Radius 2 INT rules

For discussion of other cellular automata.
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CARuler
Posts: 1351
Joined: July 30th, 2024, 5:38 pm
Location: A rule-verse in floor rule-verse of the CGOL skyscraper

Re: Radius 2INT rules

Post by CARuler »

can someone fix this step 2 life emulator??????????

Code: Select all

@RULE R2INT(base)
@COLORS
 0 255 255   0   0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:103
neighborhood:Moore
symmetries:rotate4reflect
var al = {2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102}
var al1 = al
var al2 = al
var al3 = al
var al4 = al
var al5 = al
var al6 = al
var al7 = al
var al8 = al
var all = {1,al}
var a = {0,all}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var s0 = {2}
var s1c = {3}
var s1e = {4}
var s2c = {5}
var s2e = {6}
var s2a = {7}
var s2k = {8}
var s2i = {9}
var s2n = {10}
var s3c = {11}
var s3e = {12}
var s3a = {13}
var s3k = {14}
var s3i = {15}
var s3n = {16}
var s3y = {17}
var s3q = {18}
var s3j = {19}
var s3r = {20}
var s4c = {21}
var s4e = {22}
var s4a = {23}
var s4k = {24}
var s4i = {25}
var s4n = {26}
var s4y = {27}
var s4q = {28}
var s4j = {29}
var s4r = {30}
var s4t = {31}
var s4w = {32}
var s4z = {33}
var s5c = {34}
var s5e = {35}
var s5a = {36}
var s5k = {37}
var s5i = {38}
var s5n = {39}
var s5y = {40}
var s5q = {41}
var s5j = {42}
var s5r = {43}
var s6c = {44}
var s6e = {45}
var s6a = {46}
var s6k = {47}
var s6i = {48}
var s6n = {49}
var s7c = {50}
var s7e = {51}
var b1c = {52}
var b1e = {53}
var b2c = {54}
var b2e = {55}
var b2a = {56}
var b2k = {57}
var b2i = {58}
var b2n = {59}
var b3c = {60}
var b3e = {61}
var b3a = {62}
var b3k = {63}
var b3i = {64}
var b3n = {65}
var b3y = {66}
var b3q = {67}
var b3j = {68}
var b3r = {69}
var b4c = {70}
var b4e = {71}
var b4a = {72}
var b4k = {73}
var b4i = {74}
var b4n = {75}
var b4y = {76}
var b4q = {77}
var b4j = {78}
var b4r = {79}
var b4t = {99}
var b4w = {100}
var b4z = {101}
var b5c = {80}
var b5e = {81}
var b5a = {82}
var b5k = {83}
var b5i = {84}
var b5n = {85}
var b5y = {86}
var b5q = {87}
var b5j = {88}
var b5r = {89}
var b6c = {90}
var b6e = {91}
var b6a = {92}
var b6k = {93}
var b6i = {94}
var b6n = {95}
var b7c = {96}
var b7e = {97}
var b8 = {98}
var s8 = {102}
1,0,0,0,0,0,0,0,0,s0
1,1,0,0,0,0,0,0,0,s1e
1,0,1,0,0,0,0,0,0,s1c
1,0,1,0,1,0,0,0,0,s2c
1,1,0,1,0,0,0,0,0,s2e
1,1,1,0,0,0,0,0,0,s2a
1,1,0,0,1,0,0,0,0,s2k
1,1,0,0,0,1,0,0,0,s2i
1,0,1,0,0,0,1,0,0,s2n
1,0,1,0,1,0,1,0,0,s3c
1,1,0,1,0,1,0,0,0,s3e
1,1,1,1,0,0,0,0,0,s3a
1,1,0,1,0,0,1,0,0,s3k
1,0,1,1,1,0,0,0,0,s3i
1,1,1,0,1,0,0,0,0,s3n
1,1,0,0,1,0,1,0,0,s3y
1,1,1,0,0,0,1,0,0,s3q
1,1,0,1,1,0,0,0,0,s3j
1,1,1,0,0,1,0,0,0,s3r
1,0,1,0,1,0,1,0,1,s4c
1,1,0,1,0,1,0,1,0,s4e
1,1,1,1,1,0,0,0,0,s4a
1,1,0,1,1,0,1,0,0,s4k
1,1,1,0,1,1,0,0,0,s4i
1,0,1,1,1,0,1,0,0,s4n
1,1,1,0,1,0,1,0,0,s4y
1,1,1,1,0,0,1,0,0,s4q
1,1,0,1,0,1,1,0,0,s4j
1,1,1,1,0,1,0,0,0,s4r
1,1,0,0,1,1,1,0,0,s4t
1,0,1,1,0,1,1,0,0,s4w
1,1,1,0,0,1,1,0,0,s4z
1,1,1,1,0,1,0,1,0,s5c
1,0,1,1,1,0,1,0,1,s5e
1,0,1,1,1,1,1,0,0,s5a
1,0,1,1,0,1,1,0,1,s5k
1,1,1,1,1,1,0,0,0,s5i
1,1,1,1,0,1,1,0,0,s5q
1,1,0,1,1,0,1,1,0,s5y
1,0,1,1,1,1,0,1,0,s5n
1,1,1,1,1,0,1,0,0,s5j
1,0,1,1,1,0,1,1,0,s5r
1,1,0,1,1,1,1,1,0,s6c
1,0,1,1,1,1,1,0,1,s6e
1,1,1,1,1,1,1,0,0,s6a
1,1,1,1,1,0,1,1,0,s6k
1,0,1,1,1,0,1,1,1,s6i
1,1,1,1,0,1,1,1,0,s6n
1,0,1,1,1,1,1,1,1,s7e
1,1,1,1,1,1,1,1,0,s7c
0,0,1,0,0,0,0,0,0,b1c
0,1,0,0,0,0,0,0,0,b1e
0,0,1,0,1,0,0,0,0,b2c
0,1,0,1,0,0,0,0,0,b2e
0,1,1,0,0,0,0,0,0,b2a
0,1,0,0,1,0,0,0,0,b2k
0,1,0,0,0,1,0,0,0,b2i
0,0,1,0,0,0,1,0,0,b2n
0,0,1,0,1,0,1,0,0,b3c
0,1,0,1,0,1,0,0,0,b3e
0,1,1,1,0,0,0,0,0,b3a
0,0,1,1,1,0,0,0,0,b3i
0,1,0,1,0,0,1,0,0,b3k
0,1,1,0,1,0,0,0,0,b3n
0,1,0,0,1,0,1,0,0,b3y
0,1,1,0,0,0,1,0,0,b3q
0,1,0,1,1,0,0,0,0,b3j
0,1,1,0,0,1,0,0,0,b3r
0,0,1,0,1,0,1,0,1,b4c
0,1,0,1,0,1,0,1,0,b4e
0,1,1,1,1,0,0,0,0,b4a
0,1,0,1,1,0,1,0,0,b4k
0,1,1,0,1,1,0,0,0,b4i
0,0,1,1,1,0,1,0,0,b4n
0,1,1,0,1,0,1,0,0,b4y
0,1,1,1,0,0,1,0,0,b4q
0,1,0,1,0,1,1,0,0,b4j
0,1,1,1,0,1,0,0,0,b4r
0,1,0,0,1,1,1,0,0,b4t
0,0,1,1,0,1,1,0,0,b4w
0,1,1,0,0,1,1,0,0,b4z
0,1,1,1,0,1,0,1,0,b5c
0,0,1,1,1,0,1,0,1,b5e
0,0,1,1,1,1,1,0,0,b5a
0,0,1,1,0,1,1,0,1,b5k
0,1,1,1,1,1,0,0,0,b5i
0,0,1,1,1,1,0,1,0,b5n
0,1,1,1,0,1,1,0,0,b5q
0,1,1,1,1,0,1,0,0,b5j
0,0,1,1,1,0,1,1,0,b5r
0,1,0,1,1,1,1,1,0,b6c
0,0,1,1,1,1,1,0,1,b6e
0,1,1,1,1,1,1,0,0,b6a
0,1,1,1,1,0,1,1,0,b6k
0,0,1,1,1,0,1,1,1,b6i
0,1,1,1,0,1,1,1,0,b6n
0,0,1,1,1,1,1,1,1,b7e
0,1,1,1,1,1,1,1,0,b7c
0,1,1,1,1,1,1,1,1,b8
1,1,1,1,1,1,1,1,1,s8
#transitions
var on = {s2c,s2e,s2a,s2k,s2i,s2n,s3c,s3e,s3a,s3k,s3i,s3n,s3y,s3q,s3j,s3r,b3c,b3e,b3a,b3i,b3n,b3y,b3q,b3j,b3r}
var on1 = on
var on2 = on
var on3 = on
var on4 = on
var on5 = on
var on6 = on
var on7 = on
var on8 = on
var off = {0,1,s0,s1c,s1e,s4c,s4e,s4a,s4k,s4i,s4n,s4y,s4q,s4j,s4r,s4t,s4w,s4z,s5c,s5e,s5a,s5k,s5i,s5n,s5y,s5q,s5j,s5r,s6c,s6e,s6a,s6k,s6i,s6n,s7c,s7e,b1c,b1e,b2c,b2e,b2a,b2k,b2i,b2n,b4c,b4e,b4a,b4k,b4i,b4n,b4y,b4q,b4j,b4r,b4t,b4w,b4z,b5c,b5e,b5a,b5k,b5i,b5n,b5y,b5q,b5j,b5r,b6c,b6e,b6a,b6k,b6i,b6n,b7c,b7e,b8,s8}
var off1 = off
var off2 = off
var off3 = off
var off4 = off
var off5 = off
var off6 = off
var off7 = off
var off8 = off
on,off,on1,off1,on2,off2,off3,off4,off5,1
on,on1,off,on2,off1,off2,off3,off4,off5,1
on,on1,on2,off,off1,off2,off3,off4,off5,1
on,on1,off,off1,on2,off2,off3,off4,off5,1
on,on1,off,off1,off2,on2,off3,off4,off5,1
on,off,on1,off1,off2,off3,on2,off4,off5,1
on,off,on1,off1,on2,off2,on3,off3,off4,1
on,on1,off,on2,off1,on3,off2,off3,off4,1
on,on1,on2,on3,off,off1,off2,off3,off4,1
on,on1,off,on2,off1,off2,on3,off3,off4,1
on,off,on1,on2,on3,off1,off2,off3,off4,1
on,on1,on2,off,on3,off1,off2,off3,off4,1
on,on1.off,off1,on2,off2,on3,off3,off4,1
on,on1,on2,off,off1,off2,on3,off3,off4,1
on,on1,off,on2,on3,off1,off2,off3,off4,1
on,on1,on2,off,off1,on3,off2,off3,off4,1

off5,off,on1,off1,on2,off2,on3,off3,off4,1
off5,on1,off,on2,off1,on3,off2,off3,off4,1
off5,on1,on2,on3,off,off1,off2,off3,off4,1
off5,on1,off,on2,off1,off2,on3,off3,off4,1
off5,off,on1,on2,on3,off1,off2,off3,off4,1
off5,on1,on2,off,on3,off1,off2,off3,off4,1
off5,on1.off,off1,on2,off2,on3,off3,off4,1
off5,on1,on2,off,off1,off2,on3,off3,off4,1
off5,on1,off,on2,on3,off1,off2,off3,off4,1
off5,on1,on2,off,off1,on3,off2,off3,off4,1

#defaults
all,a,b,c,d,e,f,g,h,0
edit:
wait a sec

Code: Select all

# [[ STEP 2 ]]
x = 4, y = 3, rule = R2INT-cgol-test
.2A$A2.A$3A!


@RULE R2INT-cgol-test
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
#shtuff
2,0,0,2,8,8,2,2,0,1

#defaults
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
edit2:

Code: Select all

# [[ STEP 2 ]]
x = 110, y = 17, rule = R2INT-cgol-test
81.A$80.A.A$80.A.A5$2.3A$2.3A$.A3.A102.A$107.3A$2A3.2A3$74.A.A$48.2A24.
3A$47.4A24.A!

