillators, guns, puffers, and rakes, just like any good cellular automaton should have. I've even found this crawler:

Code: Select all

x = 69, y = 77, rule = b1x2s23
53.2B$54.B$51.B2.B.A$51.2B$51.3B$51.3B$53.B.A$53.A.B$2.2B48.A.B$.4B
46.A3B2.B$2B2.2B45.A3.3B$2B2.3B45.2A2B$.4B.2B44.2A2B2A$2.2B3.2B42.A.
4A.A$8.2B41.A.4A.A$9.2B41.2A2B2A$10.2B41.A2BA$11.2B40.A2BA$12.2B39.4B
$13.2B39.2A$14.2B$15.2B$16.2B$17.2B$18.2B$19.2B$20.2B$21.2B$22.2B$23.
2B$24.2B$25.2B$26.2B$27.2B$28.2B$29.2B$30.2B$31.2B$32.2B$33.2B$34.2B$
35.2B$36.2B$37.2B$38.2B$39.2B$40.2B$41.2B$42.2B$43.2B$44.2B$45.2B$46.
2B$47.2B$48.2B$49.2B$50.2B$51.2B$52.2B$53.2B$54.2B$55.2B$56.2B$57.2B$
58.2B$59.2B$60.2B$61.2B$62.2B$63.2B$64.2B$65.2B$64.4B$63.2B2.2B$63.2B
2.2B$64.4B$65.2B!
Any help with exploring the technology in this rule would be appreciated!
I Like My Heisenburps! (and others)
flipper77
Posts: 197
Joined: October 24th, 2010, 3:25 am
Location: Spokane, WA

Re: VN-B1x2S23

Post by flipper77 »

Here's the first gun I found for this rule, it's p102 and double-barreled

Code: Select all

x = 14, y = 33, rule = B1x2S23
6.2B$5.A2.A2$6.2B$5.4B$.A2.2B2.2B2.A$B2.2B4.2B2.B$B2.2B4.2B2.B$.A2.2B
2.2B2.A$5.4B$6.2B2$5.A2BA$6.2B$5.4B$4.2B2.2B$2.3B.2B.3B$2.3B.2B.3B$4.
2B2.2B$5.4B$4.2B2.2B$4.A4BA$4.A.2B.A$3.B2.2B2.B$4.6B$.B.3B2.3B.B$4B.
4B.4B$4B2.2B2.4B$.B.8B.B$4.2B2.2B$2.A3.2B3.A$4.2B2.2B$4.2A2.2A!
chineseman
Posts: 28
Joined: July 12th, 2012, 6:43 am

Re: VN-B1x2S23

Post by chineseman »

Try universal construction!

Code: Select all

x = 44, y = 40, rule = b1x2s23
5.2A$4.A2.A$.B5A.A$A4BA.A.A$A4BA.A.A$.B5A.A$4.A2.A$5.2A10$14.A$13.A2.
B$15.B.A$14.A$17.B$7.3A4.A.2B$6.A.2BA4.2A5.2A.A$8.2B11.A.B2.B$7.A.3B
11.4B$.B2A2B.5B7.A3.B.B16.A$A7B3.A11.B17.A.A$A2B.B.B10.A3.A19.B.A$A7B
3.A2.2A4.B21.A$.B2A2B.5B.A2BA.2B$7.A.3B2A2B.2B$8.2B.A2.B.2B.A3B$6.A.
2BA.A2.2B4.BA$7.3A4.2B.2A.2BA$14.A3B.BA.B$14.AB.2A2.A$15.BA$13.A.BA$
14.AB!
User avatar
Extrementhusiast
Posts: 1970
Joined: June 16th, 2009, 11:24 pm
Location: USA

Re: VN-B1x2S23

Post by Extrementhusiast »

This gun's tiny!

Code: Select all

x = 18, y = 15, rule = b1x2s23
4.3B4.3A$3.A.B.A3.3B$9.B5.B$4.3B2.A.3B2.A$3.2B.2B.3B.2B2.B$2.4B.3B.B.
2B2.B$A2B2.4B.4B2.A$AB2.2B2.3B.B3.A$A2B.5B.AB2.A2.A$2.2B2.2B6.3BA$3.
4B6.B2AB$4.2B2$3.A2.A$4.2B!
I Like My Heisenburps! (and others)
EricG
Posts: 199
Joined: August 19th, 2011, 5:41 pm
Location: Chicago-area, USA

Re: VN-B1x2S23

Post by EricG »

It is a very cool rule, and it was discussed earlier this year in this forum, in a thread started by Edwardfanboy.

