Re: Rule request thread
Posted: March 22nd, 2016, 8:05 pm
I noticed, but can it still simulate >c ships on quicklife?Saka wrote: B0 doesn't really mean birth on 0 neighbors ._.
I noticed, but can it still simulate >c ships on quicklife?Saka wrote: B0 doesn't really mean birth on 0 neighbors ._.
I extremely doubt it, but I think nomuzik wrote:I noticed, but can it still simulate >c ships on quicklife?Saka wrote: B0 doesn't really mean birth on 0 neighbors ._.
Golly doesn't handle 0,0,0,0,0,0,0,0,0,1 properly (i.e. B0 in RuleLoader), so I wouldn't take "FTL expanding cubes" (which appear to expand exponentially by the way) as some kind of valid cellular automaton-related construct.Saka wrote:I'm pretty sure that's not possible in the current moore neighbor hood, but you can make FTL expanding cubes by puttingmuzik wrote:Can someone make a rule in which spaceships travelling faster than light speed exist?into your rule fileCode: Select all
0,0,0,0,0,0,0,0,0,1
Here it is, albeit with a pretty liberal definition of 'few':M. I. Wright, 10 days ago, wrote:I'll take a crack at it in a few days
Code: Select all
@RULE 123456-3_234-23_a
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1}
var aa=a
var ab=a
var ac=a
var b={0,2}
var ba=b
var z={0,1,2}
var za=z
var zb=z
var zc=z
var zd=z
var ze=z
var zf=z
var zg=z
#state 1: B3
0,1,1,1,0,0,0,0,0,1
#state 1: D078
1,1,1,1,1,1,1,1,0,0
1,1,1,1,1,1,1,1,1,0
1,0,0,0,0,0,0,0,0,0
#state 1: Death if state 2 > state 0 ior state 1 [I didn't remember how to properly use variables until after I finished this part, so it could obviously be optimized]
1,2,0,0,0,0,0,0,0,0
1,2,2,0,0,0,0,0,0,0
1,2,2,1,0,0,0,0,0,0
1,2,2,2,0,0,0,0,0,0
1,2,2,2,1,0,0,0,0,0
1,2,2,2,1,1,0,0,0,0
1,2,2,2,2,0,0,0,0,0
1,2,2,2,2,1,0,0,0,0
1,2,2,2,2,1,1,0,0,0
1,2,2,2,2,1,1,1,0,0
1,2,2,2,2,1,1,1,1,0
1,2,2,2,2,2,0,0,0,0
1,2,2,2,2,2,1,0,0,0
1,2,2,2,2,2,1,1,0,0
1,2,2,2,2,2,1,1,1,0
1,2,2,2,2,2,2,0,0,0
1,2,2,2,2,2,2,1,0,0
1,2,2,2,2,2,2,1,1,0
1,2,2,2,2,2,2,2,0,0
1,2,2,2,2,2,2,2,1,0
1,2,2,2,2,2,2,2,2,0
#state 2: B23
0,2,2,1,1,a,aa,ab,ac,2
0,2,2,2,1,1,a,aa,ab,2
#state 2: S234 + at least 1 of s1 [would probably be written like S234(s1>0) or something, but I don't really feel like inventing a whole new notation system]
2,2,2,b,ba,1,z,za,zb,2
#state 2: D015678
2,z,za,zb,zc,zd,ze,zf,zg,0Code: Select all
@RULE 123456-3_234-23_b
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1}
var aa=a
var ab=a
var ac=a
var ad=a
var b={0,2}
var ba=b
var z={0,1,2}
var za=z
var zb=z
var zc=z
var zd=z
var ze=z
var zf=z
var zg=z
#state 1: B3
0,1,1,1,0,0,0,0,0,1
#state 1: D078
1,1,1,1,1,1,1,1,0,0
1,1,1,1,1,1,1,1,1,0
1,0,0,0,0,0,0,0,0,0
#state 1: D(s2>s01) [I didn't remember how to properly use variables until after I finished this part, so it could obviously be optimized]
1,2,0,0,0,0,0,0,0,2
1,2,2,0,0,0,0,0,0,2
1,2,2,1,0,0,0,0,0,2
1,2,2,2,0,0,0,0,0,2
1,2,2,2,1,0,0,0,0,2
1,2,2,2,1,1,0,0,0,2
1,2,2,2,2,0,0,0,0,2
1,2,2,2,2,1,0,0,0,2
1,2,2,2,2,1,1,0,0,2
1,2,2,2,2,1,1,1,0,2
1,2,2,2,2,1,1,1,1,2
1,2,2,2,2,2,0,0,0,2
1,2,2,2,2,2,1,0,0,2
1,2,2,2,2,2,1,1,0,2
1,2,2,2,2,2,1,1,1,2
1,2,2,2,2,2,2,0,0,2
1,2,2,2,2,2,2,1,0,2
1,2,2,2,2,2,2,1,1,2
1,2,2,2,2,2,2,2,0,2
1,2,2,2,2,2,2,2,1,2
1,2,2,2,2,2,2,2,2,2
#state 2: B23
0,2,2,1,1,a,aa,ab,ac,2
0,2,2,2,1,1,a,aa,ab,2
#state 2: S234 + at least 1 of s1 [would probably be written like S234(s1>0) or something, but I don't really feel like inventing a whole new notation system]
2,2,2,b,ba,1,z,za,zb,2
#state 2: D015678
2,z,za,zb,zc,zd,ze,zf,zg,0Code: Select all
x = 10, y = 10, rule = 123456-3_234-23_a
B2ABA2.B.B$.A.B.B$A.B.2B.A.A$2A.AB.B2.A$A3.A3.2A$2.2A2.A$3AB.B2.BA$B.