@RULE R2INT-cgol-test
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
9,0,11,0,3,0,3,0,11,0
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
#shtuff
0,2,0,9,0,10,0,2,0,1
12,6,12,10,9,9,9,10,12,1
6,12,10,12,10,12,10,12,10,1
0,12,4,12,4,12,4,12,4,1
12,0,12,4,11,7,11,4,12,1
0,9,3,5,4,5,3,9,0,1
6,3,11,3,11,3,11,3,11,1
3,6,3,11,9,9,9,11,3,1
0,2,0,9,3,8,2,2,0,1
4,2,2,4,8,8,0,8,7,1
9,12,10,8,2,3,2,8,10,1
10,10,3,12,9,8,2,3,10,1
9,9,6,6,3,10,8,11,9,1
3,6,9,10,4,9,4,10,9,1
9,9,8,10,3,3,3,10,8,1
0,9,0,11,0,9,0,11,0,1

#defaults
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
ADHD user
mostly inactive
User avatar
confocaloid
Posts: 6697
Joined: February 8th, 2022, 3:15 pm
Location: learn to protect yourself against stray gliders and sparks and self-destruct mechanisms

Re: "a lone dot survives instead of dying, otherwise CGoL"

Post by confocaloid »

confocaloid wrote: November 29th, 2024, 10:49 pm
R2INT wrote: November 29th, 2024, 9:42 pm
confocaloid wrote: November 29th, 2024, 11:24 am [...] Including even those rulesets where a cell is born if all 24 neighbours are dead, or those rulesets where a cell survives if all 24 neighbours are dead, or other rulesets which are significantly different despite being "close" syntactically? [...]
Yes, it does. However, the one where a cell survives with 24 neighbors has dots that are unusually hard to interact with. They will disappear in the presence of gliders, requiring a HWSS spark to interact with. [...]
Not sure whether I understand the idea. Can you explain how would one interact with a dot using a HWSS spark?

Note that this can be defined using weighted neighbourhood notation, with no need for external files:

Code: Select all

x = 43, y = 20, rule = R2,C0,S0,34-67,B51-67,NW01010101010111111101011100110101111111010101010101
41bo$42bo$40b3o11$24bo3$5bo$6bo$o5bo$b6o!
[...]
The only difference between the rules of this CA and the rules of Conway's Life is that an alive cell survives when the following condition is met for the current states of cells in its 5-by-5 neighbourhood:

Code: Select all

x = 5, y = 5, rule = LifeHistory
5D$5D$2DC2D$5D$5D!
#C [[ VIEWONLY GRID ]]
Here is a single-bit "read and toggle" reaction, performed by colliding four gliders:

Code: Select all

x = 90, y = 30, rule = R2,C0,S0,34-67,B51-67,NW01010101010111111101011100110101111111010101010101
bo49bo$2bo49bo$3o47b3o3$37bobo47bobo$37b2o48b2o$38bo49bo3$11bo49bo$12b
o49bo$10b3o47b3o3$27bobo47bobo$27b2o48b2o$28bo49bo5$68bo7$20bo!

Code: Select all

x = 120, y = 70, rule = R2,C0,S0,34-67,B51-67,NW01010101010111111101011100110101111111010101010101
bo$2bo$3o3$117bobo$117b2o$118bo3$11bo$12bo$10b3o3$107bobo$107b2o$108bo
23$41bo$42bo$40b3o3$77bobo$77b2o$78bo3$51bo$52bo$50b3o3$67bobo$67b2o$
68bo12$60bo!
#C [[ HARDRESET T 0 PAUSE 1 T 160 PAUSE 1 T 320 PAUSE 1 LOOP 321 ]]
Here is a p136 glider gun, assembled from four copies of an alien Herschel conduit (L136 / HL136H):

Code: Select all

x = 64, y = 66, rule = R2,C0,S0,34-67,B51-67,NW01010101010111111101011100110101111111010101010101
31bo$29b3o$16b2o10bo$16b2o10b2o2$38bo3$20bo$20b3o$20bobo15b2o$22bo15b
2o5$62b2o$41b2o19b2o$21b2o19bo$21bobo17bo$23bo17b2o12b3o$23b2o21b2o8bo
$47bo6b3o$17b2obo23b3o$17bob2o23bo2$10b2o$5bo4b2o7$2o$bo$bobo$2b2o$54b
2o4bo$54b2o2$21bo23b2obo$19b3o23bob2o$9b3o6bo$9bo8b2o21b2o$8b3o12b2o
17bo$24bo17bobo$23bo19b2o$2b2o19b2o$2b2o5$26b2o15bo$26b2o15bobo$43b3o$
45bo3$27bo2$36b2o10b2o$37bo10b2o$34b3o$34bo!
#C [[ MAXGRIDSIZE 9 THEME Catagolue ]]
The speed tunnel exists in this CA, enabling this stable glider duplicator:

Code: Select all

x = 80, y = 72, rule = R2,C0,S0,34-67,B51-67,NW01010101010111111101011100110101111111010101010101
32b2o$32b2o2$54bo3$36bo$36b3o$38bo15b2o$38bo15b2o5$78b2o$57b2o19b2o$
37b2o19bo$37bobo17bo$39bo17b2o13b2o$o38b2o21b2o8bo$b2o60bo6b3o$2o58b3o
$27b2o31bo$27bo$28b3o$30bo11$18bo51b2o4bo$19bo50b2o$17b3o$39b2ob2o17b
2obo$40bobo18bob2o$35b2obo5bob2o$34bobob2o3b2obobo8b2o$33bo6bobo6bo8bo
$33b7o3b7o8bobo$59b2o$35b3o7b3o$34bo2bo3bo3bo2bo$34b2o4bobo4b2o$40bobo
$41bo2$59bo$59bo$48b2o9b3o$48b2o11bo5$52b2o10b2o$39b2o5b2o5bo10b2o$38b
o2bo4bobob3o$34b2o3bobo6bobo$30b2obobo4bo7b2o$31bobo9b2o$30bo2b2o8bo$
31b2o11b3o$33b2o11bo$33bo$34bo$33b2o!
#C [[ THEME LifeHistory ]]
The syringe also exists in this CA, however, I'm not sure whether anything useful can be appended to the non-dependent form of the syringe. The dependent form of the syringe followed by a known dependent Herschel-to-glider converter gives a variant of a known stable 180-degree reflector:

Code: Select all

x = 46, y = 25, rule = R2,C0,S0,34-67,B51-67,NW01010101010111111101011100110101111111010101010101
12bo$12b3o$15bo$14b2o$35b2o$2o33b2o$bo$bob2o$2bo2bo$3b2o10bo$13bobo2b
2o23b2o$14b2o2b2o14b2o8bo$33bobo5b3o$32bobo6bo$33bo8b2o$43bo$43bobo$
44b2o$21b2obo$12bo8b2ob3o$27bo$21b2ob3o$22bobo$10b2o10bobo$10b2o11bo!
#C [[ THEME LifeHistory ]]
Glider guns from Conway's Life:

Code: Select all

x = 292, y = 32, rule = R2,C0,S0,34-67,B51-67,NW01010101010111111101011100110101111111010101010101
222bo$222b3o$216b2o7bo$174b2o6b2o31bo2bob3o2bo$27bo146bo7bo31bo2b2obo
2bobob2o$26bobo146b3ob2obo32b2o6bobo2bo$2b2o15b3o3bo3bo126b2o19bobobo
35bob3o4bo$2bobo8bo6bo4bo3bo126bo2bo57bo2bo3b2o12b2o$4bo4b2obobo5bo4bo
3bo130bo26bo30bo3b2o14bo$6b2ob3obo6bo4bo3bo127bobo9b2o8bo6bob2o25b4obo
4b3o7b2obo$6b2o3bo8bo4bo3bo50b2o4b2o69bo12bo19bo23bo4bob5o2bo5bo2bo$b
3o4b4o7b3o3bo3bo50bobo2bobo68bo13bobo13bo2bobo23b3o2bobo4bo6b3o$6b3obo
15bobo14bo38bo2bo69bobo13b2o9bo5bo2bo25bobo4b3o8bo$6bobo18bo15b3o13b2o
20b2o2b2o92bob3o5b2o27b2ob2obo9b2obobo$7bo5bo32bo9b2o2bo19b3o2b3o68b2o
4b2o15bo3bo34b6o10bobob2o$2o9b3o31b2o9b2obo22bo2bo76b2o16b3o29b3o5b3o
11bobo$bo9b3o5b2o38b2o14b2o80bo58bo17b2ob5o$bobo2bobo3b2o4b3o34b3obo
16bo6bo73bo12b2o4b2o33bo4bo18bo2bo2bo37b2o$2b2o9b2o4b2o24bo3b2o4b3obo
16bobo76b3o4b2o5bo2bo2b2obo36bo4b3o11b3o42b2o$6bo2b2o7bo4bo20bo3b2o4bo
3b2obo12b2ob2o2b3o71b3o4bobo5b2o4bob2o11bo20b2o6bobo13bob2o51bo$7bo2b
2o3b2o7bo19bo10b2o3b2o11bobo5b2obo72bo6b2o11b2o10bobo20bo7b3o15bo26b2o
22b3o$10b3o9b3o20bo11b2o14bobo8b3o2bobo65bo32b2o20bo18b2o5bo16b2o6b2ob
2o12b2o6bo$2b2o6b3o33b5o6bo13b2obob2o3b2o3b2o3bo120bo14bo2bo2bo21b2o6b
o2bo13b2o6b2o$bobo6bo5bo9bo20b3o9bo12bobo3bo5bo6bo41bo22b2o3bo8bo44b2o
9bob2ob2o30bo2bo$bo13bobo9b2o19bo4b2o3b2o12bobob2o7bo4bo41b4o24bobo6b
3o43b2o9bobo35b2o$2o11bob3o8b2o25bobo13b2obobobo10b2o26b2o14b2obobo18b
obo3bo6b3obo$12b4o4b3o32bo13bo2b2obo31bo7bo2bo11b3obo2bo2b2o14bo12bo3b
o38b2o50b2o$12bo3b2o13bo23b2o14bo4bo29bo3b2o7bo11b2obobo3b2o15bo12bo3b
o37bo2bo47bo2bo19bo2b2o$10bob3ob2o11bobo40b5o29bo5bo6bo12b4o21bobo11bo
b3o37b3o25bo13b2o6bo2bo18b3o$9bobob2o4bo10b2o11b3o5bo55b5o7bo7bo5bo26b
o11b3o64bobo13b2o6b2ob2o12bo3bo2b2o$10bo8bobo20b3o7bo18bob2o40bo2bo3bo
5bo27bo2bo13bo37b7o22b2o23b2o14bo$20b2o28b3o18b2obo40b2o9b3o27b2o53bo
2bo2bo61b3o!
#C [[ MAXGRIDSIZE 9 THEME Catagolue ]]
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
User avatar
CARuler
Posts: 1351
Joined: July 30th, 2024, 5:38 pm
Location: A rule-verse in floor rule-verse of the CGOL skyscraper

Re: Radius 2INT rules

Post by CARuler »

Code: Select all

x = 51, y = 17, rule = R2INT(base)
3.A$2.A$2.A4$17.5A$.A$3A$2A5$10.2A36.A.A$9.A$10.2A!