See the previous thread titled "B1x2/S23V" here:
viewtopic.php?f=11&t=808

The previous thread has lots of great patterns found by members of this forum, and it also shows an alternative way to make a ruletable. (For those readers, like me, who are learning how to make ruletables, I think it might be instructive to compare the two ruletables. For whatever it is worth, I can say I found ExtremeEnthusiast's way of doing it easier to read, even though Edward's ruletable is shorter.)

Unfortunately, the two ruletables aren't quite compatible -- state A and state B must be swapped. For your convenience, here are the patterns listed so far in this thread with A & B swapped, and with the rule name changed, so that they are compatible with the patterns listed in first thread:

ExtremeEnthusiast's crawler:

Code: Select all

x = 69, y = 77, rule = B1x2_S23V
53.2A$54.A$51.A2.A.B$51.2A$51.3A$51.3A$53.A.B$53.B.A$2.2A48.B.A$.4A
46.B3A2.A$2A2.2A45.B3.3A$2A2.3A45.2B2A$.4A.2A44.2B2A2B$2.2A3.2A42.B.
4B.B$8.2A41.B.4B.B$9.2A41.2B2A2B$10.2A41.B2AB$11.2A40.B2AB$12.2A39.4A
$13.2A39.2B$14.2A$15.2A$16.2A$17.2A$18.2A$19.2A$20.2A$21.2A$22.2A$23.
2A$24.2A$25.2A$26.2A$27.2A$28.2A$29.2A$30.2A$31.2A$32.2A$33.2A$34.2A$
35.2A$36.2A$37.2A$38.2A$39.2A$40.2A$41.2A$42.2A$43.2A$44.2A$45.2A$46.
2A$47.2A$48.2A$49.2A$50.2A$51.2A$52.2A$53.2A$54.2A$55.2A$56.2A$57.2A$
58.2A$59.2A$60.2A$61.2A$62.2A$63.2A$64.2A$65.2A$64.4A$63.2A2.2A$63.2A
2.2A$64.4A$65.2A!
Flipper77's gun:

Code: Select all

x = 14, y = 33, rule = B1x2_S23V
6.2A$5.B2.B2$6.2A$5.4A$.B2.2A2.2A2.B$A2.2A4.2A2.A$A2.2A4.2A2.A$.B2.2A
2.2A2.B$5.4A$6.2A2$5.B2AB$6.2A$5.4A$4.2A2.2A$2.3A.2A.3A$2.3A.2A.3A$4.
2A2.2A$5.4A$4.2A2.2A$4.B4AB$4.B.2A.B$3.A2.2A2.A$4.6A$.A.3A2.3A.A$4A.
4A.4A$4A2.2A2.4A$.A.8A.A$4.2A2.2A$2.B3.2A3.B$4.2A2.2A$4.2B2.2B!
Chineseman's sparky ship:

Code: Select all

x = 44, y = 40, rule = B1x2_S23V
5.2B$4.B2.B$.A5B.B$B4AB.B.B$B4AB.B.B$.A5B.B$4.B2.B$5.2B10$14.B$13.B2.
A$15.A.B$14.B$17.A$7.3B4.B.2A$6.B.2AB4.2B5.2B.B$8.2A11.B.A2.A$7.B.3A
11.4A$.A2B2A.5A7.B3.A.A16.B$B7A3.B11.A17.B.B$B2A.A.A10.B3.B19.A.B$B7A
3.B2.2B4.A21.B$.A2B2A.5A.B2AB.2A$7.B.3A2B2A.2A$8.2A.B2.A.2A.B3A$6.B.
2AB.B2.2A4.AB$7.3B4.2A.2B.2AB$14.B3A.AB.A$14.BA.2B2.B$15.AB$13.B.AB$
14.BA!
ExtremeEnthusiast's gun:

