Re: One Glider Seeds
Posted: September 1st, 2020, 10:08 am
I think the new 44P5H2V0 synthesis means it would be the cheapest 2c/5 that we could build a 1G seed for, to allow for an orthogonal target-push trick using a slower spaceship followed by a faster spaceship. A c/3 dart would be quite a bit cheaper, but would also require waiting around a proportionally longer before sending a following *WSS, to get a target at any given distance.
The 44P5H2V0 allows for both standard options -- placing an object with or without destruction of the spaceship:
But I think that recent experience with the c/4 diagonal wickstretcher might have moved us past this kind of spaceship-chasing-spaceship design. The fastest possible Orthogonoid would be one using a blinker puffer to do its target-object push.
Besides the blinker-puffer seed, I guess there's also a bit of work to do to complete a toolkit for a 35-degree slow^2 elbow. For maximum speed, the construction recipe will have to be made of *WSSes that don't overlap the blinker puffer or its burning fuse; analogous to the c/4 diagonal wickstretcher, the blinker-puffer seed will be built and triggered first, then the construction recipe will be sent, and finally the fuse will be lit at the right time to stop the blinker puffer at the target location.
However, I think it's not necessary to build a whole new slmake-ish database to construct arbitrary objects by splitting and moving a target block directly with *WSSes. Instead we can find a minimal set of *WSS recipes that produce a universal set of block moves and glider outputs. This will be the slow^2 elbow, and it will produce a standard glider slow salvo that will do the actual construction.
This will be inefficient, but not terribly so. For sufficiently fast Speed Orthogonoids the cost of the construction recipe won't make a significant difference, because we'll send the recipe and then wait around a long time to light the fuse anyway.
A good starting point would be a standard 13-glider construction for the fuse-stoppable version of a blinker puffer 1, which looks like this:
Looks like this can be reduced as usual to a constellation plus some number of synchronized gliders, eventually reducible to 1G. There are a couple of HWSSes in there, though, and there aren't a lot of known edge-shooting HWSS seeds -- the 2-object 12x12 collision enumeration didn't turn up any clean HWSSes at all.
Anyone want to contribute a move in the Optimization Game here, with a reasonable single-digit number of synchronized gliders?
EDIT: There's actually a very nice two-object edgy seed for an HWSS in Mark Niemiec's database, but it doesn't seem to be quite compatible with the recipe that adds the central unstable xWSS, so something will have to get reworked somewhere:
This is really the same seed as the one used in the Centipede and Silverfish (the half-blockade version shown at right above) -- so we'll have to get an edgy HWSS from somewhere else. There are certainly recipes that work, but they seem a bit too expensive in terms of synchronized gliders:
The 44P5H2V0 allows for both standard options -- placing an object with or without destruction of the spaceship:
Code: Select all
x = 19, y = 43, rule = B3/S23
7bo5bo$6bobo3bobo$5b2ob2ob2ob2o$5bo2bo3bo2bo$3b2ob2o5b2ob2o$4b2o9b2o$
5b2o7b2o$6bo7bo$3b2o11b2o$4b3o7b3o$7bobobobo15$3o$o2bo$o$o3bo$o$bobo7$
16b3o$15bo2bo$18bo$14bo3bo$18bo$15bobo!Besides the blinker-puffer seed, I guess there's also a bit of work to do to complete a toolkit for a 35-degree slow^2 elbow. For maximum speed, the construction recipe will have to be made of *WSSes that don't overlap the blinker puffer or its burning fuse; analogous to the c/4 diagonal wickstretcher, the blinker-puffer seed will be built and triggered first, then the construction recipe will be sent, and finally the fuse will be lit at the right time to stop the blinker puffer at the target location.
However, I think it's not necessary to build a whole new slmake-ish database to construct arbitrary objects by splitting and moving a target block directly with *WSSes. Instead we can find a minimal set of *WSS recipes that produce a universal set of block moves and glider outputs. This will be the slow^2 elbow, and it will produce a standard glider slow salvo that will do the actual construction.
This will be inefficient, but not terribly so. For sufficiently fast Speed Orthogonoids the cost of the construction recipe won't make a significant difference, because we'll send the recipe and then wait around a long time to light the fuse anyway.
A good starting point would be a standard 13-glider construction for the fuse-stoppable version of a blinker puffer 1, which looks like this:
Code: Select all
x = 39, y = 53, rule = B3/S23
35bobo$35b2o$36bo5$19bo$2bo17b2o$obo16b2o$b2o$36bo$35bo$35b3o$10b2o2b
2o$11b2obobo$10bo3bo14$17b2o$18b2o$17bo6$34b3o$34bo2bo$34bo$34bo3bo$
34bo$35bobo3$33b3o$33bo2bo$33bo$33bo3bo$33bo3bo$33bo$34bobo!Anyone want to contribute a move in the Optimization Game here, with a reasonable single-digit number of synchronized gliders?
EDIT: There's actually a very nice two-object edgy seed for an HWSS in Mark Niemiec's database, but it doesn't seem to be quite compatible with the recipe that adds the central unstable xWSS, so something will have to get reworked somewhere:
Code: Select all
x = 46, y = 17, rule = B3/S23
2o18bo$o19b3o15b2o$3bo19bo14b2o2b2o$2b2o18b2o18b2o8$2bo19bo19bo$3bo19b
o19bo$b3o17b3o17b3o$5bo19bo19bo$5bo19bo19bo$5bo19bo19bo!Code: Select all
x = 34, y = 41, rule = B3/S23
9bo$10b2o$9b2o4$4bobo$5b2o$5bo$20bobo$21b2o$21bo2$18b2o8bo$17bo2bo7bob
o$17bo2bo7b2o$18b2o6$19bo$19b2o$bo16bobo$b2o$obo3b3o22b3o$8bo21bo2bo$
7bo25bo$29bo3bo$33bo$30bobo3$30b3o$29bo2bo$32bo$28bo3bo$28bo3bo$32bo$
29bobo!