[[ STEP 2 ]]
@RULE R2INT(base)
@COLORS
 0 255 255   0   0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:103
neighborhood:Moore
symmetries:rotate4reflect
var al = {2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102}
var al1 = al
var al2 = al
var al3 = al
var al4 = al
var al5 = al
var al6 = al
var al7 = al
var al8 = al
var all = {1,al}
var a = {0,all}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var s0 = {2}
var s1c = {3}
var s1e = {4}
var s2c = {5}
var s2e = {6}
var s2a = {7}
var s2k = {8}
var s2i = {9}
var s2n = {10}
var s3c = {11}
var s3e = {12}
var s3a = {13}
var s3k = {14}
var s3i = {15}
var s3n = {16}
var s3y = {17}
var s3q = {18}
var s3j = {19}
var s3r = {20}
var s4c = {21}
var s4e = {22}
var s4a = {23}
var s4k = {24}
var s4i = {25}
var s4n = {26}
var s4y = {27}
var s4q = {28}
var s4j = {29}
var s4r = {30}
var s4t = {31}
var s4w = {32}
var s4z = {33}
var s5c = {34}
var s5e = {35}
var s5a = {36}
var s5k = {37}
var s5i = {38}
var s5n = {39}
var s5y = {40}
var s5q = {41}
var s5j = {42}
var s5r = {43}
var s6c = {44}
var s6e = {45}
var s6a = {46}
var s6k = {47}
var s6i = {48}
var s6n = {49}
var s7c = {50}
var s7e = {51}
var b1c = {52}
var b1e = {53}
var b2c = {54}
var b2e = {55}
var b2a = {56}
var b2k = {57}
var b2i = {58}
var b2n = {59}
var b3c = {60}
var b3e = {61}
var b3a = {62}
var b3k = {63}
var b3i = {64}
var b3n = {65}
var b3y = {66}
var b3q = {67}
var b3j = {68}
var b3r = {69}
var b4c = {70}
var b4e = {71}
var b4a = {72}
var b4k = {73}
var b4i = {74}
var b4n = {75}
var b4y = {76}
var b4q = {77}
var b4j = {78}
var b4r = {79}
var b4t = {99}
var b4w = {100}
var b4z = {101}
var b5c = {80}
var b5e = {81}
var b5a = {82}
var b5k = {83}
var b5i = {84}
var b5n = {85}
var b5y = {86}
var b5q = {87}
var b5j = {88}
var b5r = {89}
var b6c = {90}
var b6e = {91}
var b6a = {92}
var b6k = {93}
var b6i = {94}
var b6n = {95}
var b7c = {96}
var b7e = {97}
var b8 = {98}
var s8 = {102}
1,0,0,0,0,0,0,0,0,s0
1,1,0,0,0,0,0,0,0,s1e
1,0,1,0,0,0,0,0,0,s1c
1,0,1,0,1,0,0,0,0,s2c
1,1,0,1,0,0,0,0,0,s2e
1,1,1,0,0,0,0,0,0,s2a
1,1,0,0,1,0,0,0,0,s2k
1,1,0,0,0,1,0,0,0,s2i
1,0,1,0,0,0,1,0,0,s2n
1,0,1,0,1,0,1,0,0,s3c
1,1,0,1,0,1,0,0,0,s3e
1,1,1,1,0,0,0,0,0,s3a
1,1,0,1,0,0,1,0,0,s3k
1,0,1,1,1,0,0,0,0,s3i
1,1,1,0,1,0,0,0,0,s3n
1,1,0,0,1,0,1,0,0,s3y
1,1,1,0,0,0,1,0,0,s3q
1,1,0,1,1,0,0,0,0,s3j
1,1,1,0,0,1,0,0,0,s3r
1,0,1,0,1,0,1,0,1,s4c
1,1,0,1,0,1,0,1,0,s4e
1,1,1,1,1,0,0,0,0,s4a
1,1,0,1,1,0,1,0,0,s4k
1,1,1,0,1,1,0,0,0,s4i
1,0,1,1,1,0,1,0,0,s4n
1,1,1,0,1,0,1,0,0,s4y
1,1,1,1,0,0,1,0,0,s4q
1,1,0,1,0,1,1,0,0,s4j
1,1,1,1,0,1,0,0,0,s4r
1,1,0,0,1,1,1,0,0,s4t
1,0,1,1,0,1,1,0,0,s4w
1,1,1,0,0,1,1,0,0,s4z
1,1,1,1,0,1,0,1,0,s5c
1,0,1,1,1,0,1,0,1,s5e
1,0,1,1,1,1,1,0,0,s5a
1,0,1,1,0,1,1,0,1,s5k
1,1,1,1,1,1,0,0,0,s5i
1,1,1,1,0,1,1,0,0,s5q
1,1,0,1,1,0,1,1,0,s5y
1,0,1,1,1,1,0,1,0,s5n
1,1,1,1,1,0,1,0,0,s5j
1,0,1,1,1,0,1,1,0,s5r
1,1,0,1,1,1,1,1,0,s6c
1,0,1,1,1,1,1,0,1,s6e
1,1,1,1,1,1,1,0,0,s6a
1,1,1,1,1,0,1,1,0,s6k
1,0,1,1,1,0,1,1,1,s6i
1,1,1,1,0,1,1,1,0,s6n
1,0,1,1,1,1,1,1,1,s7e
1,1,1,1,1,1,1,1,0,s7c
0,0,1,0,0,0,0,0,0,b1c
0,1,0,0,0,0,0,0,0,b1e
0,0,1,0,1,0,0,0,0,b2c
0,1,0,1,0,0,0,0,0,b2e
0,1,1,0,0,0,0,0,0,b2a
0,1,0,0,1,0,0,0,0,b2k
0,1,0,0,0,1,0,0,0,b2i
0,0,1,0,0,0,1,0,0,b2n
0,0,1,0,1,0,1,0,0,b3c
0,1,0,1,0,1,0,0,0,b3e
0,1,1,1,0,0,0,0,0,b3a
0,0,1,1,1,0,0,0,0,b3i
0,1,0,1,0,0,1,0,0,b3k
0,1,1,0,1,0,0,0,0,b3n
0,1,0,0,1,0,1,0,0,b3y
0,1,1,0,0,0,1,0,0,b3q
0,1,0,1,1,0,0,0,0,b3j
0,1,1,0,0,1,0,0,0,b3r
0,0,1,0,1,0,1,0,1,b4c
0,1,0,1,0,1,0,1,0,b4e
0,1,1,1,1,0,0,0,0,b4a
0,1,0,1,1,0,1,0,0,b4k
0,1,1,0,1,1,0,0,0,b4i
0,0,1,1,1,0,1,0,0,b4n
0,1,1,0,1,0,1,0,0,b4y
0,1,1,1,0,0,1,0,0,b4q
0,1,0,1,0,1,1,0,0,b4j
0,1,1,1,0,1,0,0,0,b4r
0,1,0,0,1,1,1,0,0,b4t
0,0,1,1,0,1,1,0,0,b4w
0,1,1,0,0,1,1,0,0,b4z
0,1,1,1,0,1,0,1,0,b5c
0,0,1,1,1,0,1,0,1,b5e
0,0,1,1,1,1,1,0,0,b5a
0,0,1,1,0,1,1,0,1,b5k
0,1,1,1,1,1,0,0,0,b5i
0,0,1,1,1,1,0,1,0,b5n
0,1,0,1,1,0,1,1,0,b5y
0,1,1,1,0,1,1,0,0,b5q
0,1,1,1,1,0,1,0,0,b5j
0,0,1,1,1,0,1,1,0,b5r
0,1,0,1,1,1,1,1,0,b6c
0,0,1,1,1,1,1,0,1,b6e
0,1,1,1,1,1,1,0,0,b6a
0,1,1,1,1,0,1,1,0,b6k
0,0,1,1,1,0,1,1,1,b6i
0,1,1,1,0,1,1,1,0,b6n
0,0,1,1,1,1,1,1,1,b7e
0,1,1,1,1,1,1,1,0,b7c
0,1,1,1,1,1,1,1,1,b8
1,1,1,1,1,1,1,1,1,s8
#transitions
#big blinker
0,0,b3i,b3i,b3i,0,0,0,0,1
s2i,s2i,b3i,b3i,b3i,s2i,b3i,b3i,b3i,1
b3i,b3i,s2i,s2i,s2i,b3i,0,0,0,1
#knightship
b2a,b1c,b2e,s2k,s1e,b2a,0,0,0,1
b2a,b2a,s2k,s1e,b1e,b1c,0,0,0,1
b1c,0,b1c,b2e,s2k,b2a,0,0,0,1
b2e,b1c,b1e,s1c,b3j,s2k,b2a,b1c,0,1
b2a,b2a,s2a,s2e,b2a,b1c,0,0,0,1
b2a,b1c,b2a,s2e,s3r,b3i,0,0,0,1
b3i,b2a,s2e,s3r,s1e,b2a,0,0,0,1
#c/2o
s2c,b2e,s2k,b5y,s2k,b2e,b1c,b1e,b1c,1
b1e,b2c,b3r,s0,b3r,b2c,0,0,0,1
b3r,s0,b1e,b4n,s2i,s1e,b1e,b2c,b1e,1
b4n,b1e,0,b2a,s1e,s2i,s1e,b3r,s0,1
#c/1d
b1c,b2a,s3a,b2a,0,0,0,0,0,1
b2a,b2a,s4a,s3a,b2a,b1c,0,0,0,1
s3a,s4a,s5c,s4a,b2a,b2a,b1c,b2a,b2a,1
s4a,b3a,s3i,s5c,s4a,s3a,b2a,b2a,b1c,1
#seq
s0,b1e,b2c,b2i,b2c,b1e,b1c,b1e,b1c,1
b2i,b2c,b1e,s0,b1e,b2c,b1e,s0,b1e,1
b1e,b2c,b2i,s0,b1e,b1c,0,0,0,1
b3i,b2a,s2a,s3e,s2a,b2a,0,0,0,1
b2a,b1c,b1e,s2a,s3e,b3i,0,0,0,1
s6i,b5i,s2a,s3e,s2a,b5i,s2a,s3e,s2a,1
b1e,0,0,b2c,b5i,s2a,b2a,b1c,0,1
b2c,0,0,b1e,s2a,b5i,s2a,b1e,0,1
s0,b4t,b5k,b4t,b5k,b4t,b5k,b4t,b5k,1
s2i,s2k,b5k,b4t,b5k,s2k,b2a,b3i,b2a,1
s2k,b2e,s2k,b5k,b4t,s2i,b3i,b2a,b1c,1
s2i,s3y,b5k,b4t,b5k,s3y,b3j,b3i,b3j,1
s3y,b4e,s3y,b5k,b4t,s2i,b3i,b3j,s2c,1
b3i,b3j,s3y,s2i,s3y,b3j,b1c,0,b1c,1
s3e,s3q,b5k,b4t,b5k,s3q,b3a,s3i,b3a,1
s3i,b3a,s3q,s3e,s3q,b3a,b1c,b1e,b1c,1
s3q,b2e,s3q,b5k,b4t,s3e,s3i,b3a,b1c,1
b3a,b1c,,b2e,s3q,s3e,s3i,b1e,b1c,0,1
s5i,b4t,b5k,s4q,s3a,s5i,s3a,s4q,b5k,1
s5i,s3a,s4q,s5i,s4q,s3a,b2a,b3i,b2a,1
s3a,b2a,b4w,s4q,s5i,s5i,b3i,b2a,b1c,1
s4q,b4w,s4q,b5k,b4t,s5i,s5i,s3a,b2a,1
s5i,s4q,s4q,s5i,s4q,s4q,b3j,b3i,b3j,1
s5i,s4q,b5k,b4t,b5k,s4q,s4q,s5i,s4q,1
s4q,b3j,b4w,s4q,s5i,s5i,b3i,b3j,s1c,1
s4q,b4w,s4q,b5k,b4t,s5i,s5i,s4q,b3j,1
b4w,b3j,s4q,s4q,b5k,s4q,s4q,b3j,b2n,1
s0,b4t,b6e,b4t,b6e,b4t,b6e,b4t,b6e,1
s5q,s4w,s5q,b6e,b4t,s5i,s5i,s4a,b3a,1
s5i,s5q,b6e,b4t,b6e,s5q,s4a,s5i,s4a,1
s8,s8,s8,s8,s8,s8,s8,s8,s8,1

#defaults
all,a,b,c,d,e,f,g,h,0
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
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R2INT
Posts: 830
Joined: July 2nd, 2024, 7:42 pm

Re: Radius 2INT rules

Post by R2INT »

B-heptomino became a puffer:

Code: Select all

# [[ STEP 2 ]]
x = 22, y = 4, rule = R2INT-1transition
2.A18.A$.2A$2A18.A$.2A!
@RULE R2INT-1transition
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
2 2,0,7,0,2,7,0,0 1
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
Can someone corderize it?