Code: Select all

x = 18, y = 15, rule = B1x2_S23V
4.3A4.3B$3.B.A.B3.3A$9.A5.A$4.3A2.B.3A2.B$3.2A.2A.3A.2A2.A$2.4A.3A.A.
2A2.A$B2A2.4A.4A2.B$BA2.2A2.3A.A3.B$B2A.5A.BA2.B2.B$2.2A2.2A6.3AB$3.
4A6.A2BA$4.2A2$3.B2.B$4.2A!
chineseman
Posts: 28
Joined: July 12th, 2012, 6:43 am

Re: VN-B1x2S23

Post by chineseman »

Maybe someone can use my sparky ship and this thin rake to make n^2 growth.
Who can do it?

Code: Select all

x = 36, y = 182, rule = b1x2s23
4.4A$3.6B$3.A4BA$4.B2.B$2.A2.2B2.A$4.B2.B$3.A4BA$5.2B$3.AB2.BA$2.A.4B
.A$4.B2.B$2.3B2A3B$2.2B4.2B$2.2B.2A.2B$2.A6BA$4.B2.B$3.6B$2.2B4.2B$B.
B.4B.B.B$.A2.B2.B2.A$3.A4.A$5.2B3$5.2A$4.A2BA$4.A2BA2$5.2B$3.AB2.BA$
3.A4BA2$3.A4BA$3.A4BA2$3.A.2B.A$3.A.2B.A$2.A.4A.A$2.A.4A.A$3.2A2B2A$
4.4B$5.2B2$5.2A$4.A2BA$4.A2BA$4.4B$5.2B9$21.3A$20.5B$20.AB.BA$20.A3BA
$5.2A$5.2B12.B5.B$3.A4.A10.3B.3B$5.2B12.A.3B.A$3.A.2B.A7.AB2.2B.2B2.B
A$2.A.A2.A.A5.A3B.B3.B.3BA$3.A4.A6.AB.4B.4B.BA$17.B.2B3.2B$5.2A9.A2B.
B3.3BA$4.A2.A9.A3.A.A2B$11.A2.BA.AB2.A$4.A2.A6.B3.2B2.B$5.2A2.A2.3B3.
2B2.B4.A$3.AB2ABA.AB2.2B3.A.A4.A$2.A6BA2.A3B3.A9.A$2.A6.A3.4A.A9.B$3.
2A2B2A3.A3.B$4.A2BA4.A2B2.A$4.A2BA4.B.B$4.4B4.3B$5.2A4.2B.B.B$9.A2B2.
2A$9.A2B$11.B.A$11.2A2$25.2A$24.A.BA$23.A2.B$22.A3.2B$22.A3B.B.B$22.A
3B3A$23.B2A6$27.2A$29.A$25.A2.B$26.A33$5.2A$4.A2.A$5.2A$3.AB2ABA$2.A
6BA$2.A6.A$3.2A2B2A$4.A2BA$4.A2BA$4.4B$5.2A10$21.3A$20.5B$20.A3BA$20.
AB.BA$20.5B$20.2B.2B$17.A3.3B3.A$16.A2.A2B.2BA2.A$16.A2B.B3.B.2BA$16.
A4B3.4BA$17.A.2B3.2B.A$18.A2BA.A2B2A$17.A.A5.A.B$12.A6.2A3.BA.B.B2.A$
11.A2.2AB.3BA.3B5A2.A$11.7B.2BA.3B3A.4B$12.2A.B.2B.A3.B2A2.2B2A$14.AB
A.2B2A5.4B$14.A.A5.A2.A.2B2.A$15.B2.A2.A6.B.BA$15.AB.B.A4.A3B.BA$14.A
.3B6.A3B.BA2.A$15.B2AB7.A3B.B.B.A$27.2B.A$26.2B5.B.A$27.B2.A3.A$25.A.
3BA$26.A3B!
User avatar
Extrementhusiast
Posts: 1970
Joined: June 16th, 2009, 11:24 pm
Location: USA

Re: VN-B1x2S23

Post by Extrementhusiast »

I can make a breeder without that spaceship and rake:

