Death after a fixed number of generations

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hobbyprogrammer77
Posts: 25
Joined: June 12th, 2013, 10:47 am

Death after a fixed number of generations

Post by hobbyprogrammer77 »

My new automaton works the same way life does, but a living cell dies after a fixed number of generations (although the usual death rules are applied as well). Obviously there are no still lifes and only a few oscillators, but some interesting objects exist.
If a cell can only live one generation, it's simply the Rule B3/S.
If a cell can stay alive for two generations, eventually the whole world dies out, but sometimes this p3 oscillator survives:

Code: Select all

x = 6, y = 2, rule = DeathByAge2
3.2AB$B2A!
If a cell can stay alive for three generations, this p4 oscillator is the only interesting thing I found:

Code: Select all

x = 2, y = 2, rule = DeathByAge3
AC$B!
(This Block thing is also the most common object in the following rules.)
At four generations, some interesting objects are possible:
The Block, the queen bee, which is a p30 oscillator(the beehives that usually destroy it dissolve), the standard spaceships, another glide symmetric 2c/4 spaceship, and a 4c/20 glide symmetric spaceship.

Code: Select all

x = 54, y = 20, rule = DeathByAge4
.BC5.A8.A6.A$AD5.BCB6.BCB4.BCB$2.A4.A.DA5.A.DA3.A.DA$8.ACA6.ACA4.ACA$
8.ABA6.AB5.ABA25.C$8.AB14.ABA14.ABA7.D.D$24.AB15.C2.A$33.A6.C2.EB6.AC
A$32.B.B17.B$32.E.E15.C$33.A16.E3$30.CB.A.BC$30.A5.A$31.A3.A$32.ABA2$
13.AD$13.CB!
At five generations, I didn't find anything interesting, although the four-generation objects still work.
At six generations, we have the Block, the standard spaceships and a rotating p304 4b glider gun!

Code: Select all

x = 58, y = 23, rule = DeathByAge6
55.AC$54.BD.D$53.B3.F$.BC5.A8.A6.A27.AC.AC$AD5.BCB6.BCB4.BCB27.B.B$2.
A4.A.DA5.A.DA3.A.DA26.ABA$8.ACA6.ACA4.ACA$8.ABA6.AB5.ABA16.ACA$8.AB
14.ABA16.B$24.AB17.A2.B$44.A.E$50.DF$49.C2.C$49.A2.B$50.B.A7$13.AD$
13.CB!

EDIT: Two gliders can pass right through each other:

Code: Select all

x = 36, y = 20, rule = DeathByAge6
12$4.DCA$6.B$5.A$28.A$27.BD$27.C.A!
Another EDIT: Glider synthesis of the gun:

Code: Select all

x = 33, y = 35, rule = DeathByAge6
2$6.D$4.A.C$5.BA20$24.A$11.C11.BD$11.AE10.C.A!
3.EDIT: Pentadecathlon synthesis still works!
At seven generations, we have the Block, the standard spaceships, but no new pattern, although a glider+block=MWSS reaction is possible.

Code: Select all

x = 57, y = 41, rule = DeathByAge7
.BC5.A8.A6.A$AD5.BCB6.BCB4.BCB$2.A4.A.DA5.A.DA3.A.DA$8.ACA6.ACA4.ACA$
8.ABA6.AB5.ABA$8.AB14.ABA$24.AB12$13.AD$13.CB9$55.CB$55.EF9$41.BA$40.
A.C$42.D!
These were all the objects I found, maybe you can find some more?

P.S.:Sorry for my bad English; it isn't my mother language.
P.P.S.:I have made a mistake in rule 4 colors; maybe I've mixed up the whole rule, but I'm too lazy to check it right now. :wink:
Attachments
DeathByAgeRules.zip
(4.18 KiB) Downloaded 287 times
c0b0p0
Posts: 645
Joined: February 26th, 2014, 4:48 pm

Re: Death after a fixed number of generations

Post by c0b0p0 »

DeathByAge8 has a p29.

Code: Select all

x = 10, y = 3, rule = D8
B8.B$BA6.AB$B8.B!
As well as that, the DeathByAge3 treatment applied to B3/S123 generates a nice chaotic rule with a c/3 ship.

Code: Select all

x = 3, y = 5, rule = D3123
.A$B.A$2.C$B.A$.A!
Ironically, the only interesting rule I found applying this treatment to hexagonal rules was DeathByAge2_B2S2H, which has a 4c/15 ship.

Code: Select all

x = 13, y = 13, rule = D22Hex
5.A$8.B$10.B2$6.2A3.B$8.A$8.A$12.A3$.A$3A$.A!
c0b0p0
Posts: 645
Joined: February 26th, 2014, 4:48 pm

Re: Death after a fixed number of generations

Post by c0b0p0 »

B356/S23/D8 is a very nearly exploding rule which seems to have two naturally occurring oscillators: the p9 Block and a sparky p4. As in normal B356/S23, I cannot find any natural spaceships.

For now, here is the p4.

Code: Select all

x = 6, y = 6, rule = B356S23D8
.A2.A$A4.A$2.2A$2.2A$A4.A$.A2.A!
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