EDIT: sparkle life

Code: Select all

# [[ STEP 2 ]]
x = 14, y = 12, rule = R2INT-1transition
3.A2$.2A$A5$.A9.2A$A11.2A$A10.A$.A!
@RULE R2INT-1transition
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
2 0,8,0,0,0,0,0,0 1
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
EDIT2: TL becomes a 2c/6 spaceship in an (EDIT4: 2-transition away rule that disproves the universality of the ruleset I was using :evil:) explosive rule:

Code: Select all

# [[ STEP 2 ]]
x = 7, y = 14, rule = R2INT-1transition
3.A.A$2.A2.A$3.A.A10$A3.A$A5.A!
@RULE R2INT-1transition
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
2 2,7,0,0,0,0,0,0 1
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
EDIT3: sirpinski builder in another explosive rule:

Code: Select all

# [[ STEP 2 ]]
x = 14, y = 12, rule = R2INT-1transition
20.A$19.A$21.A4$.A$A$2.3A$3.3A$6.A$4.4A$8.3A$9.4A$10.A.2A$5.A.4A.2A$8.
2A$9.A!
@RULE R2INT-1transition
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
2 0,2,0,8,0,0,0,0 1
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
Range-2 INT
R2INT's Rule Collection

Travelling Ts has surpassed LeapLife in post count, but not yet in technology.
User avatar
confocaloid
Posts: 6697
Joined: February 8th, 2022, 3:15 pm
Location: learn to protect yourself against stray gliders and sparks and self-destruct mechanisms

Re: two-state isotropic CA with range-2 Moore neighbourhood

Post by confocaloid »

> "disproves the universality"

Many two-state isotropic cellular automata with range-2 Moore neighbourhood can be defined using an appropriate weighted neighbourhood. This does not cover all such CA, but then apparently these multistate emulations fail to cover the entire space too. Neither "hundreds of megabytes" nor "three megabytes" sounds like a particularly convenient way of defining CA, while "weighted" definitions look and feel very simple, concise and intuitive (in comparison with large/autogenerated .rule files).

For higher ranges, the idea of "covering the entire space at once" becomes basically unimplementable. The only remaining practical possibility is to explore sufficiently small subspaces (outer-totalistic Moore, differently shaped outer-totalistic, "ring-totalistic" / "layer-totalistic", weighted isotropic, ...)
R2INT wrote: November 27th, 2024, 11:05 am[...] rulefiles emulating R2INT can reach hundreds of megabytes in size, while R2MAP (Radius 2 MAP) strings, like regular MAP but with range 2, are approximately 3MB in size. [...]
edit: subject line.
Last edited by confocaloid on December 7th, 2024, 1:20 pm, edited 1 time in total.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
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unname4798
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Re: 2-state range-2 Moore neighborhood isotropic non-totalistic rules on a square grid

Post by unname4798 »

The current limitations of LifeViewer's weighted neighborhood make full R2INT infeasible (without using ruletables).
Last edited by unname4798 on December 2nd, 2024, 12:58 pm, edited 1 time in total.
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confocaloid
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Re: two-state isotropic CA with range-2 Moore neighbourhood

Post by confocaloid »

unname4798 wrote: December 2nd, 2024, 12:31 pm The current limitations of LifeViewer's weighted neighborhood make R2INT infeasible (without using ruletables).
confocaloid wrote: December 2nd, 2024, 11:46 am Many two-state isotropic cellular automata with range-2 Moore neighbourhood can be defined using an appropriate weighted neighbourhood. This does not cover all such CA, but then apparently these multistate emulations fail to cover the entire space too. [...]
What I'm saying is that many cellular automata of this type can be defined via weighted neighbourhood.

Here is another example (in addition to the "a lone dot survives instead of dying, otherwise CGoL" post above):
confocaloid wrote: February 21st, 2024, 5:48 pm
hotcrystal0 wrote: February 21st, 2024, 9:49 am Is there a weighted HROT rule where the glider, Glider 3736, and the XWSSes all work(in all orientations)?
Here:

Code: Select all

x = 55, y = 27, rule = R2,C0,S34-67,102-135,170-203,255-271,B51-67,119-135,187-203,224,229,255-271,292,294,NW01010101010111551101015500550101115511010101010101
41bo9bo$21bo8b3o7bobo7b3o$10b3o7b3o7b3o6bo3bo5b2ob2o$9bo3bo5bo3bo4b3ob
3o4bo3bo4b2o3b2o$8bo2bo2bo3b2obob2o6bo7bobobo$8b3ob3o3b7o6bo9bo9bo$19b
o3bo4b2obob2o5bobo8bo6$12b2o9bo$10bo4bo5bo3bo6bo2bo$16bo9bo9bo$10bo5bo
4bo4bo5bo3bo$3o8b6o5b5o6b4o$o$bo5$11b4o7b3o8b2o$10b6o5b5o6b4o$10b4ob2o
4b3ob2o5b2ob2o$14b2o8b2o8b2o!
[...]
edit: subject line.
Last edited by confocaloid on December 7th, 2024, 1:18 pm, edited 1 time in total.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
User avatar
CARuler
Posts: 1351
Joined: July 30th, 2024, 5:38 pm
Location: A rule-verse in floor rule-verse of the CGOL skyscraper

Re: Radius 2INT rules

Post by CARuler »

Code: Select all

# [[ STEP 2 ]]
x = 63, y = 13, rule = R2INT-cgol-test
28.3A$2.A.A23.A.A$2.2A57.A$3A57.3A7$20.A$20.A$20.A!

@RULE R2INT-cgol-test
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
0,0,2,3,2,0,0,0,0,1
7,7,2,3,2,7,2,3,2,0
0,3,2,7,2,3,2,7,2,1
7,0,3,0,3,0,3,0,3,1
0,3,0,7,0,3,0,0,0,1

# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
edit:

Code: Select all

# [[ STEP 2 ]]
x = 6, y = 5, rule = R2INT-cgol-test
2.2A$A4.A$A4.A$A4.A$2.2A!


@RULE R2INT-cgol-test
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
0,0,2,3,2,0,0,0,0,1
7,7,2,3,2,7,2,3,2,0
0,3,2,7,2,3,2,7,2,1
7,0,3,0,3,0,3,0,3,1
0,3,0,7,0,3,0,0,0,1

# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
edit2:

Code: Select all

# [[ STEP 2 ]]
x = 315, y = 1, rule = R2INT-cgol-test
13A30.12A18.11A35.10A18.9A21.8A35.7A21.6A22.3A10.4A17.5A!


@RULE R2INT-cgol-test
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
0,0,2,3,2,0,0,0,0,1
7,7,2,3,2,7,2,3,2,0
0,3,2,7,2,3,2,7,2,1
7,0,3,0,3,0,3,0,3,1
0,3,0,7,0,3,0,0,0,1

# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
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User avatar
confocaloid
Posts: 6697
Joined: February 8th, 2022, 3:15 pm
Location: learn to protect yourself against stray gliders and sparks and self-destruct mechanisms

Re: two-state isotropic CA with range-2 Moore neighbourhood

Post by confocaloid »

Here is a two-state isotropic cellular automaton with range-2 Moore neighbourhood, featuring several c/1 spaceships (periods 1, 2, 4, 5), some c/1 dot puffers, a quadratic-growth breeder, and a 5-by-5 p13 "glass tile oscillator":

Code: Select all

x = 144, y = 106, rule = R2,C0,S0-3,5-6,18,36-37,39,41,91,104-106,120-121,123,172,174,176,188-194,197,204,206-212,214-216,223,243-245,254,259,273,276-278,280,289,291,299,309,311-312,329-330,374,377,380,398,401,B7,24,36,44,54-55,74,76,90,102,119,139-140,171,173,175-176,178,189-192,194,196,198,206-209,211,223-225,227,242,259-260,263,274-275,278,290,292,294,312,314,330,396-397,402,416,NW01010101010111551101015500550101115511010101010101
19b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b
2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o$19b4o5b4o3b4o5b4o3b4o5b4o
3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o$21b2o5b2o7b2o5b2o7b2o5b2o7b2o
5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o$22b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o
9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o$19bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o
3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o
3b2o2bo4$19bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo
2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo$22b2o3b2o9b2o3b
2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o$21b2o5b2o7b2o5b2o7b
2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o$19b4o5b4o3b4o5b4o3b4o5b
4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o$19b2o2bo3bo2b2o3b2o2bo3bo2b
2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b
2o3b2o2bo3bo2b2o4$19b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3b
o2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o$19b4o5b
4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o$21b2o5b2o7b
2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o$22b2o3b2o9b2o3b
2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o$19bo2b2o3b2o2bo3bo
2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo
2b2o3b2o2bo3bo2b2o3b2o2bo4$19bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo
3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo
$22b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o9b2o3b2o$21b
2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o7b2o5b2o$19b4o5b
4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o3b4o5b4o$19b2o2bo3bo
2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o3b2o2bo3bo
2b2o3b2o2bo3bo2b2o3b2o2bo3bo2b2o12$17bo3bo$25bo$25bo$17bo3bo7$10bo3bo
3bo$26bo$26bo$10bo3bo3bo6$3o$2b2obo7bo9bo$2b2obo7b2obo6b2obo$3o10bo2bo
9bo7$24bo$26bo$26bo6$17b3ob3o$17bob3ob2obo$17bob3ob2obo$17b3ob3o8$19b
2ob3obo$19b2ob3obo12$21b3o$14bo6b3o8bo2bo$13bo7bobo2bo4b2o2bob2obo$14b
o6b3o7bob6obo$21b3o7b2o!
#C [[ THEME MCell ]]
I didn't post it in the other thread, because I hope to find something more promising in this space (better searchability, better density of tiles, more objects).

Note that the p13 oscillator evolves in the same way in a range-1 isotropic CA (which was the starting point). However, spaceships are impossible there. Hence, to be able to find spaceships while keeping the oscillator, I switched to range 2.

Code: Select all

x = 29, y = 16, rule = B2ei3-inqy45678/S023467
13b2obo2bo2b2o2bobo$13b2o2b5ob2o3bo$13b3o2bo6bo2bo$o16b2o2b2o5bo$3b2o
8bo5b3obob3o$2b3o8b3ob3o3b2o2b2o$b2o10b3o6bo2b4o$b2obo9b2obo3b2ob4o$14b
o2b2obob2o$13bo2b2obob2ob3o$13b3obob2o2b2o2bo$16b3o3bo2b4o$13b2o2b3o3b
3obo$14b5o4b2o2bo$13b2ob2o2b6ob2o$14bo2bo2b2o3b2obo!
#C [[ THEME MCell GRID ]]
confocaloid wrote: December 6th, 2024, 11:05 am Definition: by definition, a glass tile oscillator is a statorless oscillator whose envelope is a solid rectangle without any "holes" or "defects".
[...]
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
User avatar
CARuler
Posts: 1351
Joined: July 30th, 2024, 5:38 pm
Location: A rule-verse in floor rule-verse of the CGOL skyscraper

Re: Radius 2INT rules

Post by CARuler »

cgol step2

Code: Select all

x = 3, y = 2, rule = LifeStep2-test
3A$.A!