Code: Select all

x = 11, y = 74, rule = b1x2s23
.3A2.3AB$B.2B2A4BA$2.2B2A4BA$.AB.5AB$.A4.A$4.2A$.A.3B2.A$.AB.B4.A$.A
2.B.4B$4.6B$3.2A2B2.A$8.A52$5.3AB$.2A6BA$2.B.B.3BA$2.B.2B.AB$2.B3A$A
2.A$A.B.2B2.A$2.B6.A$2.2B2.4B$A3B2.4B$A8.A!
I Like My Heisenburps! (and others)
EricG
Posts: 199
Joined: August 19th, 2011, 5:41 pm
Location: Chicago-area, USA

Re: VN-B1x2S23

Post by EricG »

Related rule VN-B14x2_S23 has a frequently occurring natural gun that doesn't use oscillators or still lifes.

Code: Select all

x = 36, y = 10, rule = VN-B14x2_S23
34.A$32.B2.A$31.A2B$.A18.2B2.A6.A3B$A2.2B2.2B2.2B2.2B4.B.A.A6.BA$19B.
A2B2A$20B2.B$A2.2B2.2B2.2B2.2B2.2BAB.A$.A19.A$22.B!

Code: Select all

n_states:3
neighborhood:vonNeumann
symmetries:permute

var a={0,1}
var b={a}
var c={a}
var d={a}

# Birth
0,a,b,c,d,0
0,2,b,c,d,1
0,2,2,c,d,0
0,2,2,2,d,0  
0,2,2,2,2,1

# Change
1,a,b,c,d,0
1,2,b,c,d,2
1,2,2,c,d,0
1,2,2,2,d,0
1,2,2,2,2,2

# Survive
2,a,b,c,d,0
2,2,b,c,d,0
2,2,2,c,d,2
2,2,2,2,d,2
2,2,2,2,2,0
Forum bookkeeping note -- here's a link to a thread about B1x2/S23 in other neighborhoods: viewtopic.php?f=11&t=965
bprentice
Posts: 920
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: VN-B1x2S23

Post by bprentice »

It is interesting to play this rule on this neighborhood:

...x.
x....
..o..
....x
.x...

Here is the Square Cell pattern for a Knight Ship:

Code: Select all

#Rule = Rule Table
#States = 3
#Counts = 9
#SW 0,0,1
#NW 0,0,0,1,0
#NW 1,0,0,0,0
#NW 0,0,0,0,0
#NW 0,0,0,0,1
#NW 0,1,0,0,0
#RT 0,1,0,0,0,0,0,0,0
#RT 0,2,0,0,0,0,0,0,0
#RT 0,0,2,2,0,0,0,0,0
#Rows = 16
#Columns = 20
#L 10.A$7.A4.A$4.A$.A$8.A4.A$A4.A4.A$12.A$4.A4.A4.A$.A9.B4.A$8.A4.B4.B
#L $5.A4.B4.B$2.A4.A4.B4.B$9.A4.B4.A$11.A4.B$3.A4.A4.A4.A$5.A9.B
Save as KS001.sqc.

"Square Cell.zip" can be obtained here:

http://bprentice.webenet.net/Square%20Cell/

Brian Prentice
Sphenocorona
Posts: 549
Joined: April 9th, 2013, 11:03 pm

Re: VN-B1x2S23

Post by Sphenocorona »

My version of the rule seems to have the states reversed from both threads?
I found some interesting things like oblique wicks and a huge quadratic growth (modified from a tiny failed quadratic growth) but although I'm going to post them you won't be able to view them, unless somebody makes a script for swapping two states or you swap them to another rule (for this reason I have no idea if any of these are posted above).

This evolves into a c/9 diagonal cordership-style curly thing ship:

Code: Select all

x = 9, y = 9, rule = B1x2_S23V
.B$.B$.2B$3B3$5.2B$5.4B$5.B!
This produces a gigantic curling mass that almost yields quadratic growth:

Code: Select all

x = 33, y = 26, rule = B1x2_S23V
21.2A$20.4B$10.2A8.A2BA3.2A$9.4B8.2BA2.4B$4.2A3.A2BA6.AB.B2A.A2BA$3.
4B2.A2B7.A2B3.A.2B$3.A2BA.2AB.BA7.4B.B2.BA$4.2B.A3.2BA7.2ABA.4BA$2.AB
2.B.4B12.A.B4.A$2.A4B.AB2A14.3B3.A$.A4.B.A14.B5.A.A$A3.3B15.B2.5B$.A.
A5.B11.BA3.3BA$3.5B2.B9.2B2.B2.2A$3.A3B3.AB8.B3.B2.A.A$4.2A2.B2.2B8.A
2.3BA2.A$3.A.A2.B3.B14.A2BA$2.A2.A3B2.A12.2B2.2BA$2.A2BA17.2B.A3.A$2.
A2B2.2B10.A2.2B5.A$2.A3.A.2B8.B2.2B$3.A5.2B2.A4.4B$10.2B2.B3.A2.B$11.
4B4.A$11.B2.A$13.A!
This produces just the oblique curl wicks behind it:

Code: Select all

x = 73, y = 26, rule = B1x2_S23V
10.2A49.2A$9.4B47.4B$4.2A3.A2BA8.2A27.2A8.A2BA3.2A$3.4B2.A2B8.4B25.4B
8.2BA2.4B$3.A2BA.2AB.BA6.A2BA3.2A15.2A3.A2BA6.AB.B2A.A2BA$4.2B.A3.2BA
7.2BA2.4B13.4B2.A2B7.A2B3.A.2B$2.AB2.B.4B7.AB.B2A.A2BA13.A2BA.2AB.BA
7.4B.B2.BA$2.A4B.AB2A7.A2B3.A.2B15.2B.A3.2BA7.2ABA.4BA$.A4.B.A12.4B.B
2.BA11.AB2.B.4B12.A.B4.A$A3.3B14.2ABA.4BA11.A4B.AB2A14.3B3.A$.A.A5.B
14.A.B4.A9.A4.B.A14.B5.A.A$3.5B2.B15.3B3.A7.A3.3B15.B2.5B$3.A3B3.AB
11.B5.A.A9.A.A5.B11.BA3.3BA$4.2A2.B2.2B9.B2.5B13.5B2.B9.2B2.B2.2A$3.A
.A2.B3.B8.BA3.3BA13.A3B3.AB8.B3.B2.A.A$2.A2.A3B2.A8.2B2.B2.2A15.2A2.B
2.2B8.A2.3BA2.A$2.A2BA14.B3.B2.A.A13.A.A2.B3.B14.A2BA$2.A2B2.2B12.A2.
3BA2.A11.A2.A3B2.A12.2B2.2BA$2.A3.A.2B17.A2BA11.A2BA17.2B.A3.A$3.A5.
2B2.A10.2B2.2BA11.A2B2.2B10.A2.2B5.A$10.2B2.B8.2B.A3.A11.A3.A.2B8.B2.
2B$11.4B4.A2.2B5.A13.A5.2B2.A4.4B$11.B2.A3.B2.2B27.2B2.B3.A2.B$13.A4.
4B29.4B4.A$18.A2.B29.B2.A$19.A33.A!
Evolving the first orthogonal puffer shown above after progressing it to post quad growth can change it back to true quadratic growth. I can't post it though because it is too big.
Sphenocorona
Posts: 549
Joined: April 9th, 2013, 11:03 pm

Re: VN-B1x2S23

Post by Sphenocorona »

Ok, I still can't post the patterns properly but here is a decent sized quadratic growth:

Code: Select all

x = 11, y = 20, rule = B1x2_S23V
7.3B$3.A2.4BA$2.A2.B.3BA$2.6B.B$2.3B.B$2.6B.B$2.A2.B.3BA$3.A2.4BA$7.
3B3$5.3B$.A2.4BA$A2.B.3BA$6B.B$3B.B$6B.B$A2.B.3BA$.A2.4BA$5.3B!
You'll have to swap the yellow and red states.
EricG
Posts: 199
Joined: August 19th, 2011, 5:41 pm
Location: Chicago-area, USA

Re: VN-B1x2S23

Post by EricG »

"You'll have to swap the yellow and red states."

Here's a script to swap the states:
viewtopic.php?f=11&t=960#p7018

And here is a script for generating Bx2 rules in the Moore, Hex, von Neumann, and Tripod neighborhoods:
viewtopic.php?f=11&t=965#p7051
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