Thread for your Collisrc finds

For discussion of specific patterns or specific families of patterns in Conway's Game of Life, both newly-discovered and well-known.
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Kazyan
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Thread for your Collisrc finds

Post by Kazyan »

Aidan Pierce recently released collisrc. It's intended for automatically finding synthesis components, but will happily report any still life that shares a cell with the starting still life. At current search depths, this is a feature, not a bug.

Anyway, collisrc finds. Here's a reduction of this 18-bit still life's synthesis from 6 gliders to 5:

Code: Select all

x = 16, y = 26, rule = B3/S23
3bo$bobo$2b2o6$13b2o$12bo2bo$12bo2bo$13b2o11$3o$2bo7bo$bo8b2o$9bobo!
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Ian07
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Re: Thread for your Collisrc finds

Post by Ian07 »

Here's a collection of some reductions posted by Exa on Discord (note: this is not a complete list):

Code: Select all

x = 121, y = 140, rule = B3/S23
17$31bo33b2o$29b2o33bobo$30b2o32bo$65bo$62b3o$61bo$60bobo$19bo41bo$18b
obo61bobo$17bo2bo62b2o$13b2o2bobo63bo$13bo4bo31bo$14b4o32b2o$49bobo42b
o5bo$16b2o75bobobobobo$17bo11bo64b2ob2o2bo$14b3o11b2o71bobo$14bo13bobo
71b2o22$12bo$13b2o45b2o35b2o$12b2o46b2o35bobo$99bo$60b4o35b2o$59bo3bo
37bo$58bobo38b2o$58bobo38bo$59bo37bobo$21b2o73bobo$21bobo2b2o69bo$22bo
2bo2bo$23b2o2bobo$28b2o2$50bo$11b2o37b2o$12b2o35bobo17b2o$11bo57bobo
19b3o$69bo23bo$92bo10$103bo$102bo$13b2o2b2o83b3o$13bo4bo$14b4o38b2o$
55bobo$14b2o40bo$14bo38b3o$12bobo37bo$12b2o38b4o30b2o3bo$55bo31bo2bobo
$54bo11bo20bobobo$54b2o9b2o19b2ob2o$27b3o35bobo19bo$27bo57bobo$28bo56b
2o12$53bo47b2o$52bobo15b2o29bobo$51bobo17bo30bo$51bo18bo32b3o$16b2o32b
2o15bobo36bo$15bobo49b2o34b3o$12bo3bo33b2o50bo$12b4o33bo2bo14b2o32bobo
$49bo2bo13bo2bo31b2o$12b2o36b2o14bo2bo20b3o$11bo2bo52b2o23bo$12b2o11b
2o64bo$25bobo17b2o$25bo18bobo$46bo$75b2o$75bobo$75bo!
EDIT: Part 2. Exa has already posted all of these and the above on Catagolue.

Code: Select all

x = 147, y = 109, rule = B3/S23
12$49b2o53bo$50bo5bo43b2obobo$50bobo2bobo41bobobobo$51b2o3bo42bo4bo25b
o$18b2o33b3o40b2obo26b2obobo$18b2o33bo41bo2bo28bobobo$14bo36bobo41bobo
26b3o3bo$9b2o2bobo35b2o43bo26bo$9bo2bobo107bobo$11b2o108bo2bo$12bo109b
2o$11bo$11b2o15b3o$28bo87b3o$29bo57b3o28bo$89bo27bo$88bo$61b2o$61bobo$
61bo9$10bo$11bo$9b3o23b2o70bo$34bo2bo68bobo$34b4o64b2obobo$101bobobo
27bo$34b4o27bo35bo3bo26bo$33bo4bo27bo33b2o3b2o25b3o$34bo2bo26b3o$33b2o
2b2o66b2o$105b2o$15bo64bo$14bobo62bobo$15b2o58b2obobo$47bo26bobobo50bo
$13b4o29b2o26bo3bo49bobo$12bo4bo28bobo24b2o3b2o44b2obobo$12b2ob2o106bo
bobo$13bobo62b2o16bo26bo3bo$13bobo62b2o16b2o24b2o3b2o$14bo80bobo$127b
2o$127b2o11$46bo$46bobo$14bo31b2o$10b2obobo$10b2obobo$13bobobo$10b3o3b
2o$10bo$8bobo$8b2o2$40bo$39bobo$40bobo$41b2o2$41b2o$41bo2bo$17b2o24b2o
$17bobo$17bo!
This program really does show amazing potential; I can only imagine how many new syntheses we'll get once it's been ported to C++. Maybe we can integrate it into apgsearch?
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xs24_69bobjob96
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Saka
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Re: Thread for your Collisrc finds

Post by Saka »

A fun program. Some stuff I posted on discord, but some are probably known and most are probably not very useful.
Big S -> Table on block

Code: Select all

x = 17, y = 33, rule = B3/S23
12bo$11bo$11b3o2$16bo$14b2o$15b2o6$4b2o$3bo2bo$3bob2o$2obo$o2bo$b2o13$
11bo$10b2o$10bobo!
Big S -> Claw with Tail

Code: Select all

x = 19, y = 30, rule = B3/S23
16bobo$16b2o$17bo10$4b2o$3bo2bo$3bob2o$2obo$o2bo$b2o9$12b2o$8bo3bobo$
7b2o3bo$7bobo!
Big S -> 11-loop

Code: Select all

x = 20, y = 26, rule = B3/S23
4b2o$3bo2bo$3bob2o$2obo$o2bo$b2o6$12b3o$12bo$13bo2$17b2o$17bobo$11b3o
3bo$11bo$12bo4$17b3o$17bo$18bo!
Big S -> Big S in a different position and flipped