@RULE LifeStep2-test
@COLORS
 0 255 255   0   0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:103
neighborhood:Moore
symmetries:rotate4reflect
var al = {2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102}
var al1 = al
var al2 = al
var al3 = al
var al4 = al
var al5 = al
var al6 = al
var al7 = al
var al8 = al
var all = {1,al}
var a = {0,all}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var s0 = {2}
var s1c = {3}
var s1e = {4}
var s2c = {5}
var s2e = {6}
var s2a = {7}
var s2k = {8}
var s2i = {9}
var s2n = {10}
var s3c = {11}
var s3e = {12}
var s3a = {13}
var s3k = {14}
var s3i = {15}
var s3n = {16}
var s3y = {17}
var s3q = {18}
var s3j = {19}
var s3r = {20}
var s4c = {21}
var s4e = {22}
var s4a = {23}
var s4k = {24}
var s4i = {25}
var s4n = {26}
var s4y = {27}
var s4q = {28}
var s4j = {29}
var s4r = {30}
var s4t = {31}
var s4w = {32}
var s4z = {33}
var s5c = {34}
var s5e = {35}
var s5a = {36}
var s5k = {37}
var s5i = {38}
var s5n = {39}
var s5y = {40}
var s5q = {41}
var s5j = {42}
var s5r = {43}
var s6c = {44}
var s6e = {45}
var s6a = {46}
var s6k = {47}
var s6i = {48}
var s6n = {49}
var s7c = {50}
var s7e = {51}
var b1c = {52}
var b1e = {53}
var b2c = {54}
var b2e = {55}
var b2a = {56}
var b2k = {57}
var b2i = {58}
var b2n = {59}
var b3c = {60}
var b3e = {61}
var b3a = {62}
var b3k = {63}
var b3i = {64}
var b3n = {65}
var b3y = {66}
var b3q = {67}
var b3j = {68}
var b3r = {69}
var b4c = {70}
var b4e = {71}
var b4a = {72}
var b4k = {73}
var b4i = {74}
var b4n = {75}
var b4y = {76}
var b4q = {77}
var b4j = {78}
var b4r = {79}
var b4t = {99}
var b4w = {100}
var b4z = {101}
var b5c = {80}
var b5e = {81}
var b5a = {82}
var b5k = {83}
var b5i = {84}
var b5n = {85}
var b5y = {86}
var b5q = {87}
var b5j = {88}
var b5r = {89}
var b6c = {90}
var b6e = {91}
var b6a = {92}
var b6k = {93}
var b6i = {94}
var b6n = {95}
var b7c = {96}
var b7e = {97}
var b8 = {98}
var s8 = {102}
1,0,0,0,0,0,0,0,0,s0
1,1,0,0,0,0,0,0,0,s1e
1,0,1,0,0,0,0,0,0,s1c
1,0,1,0,1,0,0,0,0,s2c
1,1,0,1,0,0,0,0,0,s2e
1,1,1,0,0,0,0,0,0,s2a
1,1,0,0,1,0,0,0,0,s2k
1,1,0,0,0,1,0,0,0,s2i
1,0,1,0,0,0,1,0,0,s2n
1,0,1,0,1,0,1,0,0,s3c
1,1,0,1,0,1,0,0,0,s3e
1,1,1,1,0,0,0,0,0,s3a
1,1,0,1,0,0,1,0,0,s3k
1,0,1,1,1,0,0,0,0,s3i
1,1,1,0,1,0,0,0,0,s3n
1,1,0,0,1,0,1,0,0,s3y
1,1,1,0,0,0,1,0,0,s3q
1,1,0,1,1,0,0,0,0,s3j
1,1,1,0,0,1,0,0,0,s3r
1,0,1,0,1,0,1,0,1,s4c
1,1,0,1,0,1,0,1,0,s4e
1,1,1,1,1,0,0,0,0,s4a
1,1,0,1,1,0,1,0,0,s4k
1,1,1,0,1,1,0,0,0,s4i
1,0,1,1,1,0,1,0,0,s4n
1,1,1,0,1,0,1,0,0,s4y
1,1,1,1,0,0,1,0,0,s4q
1,1,0,1,0,1,1,0,0,s4j
1,1,1,1,0,1,0,0,0,s4r
1,1,0,0,1,1,1,0,0,s4t
1,0,1,1,0,1,1,0,0,s4w
1,1,1,0,0,1,1,0,0,s4z
1,1,1,1,0,1,0,1,0,s5c
1,0,1,1,1,0,1,0,1,s5e
1,0,1,1,1,1,1,0,0,s5a
1,0,1,1,0,1,1,0,1,s5k
1,1,1,1,1,1,0,0,0,s5i
1,1,1,1,0,1,1,0,0,s5q
1,1,0,1,1,0,1,1,0,s5y
1,0,1,1,1,1,0,1,0,s5n
1,1,1,1,1,0,1,0,0,s5j
1,0,1,1,1,0,1,1,0,s5r
1,1,0,1,1,1,1,1,0,s6c
1,0,1,1,1,1,1,0,1,s6e
1,1,1,1,1,1,1,0,0,s6a
1,1,1,1,1,0,1,1,0,s6k
1,0,1,1,1,0,1,1,1,s6i
1,1,1,1,0,1,1,1,0,s6n
1,0,1,1,1,1,1,1,1,s7e
1,1,1,1,1,1,1,1,0,s7c
0,0,1,0,0,0,0,0,0,b1c
0,1,0,0,0,0,0,0,0,b1e
0,0,1,0,1,0,0,0,0,b2c
0,1,0,1,0,0,0,0,0,b2e
0,1,1,0,0,0,0,0,0,b2a
0,1,0,0,1,0,0,0,0,b2k
0,1,0,0,0,1,0,0,0,b2i
0,0,1,0,0,0,1,0,0,b2n
0,0,1,0,1,0,1,0,0,b3c
0,1,0,1,0,1,0,0,0,b3e
0,1,1,1,0,0,0,0,0,b3a
0,0,1,1,1,0,0,0,0,b3i
0,1,0,1,0,0,1,0,0,b3k
0,1,1,0,1,0,0,0,0,b3n
0,1,0,0,1,0,1,0,0,b3y
0,1,1,0,0,0,1,0,0,b3q
0,1,0,1,1,0,0,0,0,b3j
0,1,1,0,0,1,0,0,0,b3r
0,0,1,0,1,0,1,0,1,b4c
0,1,0,1,0,1,0,1,0,b4e
0,1,1,1,1,0,0,0,0,b4a
0,1,0,1,1,0,1,0,0,b4k
0,1,1,0,1,1,0,0,0,b4i
0,0,1,1,1,0,1,0,0,b4n
0,1,1,0,1,0,1,0,0,b4y
0,1,1,1,0,0,1,0,0,b4q
0,1,0,1,0,1,1,0,0,b4j
0,1,1,1,0,1,0,0,0,b4r
0,1,0,0,1,1,1,0,0,b4t
0,0,1,1,0,1,1,0,0,b4w
0,1,1,0,0,1,1,0,0,b4z
0,1,1,1,0,1,0,1,0,b5c
0,0,1,1,1,0,1,0,1,b5e
0,0,1,1,1,1,1,0,0,b5a
0,0,1,1,0,1,1,0,1,b5k
0,1,1,1,1,1,0,0,0,b5i
0,0,1,1,1,1,0,1,0,b5n
0,1,0,1,1,0,1,1,0,b5y
0,1,1,1,0,1,1,0,0,b5q
0,1,1,1,1,0,1,0,0,b5j
0,0,1,1,1,0,1,1,0,b5r
0,1,0,1,1,1,1,1,0,b6c
0,0,1,1,1,1,1,0,1,b6e
0,1,1,1,1,1,1,0,0,b6a
0,1,1,1,1,0,1,1,0,b6k
0,0,1,1,1,0,1,1,1,b6i
0,1,1,1,0,1,1,1,0,b6n
0,0,1,1,1,1,1,1,1,b7e
0,1,1,1,1,1,1,1,0,b7c
0,1,1,1,1,1,1,1,1,b8
1,1,1,1,1,1,1,1,1,s8
#transitions

#cgol-step2
var on = {s2c,s2e,s2c,s2a,s2k,s2i,s2n,s3c,s3e,s3a,s3k,s3i,s3n,s3y,s3q,s3j,s3r,b3c,b3e,b3a,b3k,b3i,b3n,b3y,b3q,b3j,b3r}
var on1 = on
var on2 = on
var on3 = on
var on4 = on
var on5 = on
var on6 = on
var on7 = on
var on8 = on
var off = {0,s0,s1c,s1e,s4c,s4e,s4a,s4k,s4i,s4n,s4y,s4q,s4j,s4r,s4t,s4w,s4z,s5c,s5e,s5a,s5k,s5i,s5n,s5y,s5q,s5j,s5r,s6c,s6e,s6a,s6k,s6i,s6n,s7e,s7c,s8,b1c,b1e,b2c,b2e,b2a,b2k,b2i,b2n,b4c,b4e,b4a,b4k,b4i,b4n,b4y,b4q,b4j,b4r,b4t,b4w,b4z,b5c,b5e,b5a,b5k,b5i,b5n,b5y,b5q,b5j,b5r,b6c,b6e,b6a,b6k,b6i,b6n,b7c,b7e,b8}
var off1 = off
var off2 = off
var off3 = off
var off4 = off
var off5 = off
var off6 = off
var off7 = off
var off8 = off

on,off1,on1,off2,on2,off3,off4,off5,off6,1
on,on1,off1,on2,off2,off3,off4,off5,off6,1
on,on1,on2,off1,off2,off3,off4,off5,off6,1
on,on1,off1,off2,on2,off3,off4,off5,off6,1
on,on1,off1,off2,off3,on2,off4,off5,off6,1
on,off1,on1,off2,off3,off4,on2,off5,off6,1

on,off1,on1,off2,on2,off3,on3,off4,off5,1
on,on1,off1,on2,off2,on3,off3,off4,off5,1
on,on1,on2,on3,off1,off2,off3,off4,off5,1
on,off1,on1,on2,on3,off2,off3,off4,off5,1
on,on1,off1,on2,off2,off3,on3,off4,off5,1
on,on1,on2,off1,on3,off2,off3,off4,off5,1
on,on1,off1,off2,on2,off3,on3,off4,off5,1
on,on1,on2,off1,off2,off3,on3,off4,off5,1
on,on1,off1,on2,on3,off2,off3,off4,off5,1
on,on1,on2,off1,off2,on3,off3,off4,off5,1

off,off1,on1,off2,on2,off3,on3,off4,off5,1
off,on1,off1,on2,off2,on3,off3,off4,off5,1
off,on1,on2,on3,off1,off2,off3,off4,off5,1
off,on1,off1,on2,off2,off3,on3,off4,off5,1
off,off1,on1,on2,on3,off2,off3,off4,off5,1
off,on1,on2,off1,on3,off2,off3,off4,off5,1
off,on1,off1,off2,on2,off3,on3,off4,off5,1
off,on1,on2,off1,off2,off3,on3,off4,off5,1
off,on1,off1,on2,on3,off2,off3,off4,off5,1
off,on1,on2,off1,off2,on3,off3,off4,off5,1

