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Move variants

Posted: December 23rd, 2015, 2:38 pm
by drc
Post your move variants here. For example:

Code: Select all

@RULE move_rep
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,1,0,1,0,1,1,1,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
@COLORS
0 0 0 0
1 255 255 255
In this rule, this pattern is a replicators:

Code: Select all

x = 2, y = 4, rule = move_rep
o$2o$2o$o!
It behaves differently in several Move-related CAs due to it's unexpected growth.

Re: Move variants

Posted: December 23rd, 2015, 4:39 pm
by EricG
Daniel,

For these sorts of "variant of rule x" posts, it would be great if you posted a graphical or text explanation of how the rule was modified from the lifelike rule (or otherwise well known rule). I know the Golly-compatible rule table is there for all of us to examine, but providing a diagram or an English language explanation (and/or the Hensel notation, if appropriate) would make the new variant rule easier to quickly appreciate. Something like "This is Highlife except four adjacent neighbors cause a birth", etc.

Thanks!

Re: Move variants

Posted: December 23rd, 2015, 6:48 pm
by BlinkerSpawn
Unfortunately, the standard Move glider does not work in this rule, which leaves the 10c/51 replicator as the likely only natural nonstationary object.

Re: Move variants

Posted: December 23rd, 2015, 6:50 pm
by drc
EricG wrote:Daniel,

For these sorts of "variant of rule x" posts, it would be great if you posted a graphical or text explanation of how the rule was modified from the lifelike rule (or otherwise well known rule). I know the Golly-compatible rule table is there for all of us to examine, but providing a diagram or an English language explanation (and/or the Hensel notation, if appropriate) would make the new variant rule easier to quickly appreciate. Something like "This is Highlife except four adjacent neighbors cause a birth", etc.

Thanks!
I seriously have no idea with that rule, but I'll try for the next one:

Code: Select all

@RULE movetub
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
0,1,0,1,1,1,0,1,1,1
0,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,1,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
@COLORS
0 0 0 0
1 255 255 255
This is move, but tub configurations birth the middle cell, or B34e68/S245. *EDIT FIXED RULE*

Re: Move variants

Posted: December 23rd, 2015, 9:23 pm
by gameoflifeboy
Chaotic growth from only 9 cells in move_rep:

Code: Select all

x = 7, y = 11, rule = move_rep
6bo$6bo$6bo5$o$2o$2o$o!

Re: Move variants

Posted: December 23rd, 2015, 9:58 pm
by BlinkerSpawn
Replicators hassle a blinker:

Code: Select all

x = 9, y = 27, rule = move_rep
4b4o$3bo4bo$5b2o$4b4o12$3o8$4b4o$3bo4bo$5b2o$4b4o!
P102:

Code: Select all

x = 10, y = 37, rule = move_rep
obo4bobo$bo6bo$obo4bobo$4b2o$3b4o$4b2o$3b4o14$3b4o$4b2o$3b4o$4b2o11$bo
6bo$3o4b3o$bo6bo!

Re: Move variants

Posted: December 26th, 2015, 12:01 am
by Bullet51
Just a c/33 spaceship:

Code: Select all

x = 10, y = 10, rule = movetub
4b2o$3bo3bo$4bo$bo2b3obo$ob3ob3o$o2bo2b4o$3b3o3bo$bo2b2o$3b3o$5b2o!

Re: Move variants

Posted: December 27th, 2015, 11:22 pm
by drc

Code: Select all

@RULE movev
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,0,1,1,0,1,0,1,1,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
0,1,0,1,1,1,0,1,1,1
0,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,1,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
@COLORS
0 0 0 0
1 255 255 255
B35y68/S245

Re: Move variants

Posted: December 28th, 2015, 11:22 am
by praosylen

Code: Select all

@RULE 3x3
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,0,1,0,1,0,1
0,1,1,0,1,1,0,1,0,1
0,1,1,0,1,0,1,1,0,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
0,1,0,1,1,1,0,1,1,1
0,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,1
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,1,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,1,1,1,1,0,0,0,0,1
1,1,1,1,0,1,0,0,0,1
1,1,1,1,0,0,1,0,0,1
1,1,1,0,1,1,0,0,0,1
1,1,1,0,1,0,1,0,0,1
1,1,1,0,1,0,0,1,0,1
1,1,1,0,1,0,0,0,1,1
1,1,1,0,0,1,1,0,0,1
1,1,1,0,0,1,0,1,0,1
1,1,1,0,0,1,0,0,1,1
1,1,1,0,0,0,1,1,0,1
1,1,0,1,0,1,0,1,0,1
1,0,1,0,1,0,1,0,1,1
1,0,0,0,1,1,1,1,1,1
1,0,0,1,0,1,1,1,1,1
1,0,0,1,1,0,1,1,1,1
1,0,0,1,1,1,0,1,1,1
1,0,0,1,1,1,1,0,1,1
1,0,0,1,1,1,1,1,0,1
1,0,1,0,1,0,1,1,1,1
1,0,1,0,1,1,0,1,1,1
1,0,1,1,0,1,0,1,1,1
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,1
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
This rule is loosely a variant of Move and is designed to have a very large diversity of objects that fit inside a 3x3 bounding box in all phases. Here they are in order from left to right of decreasing frequency:

Code: Select all

x = 74, y = 3, rule = 3x3
6bo4bo6bo5bo11bo6bo3bobo4b2o3bobo4b2o3bobo$bo4bo5b2o3b3o3b3o3b3o3bobo
3bo6bo5bo4bo5b3o3b2o$6bo5bo11bo4b2o5bo4b2o4b2o4b2o5b2o3b2o5bo!
There are unfortunately no spaceships (that I have found) in this rule.

Edit: Just found a very unusual c/3 ship:

Code: Select all

x = 6, y = 3, rule = 3x3
b4o$6o$2o2b2o!
Edit 2: I really don't understand how this oscillator managed to form naturally:

Code: Select all

x = 32, y = 16, rule = 3x3
bobo2b2obo3b6o3bob2o2bobo$2b3ob4obob2o2b2obob4ob3o$3o3bobobo10bobobo3b
3o$3bob2obobo2b2o2b2o2bobob2obo$3o5bo2bobob2obobo2bo5b3o$bob3ob2obobo
2b2o2bobob2ob3obo$2bobobo18bobobo$bob2ob3ob3ob4ob3ob3ob2obo$o2b3obo4bo
bo2bobo4bob3o2bo$2b5obobobob4obobobob5o$b3o4b2obo3b2o3bob2o4b3o$6ob2ob
o10bob2ob6o$obobobo2b2ob2o4b2ob2o2bobobobo$o3b4o5b2o2b2o5b4o3bo$2ob2ob
obo3b2ob2ob2o3bobob2ob2o$bo2bobobo3b2o4b2o3bobobo2bo!

Re: Move variants

Posted: December 28th, 2015, 12:54 pm
by drc
xp11 in 3x3:

Code: Select all

x = 16, y = 16, rule = 3x3
ob2o6bo3bo$ob2ob2o2b2obo$3b2o3b4obo$bobobo3bo2b2obo$2b2o3bo$7o2b4obo$
2ob5obobob3o$obobo2b2ob3o2bo$b3obob3obobobo$ob2obobo2bo2bo$o2b2o2bobo
2bobo$2bo3b3o2b2ob2o$o2bob2ob5ob2o$3ob2o3bo2bobo$5o2b5o$o3b2o2b2o2b2o!

Re: Move variants

Posted: December 28th, 2015, 2:12 pm
by praosylen
From left to right: p5, p4, p10, p40:

Code: Select all

x = 43, y = 7, rule = 3x3
b2o9bobo9bo3bo9bob2o$2bo9bo10b2o3b2o9bo2bo$2b2o6b2o4bo9bo9bo2bo2bo$2b
4o19b3o9b5o$o4bo4bo4b2o9bo9bo2bo2bo$2o12bo8b2o3b2o6bo2bo$12bobo9bo3bo
8b2obo!

Re: Move variants

Posted: March 25th, 2024, 8:44 pm
by confocaloid
praosylen wrote: December 28th, 2015, 11:22 am

Code: Select all

@RULE 3x3
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect

(rule lines trimmed)
This rule is loosely a variant of Move and is designed to have a very large diversity of objects that fit inside a 3x3 bounding box in all phases. Here they are in order from left to right of decreasing frequency:

Code: Select all

x = 74, y = 3, rule = 3x3
6bo4bo6bo5bo11bo6bo3bobo4b2o3bobo4b2o3bobo$bo4bo5b2o3b3o3b3o3b3o3bobo
3bo6bo5bo4bo5b3o3b2o$6bo5bo11bo4b2o5bo4b2o4b2o4b2o5b2o3b2o5bo!
[...]
Rule 3x3, p12 orthogonal c/6 spaceship from C1 census:

Code: Select all

x = 6, y = 3, rule = B35cky68/S0245-c6n
b5o$o3b2o$b2ob2o!
p18 oscillator:

Code: Select all

x = 5, y = 5, rule = B35cky68/S0245-c6n
5o$bobo$obobo$bobo$5o!
Two different orthogonal c/4 spaceships:

Code: Select all

x = 8, y = 15, rule = B35cky68/S0245-c6n
b2o3bo$3ob3o$2bob3o$6bo7$bob4o$bobo2b2o$2obo2bo$bobo2b2o$bob4o!
Edit (2024-03-28): apgsearched all censuses: https://catagolue.hatsya.com/census/b35cky68s0245-c6n