A.B.B.B$B4.B.3B$3B2A.2BA!Code: Select all
x = 54, y = 66, rule = 123456-3_234-23_a
20.3A.A$20.7A$18.3A2.A.2A5.A.A3.3A$16.3A.4A.3A2.7A.4A$16.A.A.A.A.2A.A
2.A2.A.A.2A.2A$15.2A.5A.A.9A.A.A.A.A$16.A.A2.A.3A.A.A.A2.12A$15.7A.A.
9A.A.A.A.2A.3A$17.A.A.A.A.A2.A.A.A.6A2.5A$15.3A.A.A.12A5.3A.3A$15.A.A
.4A.A.A2.A.A2.7A3.A$6.A.A.2A.6A.A.A.6A.3A2.A.A.5A$4.10A.A3.4A.A2.A.A.
A.2A.A.3A.A$2.3A.2A.A.A.7A2.A.8A2.A.A.A.3A$2.A.3A2.4A.A.A2.7A4.A.5A.
4A$.2A.A.3A.A.8A.A.A.6A.A.A.3A.2A$2.3A.A.5A.2A.A.6A.A.A.A.3A3.3A$3A.
3A.A3.3A2.3A.A3.6A.A.3A.A$3A.A.6A2.3A2.7A.A2.6A.3A$3A.3A4.3A2.3A.A.A
2.6A.A2.A.A.A$2.3A.6A2.3A.A.6A.A2.A.9A$.2A.3A2.A.4A.3A.A4.6A.A2.A2.A.
A$2.3A2.3A.A.A.2A.A.6A.A2.13A$.2A2.3A.3A.2A.3A.A.A2.6A.A.A.A2.A.A.A.A
$2.2A.A.3A.3A.2A.8A2.A.10A.7A$2.6A.3A.3A.A.A.A.A.5A.A.A.A3.2A2.A3.A$
4.A.4A.A3.A.3A.A.A.A.A.5A.4A.6A.2A$7.A3.7A.A.A.3A.A.A3.3AB.A.A4.3A.A$
13.A.A.3A.3A.5A.3A.3B8A.3A$15.3A.3A.3A3.3A.3AB.A6.3A.2A$16.2A.A.3A.A.
3A.2A.A.10A.3A$16.6A.5A.A.A.2A.2A2.A4.3A.2A$17.A.A.3A4.2A.3A.A.9A.3A$
18.4A.8A2.A.A.A2.2A.A3.A.2A$19.A.3A4.A.10A.10A$18.2A.A.8A.A.A.A2.A.A.
A.A.A2.3A$19.A.3A.A.A.A.11A.A.8A$18.4A.3A.3A.A.A.A.A.A.4A.A.2A.A$18.A
.A.2A.3A.A.A.8A.A.A.3A.2A$15.7A.3A2.4A.A4.A2.6A.3A$13.2A.2A.A.3A.2A.A
2.11A2.A.A.A.2A$12.5A2.3A.2A.6A4.A.A2.8A.A.A$12.2A2.3A2.4A.A.A2.11A.A
.2A.A.3A$13.4A.3A3.A.A.4A.A.A.A2.A.4A.3A2.2A$12.3A.3A.9A2.2A.7A.A2.A.
A.A.2A$12.2A.2A.4A.A.A2.7A3.A.8A.4A$13.2A.2A.A.8A2.A.A.4A.A2.A.A.4A$
12.10A.A4.4A.2A3.7A4.2A$11.A.2A2.A3.8A2.2A.5A.A.A$11.2A.4A.3A2.A.A2.