#defaults
all,a,b,c,d,e,f,g,h,0
edit

Code: Select all

# [[ STEP 2 ]]
x = 177, y = 36, rule = LifeStep2-test
3A$.A3$104.19A29$174.2A$173.A2.A$173.3A!


@RULE LifeStep2-test
@COLORS
 0 255 255   0   0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:103
neighborhood:Moore
symmetries:rotate4reflect
var al = {2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102}
var al1 = al
var al2 = al
var al3 = al
var al4 = al
var al5 = al
var al6 = al
var al7 = al
var al8 = al
var all = {1,al}
var a = {0,all}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var s0 = {2}
var s1c = {3}
var s1e = {4}
var s2c = {5}
var s2e = {6}
var s2a = {7}
var s2k = {8}
var s2i = {9}
var s2n = {10}
var s3c = {11}
var s3e = {12}
var s3a = {13}
var s3k = {14}
var s3i = {15}
var s3n = {16}
var s3y = {17}
var s3q = {18}
var s3j = {19}
var s3r = {20}
var s4c = {21}
var s4e = {22}
var s4a = {23}
var s4k = {24}
var s4i = {25}
var s4n = {26}
var s4y = {27}
var s4q = {28}
var s4j = {29}
var s4r = {30}
var s4t = {31}
var s4w = {32}
var s4z = {33}
var s5c = {34}
var s5e = {35}
var s5a = {36}
var s5k = {37}
var s5i = {38}
var s5n = {39}
var s5y = {40}
var s5q = {41}
var s5j = {42}
var s5r = {43}
var s6c = {44}
var s6e = {45}
var s6a = {46}
var s6k = {47}
var s6i = {48}
var s6n = {49}
var s7c = {50}
var s7e = {51}
var b1c = {52}
var b1e = {53}
var b2c = {54}
var b2e = {55}
var b2a = {56}
var b2k = {57}
var b2i = {58}
var b2n = {59}
var b3c = {60}
var b3e = {61}
var b3a = {62}
var b3k = {63}
var b3i = {64}
var b3n = {65}
var b3y = {66}
var b3q = {67}
var b3j = {68}
var b3r = {69}
var b4c = {70}
var b4e = {71}
var b4a = {72}
var b4k = {73}
var b4i = {74}
var b4n = {75}
var b4y = {76}
var b4q = {77}
var b4j = {78}
var b4r = {79}
var b4t = {99}
var b4w = {100}
var b4z = {101}
var b5c = {80}
var b5e = {81}
var b5a = {82}
var b5k = {83}
var b5i = {84}
var b5n = {85}
var b5y = {86}
var b5q = {87}
var b5j = {88}
var b5r = {89}
var b6c = {90}
var b6e = {91}
var b6a = {92}
var b6k = {93}
var b6i = {94}
var b6n = {95}
var b7c = {96}
var b7e = {97}
var b8 = {98}
var s8 = {102}
1,0,0,0,0,0,0,0,0,s0
1,1,0,0,0,0,0,0,0,s1e
1,0,1,0,0,0,0,0,0,s1c
1,0,1,0,1,0,0,0,0,s2c
1,1,0,1,0,0,0,0,0,s2e
1,1,1,0,0,0,0,0,0,s2a
1,1,0,0,1,0,0,0,0,s2k
1,1,0,0,0,1,0,0,0,s2i
1,0,1,0,0,0,1,0,0,s2n
1,0,1,0,1,0,1,0,0,s3c
1,1,0,1,0,1,0,0,0,s3e
1,1,1,1,0,0,0,0,0,s3a
1,1,0,1,0,0,1,0,0,s3k
1,0,1,1,1,0,0,0,0,s3i
1,1,1,0,1,0,0,0,0,s3n
1,1,0,0,1,0,1,0,0,s3y
1,1,1,0,0,0,1,0,0,s3q
1,1,0,1,1,0,0,0,0,s3j
1,1,1,0,0,1,0,0,0,s3r
1,0,1,0,1,0,1,0,1,s4c
1,1,0,1,0,1,0,1,0,s4e
1,1,1,1,1,0,0,0,0,s4a
1,1,0,1,1,0,1,0,0,s4k
1,1,1,0,1,1,0,0,0,s4i
1,0,1,1,1,0,1,0,0,s4n
1,1,1,0,1,0,1,0,0,s4y
1,1,1,1,0,0,1,0,0,s4q
1,1,0,1,0,1,1,0,0,s4j
1,1,1,1,0,1,0,0,0,s4r
1,1,0,0,1,1,1,0,0,s4t
1,0,1,1,0,1,1,0,0,s4w
1,1,1,0,0,1,1,0,0,s4z
1,1,1,1,0,1,0,1,0,s5c
1,0,1,1,1,0,1,0,1,s5e
1,0,1,1,1,1,1,0,0,s5a
1,0,1,1,0,1,1,0,1,s5k
1,1,1,1,1,1,0,0,0,s5i
1,1,1,1,0,1,1,0,0,s5q
1,1,0,1,1,0,1,1,0,s5y
1,0,1,1,1,1,0,1,0,s5n
1,1,1,1,1,0,1,0,0,s5j
1,0,1,1,1,0,1,1,0,s5r
1,1,0,1,1,1,1,1,0,s6c
1,0,1,1,1,1,1,0,1,s6e
1,1,1,1,1,1,1,0,0,s6a
1,1,1,1,1,0,1,1,0,s6k
1,0,1,1,1,0,1,1,1,s6i
1,1,1,1,0,1,1,1,0,s6n
1,0,1,1,1,1,1,1,1,s7e
1,1,1,1,1,1,1,1,0,s7c
0,0,1,0,0,0,0,0,0,b1c
0,1,0,0,0,0,0,0,0,b1e
0,0,1,0,1,0,0,0,0,b2c
0,1,0,1,0,0,0,0,0,b2e
0,1,1,0,0,0,0,0,0,b2a
0,1,0,0,1,0,0,0,0,b2k
0,1,0,0,0,1,0,0,0,b2i
0,0,1,0,0,0,1,0,0,b2n
0,0,1,0,1,0,1,0,0,b3c
0,1,0,1,0,1,0,0,0,b3e
0,1,1,1,0,0,0,0,0,b3a
0,0,1,1,1,0,0,0,0,b3i
0,1,0,1,0,0,1,0,0,b3k
0,1,1,0,1,0,0,0,0,b3n
0,1,0,0,1,0,1,0,0,b3y
0,1,1,0,0,0,1,0,0,b3q
0,1,0,1,1,0,0,0,0,b3j
0,1,1,0,0,1,0,0,0,b3r
0,0,1,0,1,0,1,0,1,b4c
0,1,0,1,0,1,0,1,0,b4e
0,1,1,1,1,0,0,0,0,b4a
0,1,0,1,1,0,1,0,0,b4k
0,1,1,0,1,1,0,0,0,b4i
0,0,1,1,1,0,1,0,0,b4n
0,1,1,0,1,0,1,0,0,b4y
0,1,1,1,0,0,1,0,0,b4q
0,1,0,1,0,1,1,0,0,b4j
0,1,1,1,0,1,0,0,0,b4r
0,1,0,0,1,1,1,0,0,b4t
0,0,1,1,0,1,1,0,0,b4w
0,1,1,0,0,1,1,0,0,b4z
0,1,1,1,0,1,0,1,0,b5c
0,0,1,1,1,0,1,0,1,b5e
0,0,1,1,1,1,1,0,0,b5a
0,0,1,1,0,1,1,0,1,b5k
0,1,1,1,1,1,0,0,0,b5i
0,0,1,1,1,1,0,1,0,b5n
0,1,0,1,1,0,1,1,0,b5y
0,1,1,1,0,1,1,0,0,b5q
0,1,1,1,1,0,1,0,0,b5j
0,0,1,1,1,0,1,1,0,b5r
0,1,0,1,1,1,1,1,0,b6c
0,0,1,1,1,1,1,0,1,b6e
0,1,1,1,1,1,1,0,0,b6a
0,1,1,1,1,0,1,1,0,b6k
0,0,1,1,1,0,1,1,1,b6i
0,1,1,1,0,1,1,1,0,b6n
0,0,1,1,1,1,1,1,1,b7e
0,1,1,1,1,1,1,1,0,b7c
0,1,1,1,1,1,1,1,1,b8
1,1,1,1,1,1,1,1,1,s8
#transitions
b1e,b1c,b2a,s1e,b2a,b1c,0,0,0,1
s1e,b1e,b1c,b2a,b2a,s1e,b2a,b2a,b1c,1
b2i,b2c,b1e,s0,b1e,b2c,b2a,s1e,b2a,1

#cgol-step2
var on = {s2c,s2e,s2c,s2a,s2k,s2i,s2n,s3c,s3e,s3a,s3k,s3i,s3n,s3y,s3q,s3j,s3r,b3c,b3e,b3a,b3k,b3i,b3n,b3y,b3q,b3j,b3r}
var on1 = on
var on2 = on
var on3 = on
var on4 = on
var on5 = on
var on6 = on
var on7 = on
var on8 = on
var off = {0,s0,s1c,s1e,s4c,s4e,s4a,s4k,s4i,s4n,s4y,s4q,s4j,s4r,s4t,s4w,s4z,s5c,s5e,s5a,s5k,s5i,s5n,s5y,s5q,s5j,s5r,s6c,s6e,s6a,s6k,s6i,s6n,s7e,s7c,s8,b1c,b1e,b2c,b2e,b2a,b2k,b2i,b2n,b4c,b4e,b4a,b4k,b4i,b4n,b4y,b4q,b4j,b4r,b4t,b4w,b4z,b5c,b5e,b5a,b5k,b5i,b5n,b5y,b5q,b5j,b5r,b6c,b6e,b6a,b6k,b6i,b6n,b7c,b7e,b8}
var off1 = off
var off2 = off
var off3 = off
var off4 = off
var off5 = off
var off6 = off
var off7 = off
var off8 = off

on,off1,on1,off2,on2,off3,off4,off5,off6,1
on,on1,off1,on2,off2,off3,off4,off5,off6,1
on,on1,on2,off1,off2,off3,off4,off5,off6,1
on,on1,off1,off2,on2,off3,off4,off5,off6,1
on,on1,off1,off2,off3,on2,off4,off5,off6,1
on,off1,on1,off2,off3,off4,on2,off5,off6,1

on,off1,on1,off2,on2,off3,on3,off4,off5,1
on,on1,off1,on2,off2,on3,off3,off4,off5,1
on,on1,on2,on3,off1,off2,off3,off4,off5,1
on,off1,on1,on2,on3,off2,off3,off4,off5,1
on,on1,off1,on2,off2,off3,on3,off4,off5,1
on,on1,on2,off1,on3,off2,off3,off4,off5,1
on,on1,off1,off2,on2,off3,on3,off4,off5,1
on,on1,on2,off1,off2,off3,on3,off4,off5,1
on,on1,off1,on2,on3,off2,off3,off4,off5,1
on,on1,on2,off1,off2,on3,off3,off4,off5,1

off,off1,on1,off2,on2,off3,on3,off4,off5,1
off,on1,off1,on2,off2,on3,off3,off4,off5,1
off,on1,on2,on3,off1,off2,off3,off4,off5,1
off,on1,off1,on2,off2,off3,on3,off4,off5,1
off,off1,on1,on2,on3,off2,off3,off4,off5,1
off,on1,on2,off1,on3,off2,off3,off4,off5,1
off,on1,off1,off2,on2,off3,on3,off4,off5,1
off,on1,on2,off1,off2,off3,on3,off4,off5,1
off,on1,off1,on2,on3,off2,off3,off4,off5,1
off,on1,on2,off1,off2,on3,off3,off4,off5,1

#defaults
all,a,b,c,d,e,f,g,h,0
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also likes weird growth patterns in CA
hyperbolic CA!!!
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Re: Range 2 INT rules

Post by b-engine »

Life, but if a cell is in one of the 2 inner off cells of a single beehive it turns on, and stays on if in one of 2 central cells of a 3-by-4 cells rectangle. This means that any beehives formed turn into honeycombs:

Code: Select all

x = 1, y = 1, rule = BeeLife
!
[[ RANDOMIZE2 STEP 2 ]]
@RULE BeeLife
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
# added transitions
3,9,0,8,8,3,8,8,0,1
12,12,9,9,8,9,8,9,9,1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0 
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Re: Radius 2INT rules

Post by CARuler »

i was trying to make a puffer out of the b, but this was an accident

Code: Select all

# [[ STEP 2 ]]
x = 4, y = 3, rule = R2INT-cgol-test
2.A$.3A$2A.A!

@RULE R2INT-cgol-test
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
9,3,2,8,10,12,8,8,2,1


# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
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b-engine
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Re: Range 2 INT rules

Post by b-engine »

b-engine wrote: December 11th, 2024, 8:44 am Life, but if a cell is in one of the 2 inner off cells of a single beehive it turns on, and stays on if in one of 2 central cells of a 3-by-4 cells rectangle. This means that any beehives formed turn into honeycombs:
Now honeycombs die, turning queen bees into p30 shuttles:

Code: Select all

x = 5, y = 7, rule = QueenBeeLife
A$A.A$.A.A$.A2.A$.A.A$A.A$A!
[[ STEP 2 ]]
@RULE QueenBeeLife
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
# added transitions
3,9,0,8,8,3,8,8,0,1
12,12,9,9,8,9,8,9,9,1
3,3,9,9,0,11,0,8,8,1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
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Re: two-state isotropic CA with range-2 Moore neighbourhood

Post by confocaloid »

islptng wrote: November 28th, 2024, 2:38 am 17 states are capable for all R2 2-state Moore rule:
[...]
[...]
Script:
[...]
[...]
Can you explain the details of the idea/algorithm behind the script? (Is this already written somewhere else?)

