Page 5 of 55

Re: Rule request thread

Posted: June 29th, 2016, 11:05 am
by muzik
This might be a wierd one, but you know the rule that 2x2 supposedly simulates with 2x2 blocks?

Could that be turned into a .rule, where it is simulated with 1x1 cells?

Re: Rule request thread

Posted: June 29th, 2016, 2:32 pm
by blah
musik wrote:This might be a wierd one, but you know the rule that 2x2 supposedly simulates with 2x2 blocks?

Could that be turned into a .rule, where it is simulated with 1x1 cells?
It's a margolus rule; you can look up "Margolus neighbourhood" and probably find more than I can tell you. Golly contains implementations of some margolus rules already (the 'Margolus' folder in Golly's patterns), although I don't think that includes 2x2's one. So yes, but whether or not somebody will bother is another question.

Re: Rule request thread

Posted: June 29th, 2016, 3:20 pm
by muzik
Doesn't look to be a "compressed 2x2" type rule there, no.


I'm probably fail miserably at making it as well.

Re: Rule request thread

Posted: June 30th, 2016, 9:02 am
by muzik
If someone does bother with it, I want it to be a bit faster than in the B36/S125 rule, skipping each second generation to avoid the problems with the 1-block offset.

So this:

Code: Select all

x = 4, y = 1, rule = B36/S125
4o!
becomes this:

Code: Select all

x = 4, y = 3, rule = B36/S125
b2o$o2bo$b2o!
in the next generation, and then in the one after that it becomes this:

Code: Select all

x = 2, y = 3, rule = B36/S125
2o$2o$2o!
before reverting to the first RLE.


And this

Code: Select all

x = 2, y = 1, rule = B36/S125
2o!
would be a still life, due to it being a p2 oscillator, and every second generation is skipped.

Re: Rule request thread

Posted: June 30th, 2016, 12:19 pm
by drc
Like this?

Code: Select all

x = 7, y = 1, rule = B35y_S12-ic5i
4ob2o!

Re: Rule request thread

Posted: June 30th, 2016, 12:28 pm
by muzik
Does it work with others?

Like,this evolution sequence?

Code: Select all

x = 68, y = 14, rule = B36/S125
3$4bo7bo17bo$4bo6bobo5b3o7bobo17b4o9b3o$4bo6bobo4bo3bo5bobobo16b4o9b3o
$4bo6bobo4bo3bo4bobobobo3b8o4b4o7b2o3b2o$4bo6bobo4bo3bo4bobobobo3b8o4b
4o7b2o3b2o$4bo6bobo4bo3bo5bobobo16b4o9b3o$4bo6bobo5b3o7bobo17b4o9b3o$
4bo7bo17bo!

Re: Rule request thread

Posted: June 30th, 2016, 12:45 pm
by drc
Now it does:

Code: Select all

x = 1, y = 8, rule = B35y_S12-ci3y5i
o$o$o$o$o$o$o$o!