4A.A.A.A.3A$10.3A.A2.3A2.9A.A.A.A.A.A$11.7A.2A.A2.A.A2.A.11A$10.2A.A.
A.2A.13A2.A.A.A.A$11.A.3A.2A.A.A.A.A.A.A.3A.2A.4A$11.3A.3A.17A.A.A2.A
$11.A.3A.A.A.A2.A2.A.A.A.A.9A$12.2A2.4A.15A2.A2.3A$11.A.4A.A2.A.2A.A.
A.A.A2.7A$11.3A.A.7A3.4A.4A2.A.2A$10.2A2.4A.A.2A6.2A.A.A.5A$11.2A.A.
2A.3A7.8A3.2A$11.5A.A.2A10.A.A2.5A$13.A2.5A11.5A.A.3A$18.A13.4A.3A.2A
$34.A4.4A$39.3A!Code: Select all
x = 31, y = 28, rule = 123456-3_234-23_b
4.3A$3.4A$3.6A$3.A.A2.A$2.5A.2A$3.A2.A.A$2.2A.5A$3.A.A2.A$2.5A.2A$3.A
2BA.A$2.A4B3A$2.5B.A2$13.2A6.A$12.2BA4.5A$13.B3A.A.A.2A$13.B.6A2.2A$
3B11.3BA.A.3A$B2A13.3B3A.2A$A.2A13.2BA.A.A.A$3A14.2B7A.A$.A15.2BA.A.A
.5A$18.2B2A.3A3.A$19.2B2A2.3A.2A$20.2B3A2.3A$21.BA.A.2A$21.B6A$22.2A.
A!Code: Select all
x = 8, y = 30, rule = 123456-3_234-23_b
3B2.3B$8B$3A3B2A$.A.A2BA$2A.5A$.A2.A.A$5A.2A$.A.A2.A$2A.5A$.A2.A.A$5A
.2A$.A.A2.A$2A.5A$.A2.A.A$5A.2A$.A.A2.A$2A.5A$.A2.A.A$5A.2A$.A.A2.A$
2A.5A$.A2.A.A$5A.2A$.A.A2.A$2A.5A$.A2.A.A$.4A.2A$3.A2.A$2.5A$3.2A!Code: Select all
x = 10, y = 19, rule = 123456-3_234-23_b
2.A5.A$3AB2.3AB$.A2B3.A2B$.AB3.2AB$2A5.AB$.AB3.2A$.A5.AB$2AB4.A$.A4.
2AB$.AB4.A$2A5.AB$.AB3.2A$.A5.AB$2AB4.A$.AB3.2AB$.A2B3.AB$3AB3.A2B$2.
A3.3AB$8.A!
Code: Select all
x = 7, y = 7, rule = 123456-3_234-23_b
A2.A2.A$7A$.A.B.A$AB3.BA$.A.B.A$7A$A2.A2.A!
Code: Select all
x = 5, y = 5, rule = 123456-3_234-23_b
.2B$2B2A$2B3A$2B2A$.2B!Code: Select all
x = 3, y = 3, rule = 123456-3_234-23_b
2BA$BA$3A!
Code: Select all
x = 18, y = 30, rule = 123456-3_234-23_b
5$3.2B3.2B$3.7BA$4.A.3BA$3.5A.2A$4.A.A2.A$3.2A.5A$4.A2.A.A$3.5A.2A$4.
A.A2.A$3.2A.5A$4.A2.A.A$3.5A.2A$4.A.A2.A$3.2A.5A$4.A2.A.A$4.6A$6.3A$
7.A!
Code: Select all
x = 25, y = 23, rule = 123456-3_234-23_b
4.4A.5A$3.2A2.A.A2.A$4.7A.2A$3.2A2.A2.A.A$4.4A.5A$3.2A2.A.A2.A$4.6A2B
2A$3.2A.BA.3BA$4.2A3B2.3B$3.2A2B5.B$4.AB$3.2AB$4.A$3.2A$4.2A$3.2A$4.
2A$3.2A$4.2A$3.2A$4.2A$3.2A$4.2A!
Code: Select all
x = 22, y = 5, rule = 123456-3_234-23_b
2.2A2.4A2.4A$3.4A2.4A2.2A$2.2A2.4A2.4A$2.9B2A2.2A$3.4B2.2B.4A!
Code: Select all
x = 16, y = 11, rule = 123456-3_234-23_b
8.2A2.4A$9.4A2.A$8.2A2.4A$9.4A2.A$8.2A2.4A$8.3B2A2.A$9.2B.4A$12.A2.A$
12.4A$11.2A2.A$12.4A!