Is there a written proof that it always works (at least in principle) to correctly emulate every possible CA of the type?

What exactly is covered? Does it work just for isotropic CA, or it works for all two-state cellular automata with range-2 Moore neighbourhood?

Does it always produce an isotropic multistate CA in the case when the "input" range-2 CA is isotropic, or it can produce a non-isotropic output given an isotropic input?
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
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Re: Radius 2INT rules

Post by CARuler »

istpng, can you help? the script wont accept this:

Code: Select all

01x0x0x0x1xxx0xxx0xxx0xxx
01x0x1x0x1xxx0xxx0xxx0xxx
11x0x0x0x0xxx0xxx0xxx0xxx

islptng wrote: November 28th, 2024, 2:38 am
edit:
pi puffer

Code: Select all

# [[ STEP 2 ]]
x = 3, y = 3, rule = R2INT-cgol-test
.2A$2A$.2A!

@RULE R2INT-cgol-test
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
3,9,9,3,2,2,0,8,7,1
4,11,7,11,0,12,7,11,0,1
9,0,2,0,2,0,8,0,8,0
3,2,7,7,0,2,2,0,8,0
0,8,2,6,2,8,0,3,0,1
7,7,2,3,2,7,2,6,2,1
6,9,8,6,8,9,8,3,8,1
8,2,2,8,8,8,2,4,4,0
2,2,8,2,2,8,0,8,0,0
2,9,2,2,0,2,3,10,10,0
3,2,0,3,0,2,7,0,7,1
2,8,0,9,7,8,0,3,0,1
2,4,2,8,8,2,0,2,0,1

# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
a, a1, a2, a3, a4, a5, a6, a7, a8, 0
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
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Re: Radius 2INT rules

Post by islptng »

CARuler wrote: December 14th, 2024, 4:35 pm istpng, can you help? the script wont accept this:

Code: Select all

01x0x0x0x1xxx0xxx0xxx0xxx
01x0x1x0x1xxx0xxx0xxx0xxx
11x0x0x0x0xxx0xxx0xxx0xxx

The script is case-sensitive. Remove that blank line.
confocaloid wrote: December 14th, 2024, 3:20 pm Can you explain the details of the idea/algorithm behind the script? (Is this already written somewhere else?)

Is there a written proof that it always works (at least in principle) to correctly emulate every possible CA of the type?

What exactly is covered? Does it work just for isotropic CA, or it works for all two-state cellular automata with range-2 Moore neighbourhood?

Does it always produce an isotropic multistate CA in the case when the "input" range-2 CA is isotropic, or it can produce a non-isotropic output given an isotropic input?
the 17 state anisotropic solution that is said for isotropic also solved R2 unisotropic rules. All rules without B0 are supported!

In the first stage, cells get the value of its diagonal neighborhood, and changes its state to the number R+2H+4V+8L, if result is 1,it becomes 16;

In the 2nd stage, a cell decides whether it'll be alive or dead according to the transitions given.
A cell knows about its neighbour, according to this map:

Code: Select all

L N L N R
W C W C E
L N L N R
W C W C E
V S V S H
EDIT 1: I revisited this and corrected the words.
Last edited by islptng on February 20th, 2025, 10:13 pm, edited 1 time in total.
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Re: two-state isotropic CA with range-2 Moore neighbourhood

Post by confocaloid »

islptng wrote: December 14th, 2024, 9:45 pm In the first stage, cells get the value of its diagonal neighborhood, and changes its state to the number R+2H+4V+8L, if result is 1,it becomes 16;
Looks like that implies that the algorithm will generate non-isotropic multistate CA, even when the input is isotropic.

Code: Select all

L N R
W c E
V S H
It would be interesting to find an encoding with the property that isotropic CA are always encoded as isotropic CA. I think that would be better compatible with apgsearch and other tools that expect that patterns can be safely rotated/reflected.
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Re: Radius 2INT rules

Post by pifricted »

This rule has P10 “honeybomb”:

Code: Select all

x = 5, y = 3, rule = R2,C2,S10-19,B15-19,26,NW0010005550150510555000100
b3o$o3bo$b3o!
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Re: Radius 2INT rules

Post by CARuler »

checkerboard in r2int
.r2int table

Code: Select all

0100000000000000000000000
0101000000000000000000000
0101010000000000000000000
0000000000100000000000000
0101010100101010101010101
0100000000101010101010101
0101000000101010101010101
0101010000101010101010101
0101010100000010101000001
010101010xxxxxxxxxxxxxxx1
010000000xxxxxxxxxxxxxxx1
010100000xxxxxxxxxxxxxxx1
010101000xxxxxxxxxxxxxxx1
likes interesting rules
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The script is updated! (Re: 2-state R2 Moore INT)

Post by islptng »

islptng wrote: November 28th, 2024, 2:38 am
Update your script!


EDIT: This way is actually apgsearch-safe despite not being isotropic.

Proof:
The width and height of the pattern will always grow by 2,
and there will be more states used.
So the apgcode will be much longer.
Example:
The P2 knightship (2o$o$o!)'s apgcode:
In stage 1, its code is xq4_71
In stage 2, its code is xq4__31_8_0031____00o8____008___o8
So actually apgsearch will prefer stage 1.
In stage 1, the pattern can be rotated/reflected.


EDIT: I submitted 5 hauls to the following r2intable:

Code: Select all

01x0x1x0x1xxx0xxx0xxx0xxx
10x0x0x0x0xxx0xxx1xxx1xxx
00x0x1x1x0xxx0xxx0xxx0xxx
00x0x1x0x0xxx0xxx1xxx0xxx
10x0x1x0x0xxx0xxx0xxx0xxx
Available here.
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Re: Radius 2INT rules

Post by CARuler »

common linear growth

Code: Select all

x = 17, y = 17, rule = R2INT-NotFactorioAtAll
4$2.A3.A.A.2A$.A3.A.A$6.A!
edit;

Code: Select all

x = 30, y = 28, rule = R2INT-NotFactorioAtAll
14$11.A8.A2$10.A10.A$9.2A.A6.A.2A$11.A.A4.A.A$12.A.A2.A.A$13.2A2.2A$13.
A4.A$10.A10.A$9.A12.A2$9.A12.A$10.A10.A!
edit2:

Code: Select all

x = 21, y = 20, rule = R2INT-NotFactorioAtAll
3$14.A4.A$18.A$13.A$12.2A.A$14.A.A$15.A3.A$16.2A$16.A$10.A$11.A!
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Re: two-state isotropic CA with range-2 Moore neighbourhood

Post by confocaloid »

confocaloid wrote: December 14th, 2024, 10:03 pm [...] It would be interesting to find an encoding with the property that isotropic CA are always encoded as isotropic CA. [...]
At least large subsets of "two-state isotropic range-2 Moore" can be encoded as multistate isotropic range-1 Moore.

If the actual neighbourhood is range-2 von Neumann, then it should be enough that in the first stage every state-C cell gets the value (o = N + E + S + W = the number of alive range-1 von Neumann neighbours), and keeps stored (C, o mod 2). Then second stage will have enough information to be able to recover states of all 13 cells.

Code: Select all

x = 1, y = 1, rule = R2,C0,S,B1,NN
o!
#C [[ THEME MCell GRID HARDRESET STARTFROM 1 ]]
If the actual neighbourhood is "range-2 Moore excluding knight's move neighbours", then it should be enough that in the first stage every state-C cell gets the value (o = N + E + S + W = the number of alive range-1 orthogonal neighbours), and also gets the value (d = R + H + V + L = the number of alive range-1 diagonal neighbours), and keeps stored (C, o mod 2, d mod 2). Then second stage will have enough information to recover states of all neighbours.

Code: Select all

x = 1, y = 1, rule = R2,C0,S,B1,N*
o!
#C [[ THEME MCell GRID HARDRESET STARTFROM 1 ]]
However, with "knight's move neighbours" included, there is a problem with distinguishing these two cases (the blue cells are assigned arbitrarily but the same way both on the left and on the right). Even if in the first stage every state-C cell stores (C, o, d) instead of (c, o mod 2, d mod 2) as above, as far as I can tell it will still be impossible to distinguish pairs of conditions like this:

Code: Select all

x = 15, y = 5, rule = LifeHistory
BCBDB5.BDBCB$D3BC5.C3BD$5B5.5B$C3BD5.D3BC$BDBCB5.BCBDB!
#C [[ VIEWONLY GRID ]]
I think it would be interesting to find a reasonably good solution to this puzzle, regardless whether or not it affects apgsearch (see below).
islptng wrote: December 15th, 2024, 5:10 am [...]
The width and height of the pattern will always grow by 2,
and there will be more states used.
So the apgcode will be much longer.
Example:
The P2 knightship (2o$o$o!)'s apgcode:
In stage 1, its code is xq4_71
In stage 2, its code is xq4__31_8_0031____00o8____008___o8
So actually apgsearch will prefer stage 1.
In stage 1, the pattern can be rotated/reflected.
[...]
That sounds plausible, for the purposes of determining the apgcode of an object after the object was already detected/extracted.
However, from my (fairly limited) understanding of how apgsearch works, it also computes and uses apgcodes during an attempted object separation.

Suppose the program separates an "intermediate" generation where the pattern is multistate, and then attempts to compute apgcodes of the parts. Then it might end up rotating/reflecting parts of a pattern like this (probably causing those parts to no longer be phases of objects with apgcodes, and failing to count those occurrences correctly):

Code: Select all

x = 15, y = 15, rule = R2INT-testknight
.B.D$B.D$BPDH$P.H$P.H$10.2B2D$12.B.D$10.2P2H$12.P.H2$2.B.D$2.B.D$2.PB
HD$2.P.H$3.P.H!

@RULE R2INT-testknight
@TABLE
n_states:17
neighborhood:Moore
symmetries:none
var A={0,1}
var B=A
var C=A
var D=A
var E=A
var X={0,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16}
1,A,0,B,0,C,0,D,0,0
E,A,1,B,0,C,0,D,0,16 
E,A,0,B,1,C,0,D,0,2
E,A,1,B,1,C,0,D,0,3
E,A,0,B,0,C,1,D,0,4
E,A,1,B,0,C,1,D,0,5
E,A,0,B,1,C,1,D,0,6
E,A,1,B,1,C,1,D,0,7
E,A,0,B,0,C,0,D,1,8
E,A,1,B,0,C,0,D,1,9
E,A,0,B,1,C,0,D,1,10
E,A,1,B,1,C,0,D,1,11
E,A,0,B,0,C,1,D,1,12
E,A,1,B,0,C,1,D,1,13
E,A,0,B,1,C,1,D,1,14
E,A,1,B,1,C,1,D,1,15

