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0/2/3
Posted: March 5th, 2016, 8:36 pm
by drc
This rule is pretty amazing.
It has a 4-cell p4 osc, called the mini-anchor:
Code: Select all
x = 2, y = 3, rule = 0/2/3
A$2A$A!
Two MAs combine to create a p14 shown here:
Code: Select all
x = 5, y = 3, rule = 0/2/3
A3.A$2A.2A$A3.A!
A 3-cell p6 osc exists too, called the ship:
Code: Select all
x = 3, y = 3, rule = 0/2/3
2.A$.A$A!
Patterns tend to last longer before stabilizing, like this 3-cell 21-gen methuselah:
Occasionally, a puffer will form that creates 'strings' every 4 gens:
Code: Select all
x = 8, y = 5, rule = 0/2/3
5.AB$AB2.AB$AB.AB.A$.AB2.AB$6.AB!
A natural p6 moonrake:
Code: Select all
x = 5, y = 8, rule = 0/2/3
.2A$.2B$3.A$3.BA$2.A.B$.ABA$AB.A$B3.A!
Re: 0/2/3
Posted: March 6th, 2016, 8:42 pm
by drc
p4 dot puffer:
Code: Select all
x = 9, y = 9, rule = 0/2/3
BA$.BA$2.BA.BA$3.BA.BA$2.B4.BA$2.B4.BA$.A.BA.BA$2.B2.BA$4.BA!
Double-sided wickstretcher from 4 cells:
Code: Select all
x = 2, y = 4, rule = 0/2/3
2A3$2A!
p8 osc:
Code: Select all
x = 4, y = 9, rule = 0/2/3
.A$3A6$.3A$2.A!
Another p8:
Code: Select all
x = 4, y = 4, rule = 0/2/3
.A2$3.A$A!
Re: 0/2/3
Posted: March 25th, 2016, 12:17 am
by drc
Code: Select all
@RULE 0_2-k_3-1
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
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
var aa={0,2}
var ab=aa
var ac=aa
var ad=aa
var ae=aa
var af=aa
var ag=aa
var ah=aa
0,1,1,aa,ab,ac,ad,ae,af,1
0,1,aa,1,ab,ac,ad,ae,af,1
0,1,aa,ab,ac,1,ad,ae,af,1
0,aa,1,ab,1,ac,ad,ae,af,1
0,aa,1,ab,ac,ad,1,ae,af,1
1,aa,ab,ac,ad,ae,af,ag,ah,1
1,1,aa,ab,ac,ad,ae,af,ag,0
1,aa,1,ab,ac,ad,ae,af,ag,0
1,a,b,c,d,e,f,g,h,2
2,a,b,c,d,e,f,g,h,0
This is a rule similar to 0/2/3, but without B2k, and state 1 cells with one state 1 neighbor die instead of becoming state 2. it has a c/4 spaceship:
Code: Select all
x = 5, y = 2, rule = 0_2-k_3-1
A.A.A$2.A!
It can eat dots:
Code: Select all
x = 5, y = 5, rule = 0_2-k_3-1
A.A.A$2.A3$2.A!
Two dots can duplicate it:
Code: Select all
x = 5, y = 5, rule = 0_2-k_3-1
A.A.A$2.A3$A3.A!
The minianchor still works:
Code: Select all
x = 2, y = 3, rule = 0_2-k_3-1
.A$2A$.A!
It has a new p6 oscillator, I call the "half-ant":
Code: Select all
x = 2, y = 4, rule = 0_2-k_3-1
.A$2A2$.A!
The breeder from B2-k/S0 is back, but less common with a 6-cell minimum:
Code: Select all
x = 11, y = 2, rule = 0_2-k_3-1
.2A5.2A$A9.A!
A dot puffer:
Code: Select all
x = 5, y = 9, rule = 0_2-k_3-1
2.2A2$.A2.A3$2.A.A$.A$.A$A!
Strange object hasslers that emulate minianchors:
Code: Select all
x = 30, y = 11, rule = 0_2-k_3-1
24.A4$2.A7.A3.A6.A5.A$A.A2.A2.A.A3.A.A2.A.A5.A.A$2.A7.A3.A6.A5.A4$24.
A!
Infact, the blinker looking object is seen in some minianchor interactions:
Code: Select all
x = 7, y = 4, rule = 0_2-k_3-1
.A$2A3.A$.A3.2A$5.A!
**UPDATED RULE TABLE WITH CORRECT NAME**
Re: 0/2/3
Posted: March 25th, 2016, 12:54 pm
by TheoSwartz
Noob question here, but how do I read "0/2/3"? Usually when I see rules it's states in which cells survive and then states in which cells are born, but the thread title has three separate categories instead of two.
Maybe I can figure this out just by messing around in golly.
Re: 0/2/3
Posted: March 25th, 2016, 1:44 pm
by BlinkerSpawn
TheoSwartz wrote:Noob question here, but how do I read "0/2/3"? Usually when I see rules it's states in which cells survive and then states in which cells are born, but the thread title has three separate categories instead of two.
Maybe I can figure this out just by messing around in golly.
Generations Rules are set up as "Survival Conditions/Birth Conditions/Total States"
Do I need to explain the meaning of the different states as well?