Re: Rule request thread

Posted: June 30th, 2016, 12:53 pm
by AbhpzTa
B3i4int5ey6k7e/S1e2k3ey4irt5i

Code: Select all

x = 319, y = 95, rule = B3i4int5ey6k7e_S1e2k3ey4irt5i
17b2o19b2o54b2o23b2o25b2o71b2o22b2o27b2o3b2o26b2o$bo17bo20bo21bo2bo27b
o24bo26bo2bo66bo2bo26bo2bo22bo7bo24bo5bo3bo$bo17bo20bo21bo2bo27bo24bo
26bo2bo66bo2bo26bo2bo22bo7bo24bo5bo3bo$17b2o19b2o23b2o29b2o23b2o98b2o
22b2o27b2o3b2o26b2o$bo14bo23bo24bo30bo21bo2bo26bo66bo5bo23bo2bo22bo2bo
4bo27bo2bo3bo$bo14bo23bo24bo30bo21bo2bo26bo66bo5bo23bo2bo22bo2bo4bo27b
o2bo3bo$17b2o19b2o54b2o23b2o98b2o22b2o27b2o3b2o26b2o14$2o14b4o17b4o20b
7o26b2o20b8o20b6o61b14o16b10o19b12o19b18o$16b4o40bo7bo25b2o20b8o$60bo
7bo25b2o$60bo7bo25b2o$61b7o26b2o$89b5o2b5o$88bo5b2o5bo$87bob5o2b5obo$
88bo5b2o5bo$89b5o2b5o$94b2o$94b2o$94b2o$94b2o$94b2o$37b4o$37b4o$37b4o$
34b3o4b3o$33bo3b4o3bo$32bob3o4b3obo97b8o59b16o$33bo3b4o3bo$34b3o4b3o$
37b4o$37b4o$37b4o5$92b6o$92b6o$90b2o6b2o$90b2o6b2o$90b2o6b2o$87b3o2b6o
2b3o$87b3o2b6o2b3o$87b3o2b6o2b3o$84b3o3b2o6b2o3b3o$84b3o3b2o6b2o3b3o$
84b3o3b2o6b2o3b3o$84b3o3b2o6b2o3b3o$80b4o3b3o2b6o2b3o3b4o$80b4o3b3o2b
6o2b3o3b4o$78b2o4b3o3b2o6b2o3b3o4b2o$77bo2b4o3b3o2b6o2b3o3b4o2bo$77bo
2b4o3b3o2b6o2b3o3b4o2bo$77bo2b4o3b3o2b6o2b3o3b4o2bo$74b3ob2o4b3o3b2o6b
2o3b3o4b2ob3o$73bo3bo2b4o3b3o2b6o2b3o3b4o2bo3bo$72bob3ob2o4b3o3b2o6b2o
3b3o4b2ob3obo$71bobo3bo2b4o3b3o2b6o2b3o3b4o2bo3bobo$70bobob3ob2o4b3o3b
2o6b2o3b3o4b2ob3obobo$71bobo3bo2b4o3b3o2b6o2b3o3b4o2bo3bobo$72bob3ob2o
4b3o3b2o6b2o3b3o4b2ob3obo$73bo3bo2b4o3b3o2b6o2b3o3b4o2bo3bo$74b3ob2o4b
3o3b2o6b2o3b3o4b2ob3o$77bo2b4o3b3o2b6o2b3o3b4o2bo$77bo2b4o3b3o2b6o2b3o
3b4o2bo$77bo2b4o3b3o2b6o2b3o3b4o2bo$78b2o4b3o3b2o6b2o3b3o4b2o$80b4o3b
3o2b6o2b3o3b4o$80b4o3b3o2b6o2b3o3b4o$84b3o3b2o6b2o3b3o$84b3o3b2o6b2o3b
3o$84b3o3b2o6b2o3b3o$84b3o3b2o6b2o3b3o$87b3o2b6o2b3o$87b3o2b6o2b3o$87b
3o2b6o2b3o$90b2o6b2o$90b2o6b2o$90b2o6b2o$92b6o$92b6o!
EDIT:

Code: Select all

x = 193, y = 84, rule = B3i4int5ey6k7e_S1e2k3ey4irt5i
b2o13bo2bo13b2o21b2o52b2o65b2o$3bo12bo2bo12bo22bo2bo50bo2bo60bo2bo2bo$
3bo13b2o13bo22bo2bo50bo2bo60bo2bo2bo$b2o16bo13b2o21b2o52b2o$o18bo12bo
2bo19bo2bo53bo60bo2bo2bo$o31bo2bo19bo2bo53bo60bo2bo2bo$b2o30b2o21b2o
52b2o65b2o6$b3o10b8o$o3bo9b8o$b3o10b8o9b7o$14b8o8bo7bo$31b7o4$50b15o
43b6o57b11o$49bo15bo41bo6bo55bo11bo$49bo15bo41bo6bo55bo11bo$49bo15bo
41bo6bo55bo11bo$49bo15bo38b3ob6ob3o52bo11bo$49bo15bo38b3ob6ob3o52bo11b
o$49bo15bo36b2o3bo6bo3b2o50bo11bo$49bo15bo36b2o3bo6bo3b2o50bo11bo$50b
15o37b2o3bo6bo3b2o43b7ob11ob7o$102b2o3bo6bo3b2o42bo7bo11bo7bo$102b2o3b
o6bo3b2o41bob7ob11ob7obo$97b5o2b3ob6ob3o2b5o35bobo7bo11bo7bobo$96bo5b
2o3bo6bo3b2o5bo35bob7ob11ob7obo$96bo5b2o3bo6bo3b2o5bo36bo7bo11bo7bo$
94b2ob5o2b3ob6ob3o2b5ob2o35b7ob11ob7o$93bo2bo5b2o3bo6bo3b2o5bo2bo41bo
11bo$93bo2bo5b2o3bo6bo3b2o5bo2bo41bo11bo$93bo2bo5b2o3bo6bo3b2o5bo2bo
41bo11bo$90b3ob2ob5o2b3ob6ob3o2b5ob2ob3o38bo11bo$89bo3bo2bo5b2o3bo6bo
3b2o5bo2bo3bo37bo11bo$88bob3ob2ob5o2b3ob6ob3o2b5ob2ob3obo36bo11bo$88bo
b3ob2ob5o2b3ob6ob3o2b5ob2ob3obo36bo11bo$86b2obo3bo2bo5b2o3bo6bo3b2o5bo
2bo3bob2o35b11o$85bo2bob3ob2ob5o2b3ob6ob3o2b5ob2ob3obo2bo$84bob2obo3bo
2bo5b2o3bo6bo3b2o5bo2bo3bob2obo$83bobo2bob3ob2ob5o2b3ob6ob3o2b5ob2ob3o
bo2bobo$82bobob2obo3bo2bo5b2o3bo6bo3b2o5bo2bo3bob2obobo$81bobobo2bob3o
b2ob5o2b3ob6ob3o2b5ob2ob3obo2bobobo$80bobobob2obo3bo2bo5b2o3bo6bo3b2o
5bo2bo3bob2obobobo$81bobobo2bob3ob2ob5o2b3ob6ob3o2b5ob2ob3obo2bobobo$
49b16o17bobob2obo3bo2bo5b2o3bo6bo3b2o5bo2bo3bob2obobo$49b16o18bobo2bob
3ob2ob5o2b3ob6ob3o2b5ob2ob3obo2bobo$49b16o19bob2obo3bo2bo5b2o3bo6bo3b
2o5bo2bo3bob2obo$49b16o20bo2bob3ob2ob5o2b3ob6ob3o2b5ob2ob3obo2bo$49b
16o21b2obo3bo2bo5b2o3bo6bo3b2o5bo2bo3bob2o38b4o$49b16o23bob3ob2ob5o2b
3ob6ob3o2b5ob2ob3obo40b4o$49b16o23bob3ob2ob5o2b3ob6ob3o2b5ob2ob3obo40b
4o$49b16o24bo3bo2bo5b2o3bo6bo3b2o5bo2bo3bo41b4o$90b3ob2ob5o2b3ob6ob3o
2b5ob2ob3o42b4o$93bo2bo5b2o3bo6bo3b2o5bo2bo45b4o$93bo2bo5b2o3bo6bo3b2o
5bo2bo45b4o$93bo2bo5b2o3bo6bo3b2o5bo2bo45b4o$94b2ob5o2b3ob6ob3o2b5ob2o
46b4o$96bo5b2o3bo6bo3b2o5bo48b4o$96bo5b2o3bo6bo3b2o5bo38b10o4b10o$97b
5o2b3ob6ob3o2b5o39b10o4b10o$102b2o3bo6bo3b2o42b2o10b4o10b2o$102b2o3bo
6bo3b2o42b2o10b4o10b2o$102b2o3bo6bo3b2o40b2o2b10o4b10o2b2o$102b2o3bo6b
o3b2o40b2o2b10o4b10o2b2o$102b2o3bo6bo3b2o42b2o10b4o10b2o$104b3ob6ob3o
44b2o10b4o10b2o$104b3ob6ob3o46b10o4b10o$107bo6bo49b10o4b10o$107bo6bo
59b4o$107bo6bo59b4o$108b6o60b4o$174b4o$174b4o$174b4o$174b4o$174b4o$
174b4o$174b4o!

Re: Rule request thread

Posted: June 30th, 2016, 12:53 pm
by muzik
and this?

Code: Select all

x = 6, y = 10, rule = B36/S125
2b2o$2b2o$2o2b2o$2o2b2o$2o2b2o$2o2b2o$2o2b2o$2o2b2o$2b2o$2b2o!

Re: Rule request thread

Posted: July 2nd, 2016, 2:08 pm
by muzik
I'm on holiday right now with no access to a computer, can someone kindly generate a rule table of B34/S2-acn3 ?