Code: Select all

x = 18, y = 31, rule = B3/S23
15bo$15bobo$15b2o5$4b2o$3bo2bo$3bob2o$2obo$o2bo$b2o5$12b2o$11b2o$13bo
4$12bo$11b2o$11bobo3$13b2o$13bobo$13bo!
Big S -> Beehive on Table

Code: Select all

x = 17, y = 21, rule = B3/S23
9bo$7b2o$8b2o7$4b2o$3bo2bo$3bob2o$2obo$o2bo$b2o2$14b2o$14bobo$7b2o5bo$
6b2o$8bo!
Big S -> Loaf on Table

Code: Select all

x = 17, y = 22, rule = B3/S23
13bo$11b2o$12b2o6$4b2o$3bo2bo$3bob2o$2obo$o2bo$b2o2$14b3o$14bo$15bo2$
8b3o$8bo$9bo!
Hat on 2 blocks -> xs23_69b8b96z033033

Code: Select all

x = 21, y = 22, rule = B3/S23
7b2ob2o$7b2ob2o2$7b2ob2o$8bobo$8bobo$9bo6$2o$b2o$o13b2o$14bobo$14bo3$
18b3o$18bo$19bo!
Hat on 2 blocks -> xs19_gbb8brz123

Code: Select all

x = 14, y = 17, rule = B3/S23
6b2ob2o$6b2ob2o2$6b2ob2o$7bobo$7bobo$8bo3$2bo$2b2o$bobo3$bo10b2o$b2o8b
2o$obo10bo!
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AforAmpere
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Re: Thread for your Collisrc finds

Post by AforAmpere »

Bunches of results for collisions of 2G and 3G with small still lives. I can't add the last one, so I'll add it if I post again.
Attachments
2G-3G carrier.rle
(4.74 KiB) Downloaded 233 times
2G-3G boat.rle
(3.65 KiB) Downloaded 235 times
2G-3G block.rle
(2.24 KiB) Downloaded 237 times
The torch of 5S has been passed on again, and is now managed by speedydelete. It can be found here. Also check out my program EPE, a tool for searching for patterns in various rulespaces.
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praosylen
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Re: Thread for your Collisrc finds

Post by praosylen »

New 5G long^2 snake inserter leads to 10G improvement of this pseudo-SL, among likely others:

Code: Select all

x = 28, y = 19, rule = B3/S23
6bobo$7b2o$7bo$3b3o$5bo$4bo7bobo$10bobobobo$11b2ob2o$b2o22bo$obo22bob
o$2bo22b2o$12b2ob2o$11bobobobo$13bobo7bo$22bo$22b3o$20bo$19b2o$19bobo
!
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hkoenig
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Re: Thread for your Collisrc finds

Post by hkoenig »

You might want to consider further reducing these collisions. That way you can more easily weed out the duplicates and redundancies.

Code: Select all

x=127, y=80
47b2o42b2o$48bo42bo$10b2o33b3o40b2obo$10b2o33bo41bo2bo27bo$6bo36bobo41bob
o26b3o$5bobo35b2o43bo26bo$6bo107bobo$113bo2bo$114b2o2$20b3o$20bo87b3o$21b
o57b3o28bo$81bo27bo$80bo$53b2o$53bobo$53bo9$2bo$3bo$b3o3$27bo97bo$27b3o27b
o39b2o25bo$30bo27bo38b2o25b3o$29bo26b3o$29b2o66b2o$97b2o$7bo$6bobo$7b2o58b
2o$39bo26bobo52bo$38b2o26bo53bobo$38bobo24b2o52bobo$119bo$88bo29b2o$88b2o$87b
obo13$38bo$38bobo$38b2o2$4b2o$5bo$2b3o$2bo$obo$2o2$32bo$31bobo$32bobo$33b
2o4$9b2o$9bobo$9bo!
Also, the results of single Gliders interacting with all objects up to 17 bits are known.
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BlinkerSpawn
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Re: Thread for your Collisrc finds

Post by BlinkerSpawn »

hkoenig wrote:You might want to consider further reducing these collisions. That way you can more easily weed out the duplicates and redundancies.

Code: Select all

x=127, y=80
common edge cases
A better idea might be to check, for each set of gliders that produces a result, whether the gliders can be divided into two sets that both produce results individually.
If not, you've got a primitive converter.
If so, you have two independent converters.
The question is, how hard is it to determine whether two reactions on different SLs are the same converter?
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Re: Thread for your Collisrc finds

Post by GUYTU6J »

Loop to xs14_69bo8a6

Code: Select all

x = 10, y = 9, rule = B3/S23
4b2o$3bo2bo$3bobo$2b2ob2o2$7b3o$b2o4bo$obo5bo$2bo!
Loop to xs16_330fhar

Code: Select all

x = 9, y = 8, rule = B3/S23
2bobo$3b2o$3bo2$6b2o$bo3bo2bo$2bo2bobo$3ob2ob2o!
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Freywa
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Re: Thread for your Collisrc finds

Post by Freywa »

GUYTU6J wrote:Loop to xs14_69bo8a6
Loop to xs16_330fhar
The first is the fourteener, which already has a four-glider synthesis. The second has a known 6-glider syntheses, very unusually involving an LWSS and one step:

Code: Select all

x = 12, y = 11, rule = B3/S23
11bo$4bo4b2o$2bobo5b2o$3b2o2$6b2o$5b2o$o2bo3bo$4bo$o3bo$b4o!
Princess of Science, Parcly Taxel

Code: Select all

x = 31, y = 5, rule = B2-a/S12
3bo23bo$2obo4bo13bo4bob2o$3bo4bo13bo4bo$2bo4bobo11bobo4bo$2bo25bo!
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