Code: Select all
x = 40, y = 23, rule = 123456-3_234-23_b
2$10.BA.A.A.A.A.A.A.A.A.A.A.A.A.A.A$10.B29A$10.B.A.A.A.A.A.A.A.A.A.A.
A.A.A.A$11.BA.A.A.A.A.A.A.A.A.A.A.A.A.A$11.2B27A$11.2B.A3.A3.A3.A3.A
3.A3.A$12.2B3A.3A.3A.3A.3A.3A.2A$11.2B2A.3A.3A.3A.3A.3A.3A$11.BA3.A3.
A3.A3.A3.A3.A$12.28A$9.3BA.A.A.A.A.A.A.A.A.A.A.A.A.A$8.B.A.A.A.A.A.A.
A.A.A.A.A.A.A.A.A$8.B31A$8.BA.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A$8.2B.A.A.
A.A.A.A.A.A.A.A.A.A.A.A.A$8.2B30A$9.BA.A.A.A.A.A.A.A.A.A.A.A.A.A.A!
Code: Select all
x = 27, y = 18, rule = 123456-3_234-23_b
6.7A.4A$5.2A2.A2.A.A2.2A$6.4A.7A$5.2A2.A.A2.A2.2A$6.7A.4A$5.2A2.A.BA.
A2.2A$6.3A5B4A$5.2A4B.3B2.2A$6.A2B7.BA$5.2A2B7.B2A$6.AB8.BA$5.2A10.2A
$6.2A8.2A$5.2A10.2A$6.2A8.2A$5.2A10.2A$6.2A8.2A$5.2A10.2A!
Code: Select all
x = 28, y = 10, rule = 123456-3_234-23_b
19.2A$19.A$18.B2A$17.2BA$16.2B3A$8.4B.B.2BA.A$7.A4B6A.2A$8.4A2.A.A2.A
$7.2A2.4A.5A$8.4A2.A2.A.A!
Code: Select all
x = 31, y = 30, rule = 123456-3_234-23_b
6.2A$5.2A$6.2A$5.2A$6.2A$5.2A$6.2A$5.2A$6.A$5.2AB$6.A2B$5.3A2B$6.A.A
2B.B.2B$5.2A.6A4B$6.A2.A.A2.2A3B$5.5A.4A2.2A$6.A.A2.A2.4A$5.2A.7A2.2A
$6.A2.A.A2.4A$5.5A.4A2.2A$6.A.A2.A2.4A$5.2A.7A2.2A$6.A2.A.A2.4A$5.5A.
4A2.2A$6.A.A2.A2.4A$5.2A.7A2.2A$6.A2.A.A2.4A$5.5A.4A2.2A$6.A.A2.A2.4A
$5.2A.7A2.2A!
Probably, I found another with 8 cells but it was 5x4. There might be one with 7 cells, but I'm pretty sure that the 3x3 bounding box is minimal.BlinkerSpawn wrote:Minimal "seed ecosystem"?
This would likely require the predator-prey-superposition state that people are shying away from for the time being.eze266 wrote:Very neat.
The overall effect seems to (largely) be that the prey population gets "chased" by the predators. One thing I expected to see but haven't stumbled on yet is something close to the classic predator-prey sine waves where population peaks and then declines with a phase shift of pi/4 or so. But maybe that'd require something the represents a time-lag.
Still, very neat patterns arising.
I'm curious about using Golly as a basis for modeling and studying systems generally.
For now, I'll keep looking at/for patterns in these rules.
Code: Select all
x = 46, y = 65, rule = 123456-3_234-23_b
6$8.A.A.A.A.A.A.A.A.A2B$6.20AB$6.A3.A3.A3.A2B2.A.AB$5.2A.3A.3A.2A2B$
5.4A.3A.3A2B$6.A.A3.A2.3B$8.7A2B$10.A.A.A.B$14.A2B$11.A.A.AB$9.7A$8.
2A.A3.AB$7.5A.3A2B$8.2A.3A.2A2B$9.A3.A3.A2B2.A.A2B$9.17AB$11.A.A.A.A.
A.A.A.AB7$20.A.A.A.A.A2B$18.11A2B$18.A3.A3.A4B$17.2A.3A.2A2B$18.3A.3A
2B$20.A3.AB$20.5AB$22.A.A$23.A2B$19.A.A.A.B$17.8A2B$17.A3.A3.2B$16.2A
.3A.3A2B$15.5A.3A.2A2B$16.2A.A3.A3.A2B2.A.AB$17.17A2B$19.A.A.A.A.A.A.