Re: Rule request thread

Posted: July 2nd, 2016, 4:15 pm
by drc
muzik wrote:I'm on holiday right now with no access to a computer, can someone kindly generate a rule table of B34/S2-acn3 ?

Code: Select all

@RULE B34_S2-acn3

*** File autogenerated by saverule. ***


This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.
The notation used to define the rule was originally proposed by Alan Hensel.
See http://www.ibiblio.org/lifepatterns/neighbors2.html for details


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

# Birth
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,1,0,0,0,0,1
0,1,1,1,0,1,0,0,0,1
0,1,1,1,0,0,1,0,0,1
0,1,1,0,1,1,0,0,0,1
0,1,1,0,1,0,1,0,0,1
0,1,1,0,1,0,0,1,0,1
0,1,1,0,1,0,0,0,1,1
0,1,1,0,0,1,1,0,0,1
0,1,1,0,0,1,0,1,0,1
0,1,1,0,0,1,0,0,1,1
0,1,1,0,0,0,1,1,0,1
0,1,0,1,0,1,0,1,0,1
0,0,1,0,1,0,1,0,1,1

# Survival
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

circles

Re: Rule request thread

Posted: July 5th, 2016, 7:01 am
by muzik
Any rules without B2 or B0 that have faster than c/2 ships?

Re: Rule request thread

Posted: July 5th, 2016, 9:43 am
by Gamedziner
muzik wrote:Any rules without B2 or B0 that have faster than c/2 ships?
Since B3 (and consequently, higher values) have been proven to have no spaceships faster than c/2 on their own, you are only left with rules containing B1 but not B0 or B2. Proof time!

Suppose there were a spaceship in a rule containing B1. Consider the corners of the area around this ship. There must be corners with exactly one cell nearby to bound the ship to a finite box. B1 means a cell will be born there. This applies to all future generations as well, so the pattern grows infinitely.

However, the definition of a spaceship requires that it be finite.

This leads to a contradiction, and thus no spaceships exist in rules containing B1.

We can go further, though. Suppose there was a spaceship in B0. Then that finite ship is placed, alone, in the infinite cellular automata grid. After one generation, all cells outside the area of influence of the spaceship become alive, making it contain infinitely many cells. Since the placement of those cells is affected by the ship at least every other generation, it must mean that those infinitely many cells are part of the ship.

Once again, though, the definition of a spaceship requires that it be finite.

This too leads to a contradiction, and thus no spaceships exist in rules containing B0.

Therefore, since no spaceships faster than c/2 exist in rules containing B3 on up (any combination of them) but not B2, and no spaceships exist in B1 or B0, every spaceship faster than c/2 must contain B2 and neither B1 nor B0.

Consequently, ships without B2 must not be faster than c/2.
Therefore, there are no ships faster than c/2 that exist in rules that contain neither B2 nor B0, and thus your request is impossible. Q.E.D.

Re: Rule request thread

Posted: July 5th, 2016, 9:47 am
by muzik
Well that sucks. Unless if there was a 3-or-more state rule...


Anyway, another thing I've been thinking of a lot lately is a sort of mashup rule, but different.

It would be a 3-state rule.


The main rule in this is Day and Night. However, the cells of Day and Night could simulate regular Life, but these cells would still act like Day and Night. So basically like the BGRainbow2 rule with space fabrication.

Re: Rule request thread

Posted: July 5th, 2016, 11:22 am
by praosylen
Non-totalistic rules work:

Code: Select all

x = 3, y = 3, rule = B1e5/S247
obo$3o$3o!

Re: Rule request thread

Posted: July 5th, 2016, 1:49 pm
by Gamedziner
A for awesome wrote:Non-totalistic rules work:

Code: Select all

x = 3, y = 3, rule = B1e5/S247
Obo$3o$3o!
Yeah, I should have mentioned that what I was referring to was only the totalistic rules.

Re: Rule request thread

Posted: July 5th, 2016, 2:48 pm
by biggiemac
Gamedziner wrote:Suppose there was a spaceship in B0. Then that finite ship is placed, alone, in the infinite cellular automata grid. After one generation, all cells outside the area of influence of the spaceship become alive, making it contain infinitely many cells. Since the placement of those cells is affected by the ship at least every other generation, it must mean that those infinitely many cells are part of the ship.