4,0,0,4,4,0,2,2,0,1
0,2,2,4,16,16,0,2,0,1
0,2,0,4,4,16,2,2,0,1
4,4,0,0,0,8,4,0,0,1
12,4,0,0,0,8,0,8,0,1
8,0,8,8,0,0,0,16,16,1
16,2,16,0,0,16,0,0,0,1
4,0,0,0,4,0,2,4,0,1
16,2,2,0,16,16,0,0,0,1
16,3,2,0,16,16,0,0,0,1
4,4,0,0,0,8,8,0,4,1
0,2,2,8,16,16,0,16,0,1
8,4,0,0,0,8,0,4,0,1
8,16,0,8,0,0,0,16,0,1
4,0,0,4,0,0,4,2,0,1
6,0,0,4,0,2,0,2,0,1
9,16,0,8,0,0,0,16,0,1
2,0,0,4,4,0,2,2,0,1
8,8,0,0,0,0,8,0,4,1
2,0,0,4,2,0,0,2,0,1
2,0,0,4,0,4,0,2,0,1
16,0,16,8,0,0,0,16,0,1
2,0,2,0,16,2,0,0,0,1
2,2,0,16,0,16,0,0,0,1
4,4,0,0,0,12,8,0,4,1
6,0,0,4,0,4,0,2,0,1
2,0,0,6,4,0,2,2,0,1
16,0,8,9,0,0,0,16,16,1
8,0,8,0,0,0,0,8,16,1
16,0,8,8,0,0,0,16,16,1
3,2,0,2,0,16,0,0,0,1
12,4,0,0,0,8,0,4,0,1
16,0,8,16,0,0,0,0,16,1
16,16,2,0,16,0,0,0,0,1
8,12,0,0,0,8,8,0,4,1
0,2,8,8,0,16,0,16,16,1
4,0,0,4,4,0,2,6,0,1
0,4,0,8,0,8,8,16,4,1
3,2,0,16,0,16,0,0,0,1
4,0,0,4,0,2,0,2,0,1
0,4,0,4,4,8,2,2,0,1
2,2,2,0,16,16,0,0,0,1
2,0,0,2,4,0,2,0,0,1
8,4,0,0,0,8,0,0,8,1
9,8,0,8,0,0,0,16,0,1
4,4,0,0,0,8,0,8,0,1
16,2,0,2,0,16,0,0,0,1
8,4,0,0,0,8,8,0,4,1
2,2,0,0,2,16,0,0,0,1
8,0,0,8,0,0,0,16,8,1
0,4,8,8,0,8,0,16,16,1
16,8,0,8,0,0,0,16,0,1
8,0,8,8,0,0,0,9,16,1
2,2,2,0,16,3,0,0,0,1
0,4,0,4,0,8,8,2,4,1
4,0,0,0,0,4,8,0,4,1

var A=X
var B=A
var C=A
var D=A
var E=A
var F=A
var G=A
var H=A
X,A,B,C,D,E,F,G,H,0
@COLORS
1 255 255 255
2 0 0 255
3 0 128 255
4 0 0 255
5 0 128 255
6 0 128 255
7 0 255 255
8 0 0 255
9 0 128 255
10 0 128 255
11 0 255 255
12 0 128 255
13 0 255 255
14 0 255 255
15 0 255 128
16 0 0 255
instead of rotating/reflecting parts of a pattern like this:

Code: Select all

x = 13, y = 13, rule = R2INT-testknight
.A$A$A3$10.2A$12.A4$2.A$2.A$3.A!

@RULE R2INT-testknight
@TABLE
n_states:17
neighborhood:Moore
symmetries:none
var A={0,1}
var B=A
var C=A
var D=A
var E=A
var X={0,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16}
1,A,0,B,0,C,0,D,0,0
E,A,1,B,0,C,0,D,0,16 
E,A,0,B,1,C,0,D,0,2
E,A,1,B,1,C,0,D,0,3
E,A,0,B,0,C,1,D,0,4
E,A,1,B,0,C,1,D,0,5
E,A,0,B,1,C,1,D,0,6
E,A,1,B,1,C,1,D,0,7
E,A,0,B,0,C,0,D,1,8
E,A,1,B,0,C,0,D,1,9
E,A,0,B,1,C,0,D,1,10
E,A,1,B,1,C,0,D,1,11
E,A,0,B,0,C,1,D,1,12
E,A,1,B,0,C,1,D,1,13
E,A,0,B,1,C,1,D,1,14
E,A,1,B,1,C,1,D,1,15

4,0,0,4,4,0,2,2,0,1
0,2,2,4,16,16,0,2,0,1
0,2,0,4,4,16,2,2,0,1
4,4,0,0,0,8,4,0,0,1
12,4,0,0,0,8,0,8,0,1
8,0,8,8,0,0,0,16,16,1
16,2,16,0,0,16,0,0,0,1
4,0,0,0,4,0,2,4,0,1
16,2,2,0,16,16,0,0,0,1
16,3,2,0,16,16,0,0,0,1
4,4,0,0,0,8,8,0,4,1
0,2,2,8,16,16,0,16,0,1
8,4,0,0,0,8,0,4,0,1
8,16,0,8,0,0,0,16,0,1
4,0,0,4,0,0,4,2,0,1
6,0,0,4,0,2,0,2,0,1
9,16,0,8,0,0,0,16,0,1
2,0,0,4,4,0,2,2,0,1
8,8,0,0,0,0,8,0,4,1
2,0,0,4,2,0,0,2,0,1
2,0,0,4,0,4,0,2,0,1
16,0,16,8,0,0,0,16,0,1
2,0,2,0,16,2,0,0,0,1
2,2,0,16,0,16,0,0,0,1
4,4,0,0,0,12,8,0,4,1
6,0,0,4,0,4,0,2,0,1
2,0,0,6,4,0,2,2,0,1
16,0,8,9,0,0,0,16,16,1
8,0,8,0,0,0,0,8,16,1
16,0,8,8,0,0,0,16,16,1
3,2,0,2,0,16,0,0,0,1
12,4,0,0,0,8,0,4,0,1
16,0,8,16,0,0,0,0,16,1
16,16,2,0,16,0,0,0,0,1
8,12,0,0,0,8,8,0,4,1
0,2,8,8,0,16,0,16,16,1
4,0,0,4,4,0,2,6,0,1
0,4,0,8,0,8,8,16,4,1
3,2,0,16,0,16,0,0,0,1
4,0,0,4,0,2,0,2,0,1
0,4,0,4,4,8,2,2,0,1
2,2,2,0,16,16,0,0,0,1
2,0,0,2,4,0,2,0,0,1
8,4,0,0,0,8,0,0,8,1
9,8,0,8,0,0,0,16,0,1
4,4,0,0,0,8,0,8,0,1
16,2,0,2,0,16,0,0,0,1
8,4,0,0,0,8,8,0,4,1
2,2,0,0,2,16,0,0,0,1
8,0,0,8,0,0,0,16,8,1
0,4,8,8,0,8,0,16,16,1
16,8,0,8,0,0,0,16,0,1
8,0,8,8,0,0,0,9,16,1
2,2,2,0,16,3,0,0,0,1
0,4,0,4,0,8,8,2,4,1
4,0,0,0,0,4,8,0,4,1

var A=X
var B=A
var C=A
var D=A
var E=A
var F=A
var G=A
var H=A
X,A,B,C,D,E,F,G,H,0
@COLORS
1 255 255 255
2 0 0 255
3 0 128 255
4 0 0 255
5 0 128 255
6 0 128 255
7 0 255 255
8 0 0 255
9 0 128 255
10 0 128 255
11 0 255 255
12 0 128 255
13 0 255 255
14 0 255 255
15 0 255 128
16 0 0 255
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
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Re: Radius 2INT rules

Post by CARuler »

The following breaks islptng's emulator

Code: Select all

10001
00000
00000
00000
00000
----------
00100
00000
00000
00000
00000

Code: Select all

01100
01100
00000
00000
00000
----------
11000
01100
00000
00000
00000
----------
00110
01100
00000
00000
00000
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
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Re: two-state isotropic CA with range-2 Moore neighbourhood

Post by confocaloid »

The alien p62 oscillator from B3/S234c (and a p62 glider gun using two instances), a p22 orthogonal 7c/22 spaceship, a p20 sparker and a replicator-based p60 glider gun:

Code: Select all

x = 153, y = 81, rule = R2,C0,S4,9-12,14-15,17,20-23,30-33,35-38,48-53,55-58,74-78,89,101-104,112,121,124,B15-17,21,23,29,35-39,49,55-58,75-78,98,100-101,104,111,120,NW00000100000005190500011900190100051905000000010000
144bo$142b2o$143b2o28$151b2o$105b2o44b2o$105b2o2$21b3o7b3o7b3o18bo$20b
o2bo6bo2bo6bo2bo17bobo$23bo9bo9bo17bobo$23bo5bo3bo5bo3bo18bo$20bobo10b
o5bo3bo69bo$30bobo10bo67bo3bo$40bobo18b3o48bobo$62bo47bo5bo$112bobo$
111bo3bo$113bo15$9b2o$11bo$8bo3bo36b2o$7bo5bo34bo$7b2obo2bo33bo3bo$7bo
bo3bo32bo5bo$3b3o2bob3o33bo2bob2o$2bo3bo7b3o29bo3bobo74bobo$bo4bo6bobo
bo29b3obo2b3o57b2o11bobo21b2o$o3bobo7bo4bo23b3o7bo3bo56b2o11b3o21b2o$o
4bo7bobo3bo22bobobo6bo4bo$2bobobo6bo4bo21bo4bo7bobo3bo$3b3o7bo3bo22bo
3bobo7bo4bo$7b3obo2b3o24bo4bo6bobobo$6bo3bobo29bo3bo7b3o$6bo2bob2o30b
3o2bob3o$6bo5bo34bobo3bo$7bo3bo35b2obo2bo$8bo38bo5bo$9b2o37bo3bo$51bo$
49b2o!
#C [[ MAXGRIDSIZE 9 THEME MCell GRID ]]
The weighted neighbourhood is this:

Code: Select all

00 00 01 00 00
00 05 25 05 00
01 25 00 25 01
00 05 25 05 00
00 00 01 00 00
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
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Re: Range 2 INT rules

Post by b-engine »

Life, but centuries turn into lumps of muck, so twin bee shuttle can work without any blocks:

Code: Select all

x = 3, y = 11, rule = BeeLife
A$2A$.2A$2A4$2A$.2A$2A$A!
[[ STEP 2 ]]
@RULE BeeLife
@COLORS
0 255 255 0 0 255
1 255 255 255
@NAMES
0 dead
1 alive
@TABLE
n_states:13
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b1 = {0,2,3,4,5,6}
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var c1 = {7,8,9,10,11,12}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
# transition setup
0 a1,1,a2,0,a3,0,a4,0 2
0 a1,1,a2,1,a3,0,a4,0 3
0 a1,1,a2,0,a3,1,a4,0 4
0 a1,1,a2,1,a3,1,a4,0 5
0 a1,1,a2,1,a3,1,a4,1 6
1 a1,0,a2,0,a3,0,a4,0 7
1 a1,1,a2,0,a3,0,a4,0 8
1 a1,1,a2,1,a3,0,a4,0 9
1 a1,1,a2,0,a3,1,a4,0 10
1 a1,1,a2,1,a3,1,a4,0 11
1 a1,1,a2,1,a3,1,a4,1 12
# transitions
# cgol
b1 b2,c1,b3,c2,b4,c3,b5,b6 1
b1 c1,b2,c2,b3,c3,b4,b5,b6 1
b1 c1,b2,c2,b3,b4,c3,b5,b6 1
b1 c1,c2,c3,b2,b3,b4,b5,b6 1
b1 b2,c1,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,c3,b3,b4,b5,b6 1
b1 c1,b2,c2,c3,b3,b4,b5,b6 1
b1 c1,c2,b2,b3,b4,c3,b5,b6 1
b1 c1,c2,b2,b3,c3,b4,b5,b6 1
b1 c1,b2,b3,c2,b4,c3,b5,b6 1
c1 b1,c2,b2,c3,b3,b4,b5,b6 1
c1 c2,b1,c3,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,c3,b3,b4,b5,b6 1
c1 c2,c3,b1,b2,b3,b4,b5,b6 1
c1 c2,b1,b2,b3,c3,b4,b5,b6 1
c1 b1,c2,b2,b3,b4,c3,b5,b6 1
c4 b2,c1,b3,c2,b4,c3,b5,b6 1
c4 c1,b2,c2,b3,c3,b4,b5,b6 1
c4 c1,b2,c2,b3,b4,c3,b5,b6 1
c4 c1,c2,c3,b2,b3,b4,b5,b6 1
c4 b2,c1,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,c3,b3,b4,b5,b6 1
c4 c1,b2,c2,c3,b3,b4,b5,b6 1
c4 c1,c2,b2,b3,b4,c3,b5,b6 1
c4 c1,c2,b2,b3,c3,b4,b5,b6 1
c4 c1,b2,b3,c2,b4,c3,b5,b6 1
# added transitions
5,8,7,8,8,4,8,2,0,1


a, a1, a2, a3, a4, a5, a6, a7, a8, 0
 
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