A.A2B$19.A.A.A.A.A.A.A.A2B$17.17A2B$16.2A.A3.A3.A2B2.A.AB$15.5A.3A.2A
2B$16.2A.3A.3A2B$17.A3.A3.2B$17.8A2B$19.A.A.A.B$23.A2B$22.A.A$20.5AB$
20.A3.AB$18.3A.3A2B$17.2A.3A.2A2B$18.A3.A3.A4B$18.11A2B$20.A.A.A.A.A
2B!
Code: Select all
x = 10, y = 4, rule = tlife
obo3b2o$2o4b2o$bo4b2obo$8bo!
Code: Select all
x = 9, y = 3, rule = GlideLife
obo3bo$2o4bo$bo4b3o!
Four states, including vacuum:A for awesome wrote:Challenge: A rule where oscillators can have any odd period but no even period, with as few states as possible.
Code: Select all
@RULE Oddball
#A response to Pierce's challenge: construct a cellular automaton for which oscillators of all odd periods are possible, but for which no even-period oscillators exist.
#C, E, W, C'
@TABLE
n_states:4
neighborhood:oneDimensional
symmetries:none
var a = {0,1,2,3}
var b = a
1,2,0,3 #01210 → 03110
1,1,3,3 #03110 → 01310
1,0,3,3 #01310 → 01130
3,0,1,2 #01130 → 01120
1,2,1,2 #01120 → 01210
2,a,b,1
3,a,b,1Code: Select all
x = 7, y = 7, rule = Oddball
A$BA$B2A$B3A$B4A$B5A$B6A!
Code: Select all
@RULE Oddball3State
A rule made to address the challenge of producing a rule which can only have oscillators of odd periods
(but any odd period), using three states (including vacuum).
@TABLE
n_states:3
neighborhood:Moore
symmetries:none
var a = {0,1,2}
var b = {a}
var c = {a}
var d = {a}
var e = {a}
var f = {a}
var g = {a}
var h = {a}
0,0,0,1,0,0,0,0,0,1 #Move light particle left.
0,0,0,0,0,0,0,1,1,1 #Move heavy particle right.
0,0,0,0,0,0,1,1,0,1 #Move heavy particle right.
0,0,0,1,0,0,0,2,0,1 #Light particle can collide with wall.
0,0,0,0,0,1,2,0,0,1 #Grow a light particle on a left wall into a heavy particle.
0,0,0,2,0,0,0,1,1,1 #Bottom of heavy particle on right wall -> light particle.
1,0,0,0,0,0,0,2,0,1 #Grow a light particle on a left wall into a heavy particle.
1,a,b,c,d,e,f,g,h,0 #Kill all particles in other situations.Code: Select all
x = 7, y = 13, rule = Oddball3State
B3$BA.B3$BA2.B3$BA3.B3$BA4.B!Wow! I like it! I had thought about the idea of using a "thin" signal one way and a "fat" signal the other way, but I couldn't figure out how to bound it properly.Sphenocorona wrote:Here's an 'oddball' rule with only three states:Code: Select all
@RULE Oddball3State A rule made to address the challenge of producing a rule which can only have oscillators of odd periods (but any odd period), using three states (including vacuum). ...
Code: Select all
@RULE Disparity
#C 3-state one-dimensional rule by Adam P. Goucher, in which
#C there exists a period-n oscillator if and only if n is odd
#C, W, E, C'
@TABLE
n_states:3
neighborhood:oneDimensional
symmetries:none
var a = {0,1,2}
var b = {0,1,2}
var c = {0,1,2}
2,1,a,2 # 12 is immortal
1,a,2,1 # 12 is immortal
0,1,2,0 # 102 disappears
2,2,0,1 # slow reflection
0,1,1,2 # fast reflection
0,a,2,2 # 2 moves left
0,1,a,1 # 1 moves right
a,b,c,0 # everything diesCode: Select all
x = 10, y = 7, rule = Disparity
A2B.AB2$A2B2.AB2$AB.B2.AB2$AB5.BAB!Code: Select all
12[02]*[01]*12Code: Select all
122[02]*[01]*12Code: Select all
1220[02]*[01]*12Code: Select all
12[01]*12Code: Select all
120*(10)*10*12Code: Select all
120*10*12I'm pretty sure B345/S5 has that property, but I don't know if there's a proof.blah wrote:I presume it would be similarly interesting to try and create rules where only even periods are possible.
B2a/S is the best example of this. Unfortunately, variety is scarcemuzik wrote:What about a rule that is not explosive, but has 2d replicator(s)?
Rule table?drc wrote:B2a/S is the best example of this. Unfortunately, variety is scarcemuzik wrote:What about a rule that is not explosive, but has 2d replicator(s)?