Once again, though, the definition of a spaceship requires that it be finite.

This too leads to a contradiction, and thus no spaceships exist in rules containing B0.
Perhaps you aren't familiar with the special-casing that B0 gets in Golly and the general community. Since, as you mentioned, a finite pattern in generation 0 breeds an infinite pattern in generation 1, it is not sensible to try to try to encode computationally every "ON" cell. Instead, the pattern is defined as the interesting part of the infinite grid. If the B0 rule has S8, then every cell at infinity is forever "ON", so the pattern is displayed as its negative. If the rule has B0 and not S8, then every cell at infinity alternates between "OFF" in even generations and "ON" in odd generations, so the pattern is displayed as its negative on odd generations only. This allows a finitely-drawn pattern to remain finite at any finite generation number. In that light, patterns such as the following are definitely B0 spaceships.

Code: Select all

x = 2, y = 4, rule = B026/S12
o$bo2$bo!
They have an "explode/contract" appearance to them. There are B0 rules with above-c/2 ships, such as this 3c/4 glider in B02357/S2356.

Code: Select all

x = 6, y = 3, rule = B02357/S2356
4obo$3o2bo$3b2o!
So muzik added "without B0" due to these being known. I can't find any c/2+ gliders in rules with B0 and not B2 off the top of my head but I am not particularly well-versed in non-cgol CA.

Re: Rule request thread

Posted: July 5th, 2016, 2:52 pm
by muzik
What also exists is this:

Code: Select all

x = 2, y = 3, rule = B02346/S023
o2$bo!

Also, how about that day and night mashup I was talking about?

Re: Rule request thread

Posted: July 5th, 2016, 5:01 pm
by muzik
Can I have rule tables for b2/s0, b26/s0 and b34w/s23? Again, I have no access to a computer right now...

Re: Rule request thread

Posted: July 5th, 2016, 6:50 pm
by drc
muzik wrote:b2/s0, b26/s0
what

i gave you the other one a while ago. if I didn't, then just take the one for lake life, remove the s5e transition, and add in an s4w transition, and change the name to wlife.

Re: Rule request thread

Posted: July 6th, 2016, 3:17 am
by muzik
I need the first two so I can make an experimental rule mashup

Re: Rule request thread

Posted: July 6th, 2016, 8:26 am
by Gamedziner
biggiemac wrote:Perhaps you aren't familiar with the special-casing that B0 gets in Golly and the general community. Since, as you mentioned, a finite pattern in generation 0 breeds an infinite pattern in generation 1, it is not sensible to try to try to encode computationally every "ON" cell. Instead, the pattern is defined as the interesting part of the infinite grid. If the B0 rule has S8, then every cell at infinity is forever "ON", so the pattern is displayed as its negative. If the rule has B0 and not S8, then every cell at infinity alternates between "OFF" in even generations and "ON" in odd generations, so the pattern is displayed as its negative on odd generations only. This allows a finitely-drawn pattern to remain finite at any finite generation number. In that light, patterns such as the following are definitely B0 spaceships.

Code: Select all

x = 2, y = 4, rule = B026/S12
o$bo2$bo!
They have an "explode/contract" appearance to them. There are B0 rules with above-c/2 ships, such as this 3c/4 glider in B02357/S2356.

Code: Select all

x = 6, y = 3, rule = B02357/S2356
4obo$3o2bo$3b2o!
Got it. The conclusion then becomes that only rules containing B2, B0, or both B2 and B0 (but still not B1) may contain ships faster than c/2, rather than only rules containing B2 and neither B1 nor B0. This is still enough, though, to reach the final conclusion in my post (given that the rule is 2-state and totalistic).

Re: Rule request thread

Posted: July 6th, 2016, 12:14 pm
by muzik
Still waiting for the wlife rule table.


I don't know how to manually change rules

Re: Rule request thread

Posted: July 6th, 2016, 3:27 pm
by muzik
I also don't have a lakelife ruletable?

Re: Rule request thread

Posted: July 6th, 2016, 4:05 pm
by BlinkerSpawn
muzik wrote:I don't know how to manually change rules
Control > Set Rule...
Type the rule in the top dialog box and click "OK".