Re: 0/2/3
Posted: March 25th, 2016, 3:13 pm
by TheoSwartz
BlinkerSpawn wrote:Generations Rules are set up as "Survival Conditions/Birth Conditions/Total States"
Do I need to explain the meaning of the different states as well?
Thanks BlinkerSpawn, that makes sense. I didn't quite understand what generations meant before now. No need to explain the states, I have it down.
I DO have a question about the naming of the rules in this thread. Isn't the 2nd one Daniel posted actually 0/2/3? There doesn't seem to be anything non totalistic in it, so why the extra -k and -1 in the name? Shouldn't the original rule be something more complicated instead? They seem mixed up to me.
EDIT: Never mind, I just realized cells aren't spawning in the "knight" zone, therefore the -k. All good on that front! is it common to write negative rule notation like that? I'm still not sure what "-1" means, in the states section.
Re: 0/2/3
Posted: March 25th, 2016, 4:50 pm
by TheoSwartz
Here are some things I found in 0_2-k_3-1.
Oscillators
p4 Conjoined Anchor
Code: Select all
x = 4, y = 3, rule = 0_2-k_3-1
A2.A$4A$A2.A!
p28 Mini Anchor on "Close Anchor" (combined periods)
Code: Select all
x = 9, y = 3, rule = 0_2-k_3-1
A3.A3.A$2A2.2A.2A$A3.A3.A!
Puffers
Big c p3 Double Dot Puffer
Code: Select all
x = 8, y = 8, rule = 0_2-k_3-1
.2A2.2A2$.2A2.2A2$A2.2A2.A2$2.4A$2.A2.A!
c p4 Double Dot Puffer
Code: Select all
x = 7, y = 3, rule = 0_2-k_3-1
.2A2.2A$A2.A$5.A!
c p6 Quad Dot Puffer
Code: Select all
x = 12, y = 3, rule = 0_2-k_3-1
.2A6.2A$5.2A$A2.A4.A2.A!
c p9 Double Dot Puffer
Code: Select all
x = 9, y = 3, rule = 0_2-k_3-1
6.2A$.2A5.A$A!
c p12 Double "Dot Anchor" Puffer (also leaves dots)
Code: Select all
x = 12, y = 6, rule = 0_2-k_3-1
5.2A$.2A6.2A$4.A2.A$A10.A2$.A8.A!
Spaceships
The obvious extensible moon ships:
Code: Select all
x = 30, y = 9, rule = 0_2-k_3-1
24.2A$23.A2BA$22.AB2.BA$21.AB4.BA$20.AB6.BA$19.AB$9.2A7.AB$.2A5.A2BA
5.AB$A2BA3.AB2.BA3.AB!
Reactions
Moon + 2 Dots = both die
Code: Select all
x = 4, y = 4, rule = 0_2-k_3-1
A2.A2$.2A$A2.A!
Moon + 2 Dots = shift dots down 2 (tractor beam if a Moon gun was possible)
Code: Select all
x = 6, y = 4, rule = 0_2-k_3-1
A4.A2$2.2A$.A2.A!
Moon + 2 Dots = c p3 Double Dot Puffer (The tiny, natural one)
Code: Select all
x = 4, y = 5, rule = 0_2-k_3-1
2.A$A2$.2A$A2.A!
Moon + Dot = Dot Anchor
Code: Select all
x = 4, y = 4, rule = 0_2-k_3-1
A2$.2A$A2.A!
Moon + Moon = Conjoined Anchor
Code: Select all
x = 4, y = 5, rule = 0_2-k_3-1
A2.A$.2A2$.2A$A2.A!
This "Fat Anchor" eats dots. Dunno if it's interesting though.
Code: Select all
x = 7, y = 9, rule = 0_2-k_3-1
3.A3$.A3.A$2A3.2A$.A3.A3$3.A!
Mini Anchor + Dot = c4 Spaceship
Code: Select all
x = 4, y = 3, rule = 0_2-k_3-1
3.A$A.2A$3.A!
EDIT: Rule name fix
Re: 0/2/3
Posted: March 25th, 2016, 7:09 pm
by SuperSupermario24
TheoSwartz wrote:Here are some things I found in 0_2-k_3-1.
-snip-
dunno how but every single one of these has the wrong rule name
you put 0_2k_3-1 instead of 0_2-k_3-1
EDIT: oh apparently it had the wrong name originally, that explains it
Re: 0/2/3
Posted: March 25th, 2016, 7:47 pm
by TheoSwartz
SuperSupermario24 wrote:
dunno how but every single one of these has the wrong rule name
you put 0_2k_3-1 instead of 0_2-k_3-1
EDIT: oh apparently it had the wrong name originally, that explains it
Argh! Haha, it looks like I saw this thread before Daniel edited it. Now to go back and edit the post. And all the files...
Re: 0/2/3
Posted: March 25th, 2016, 7:52 pm
by BlinkerSpawn
TheoSwartz wrote:
EDIT: Never mind, I just realized cells aren't spawning in the "knight" zone, therefore the -k. All good on that front! is it common to write negative rule notation like that? I'm still not sure what "-1" means, in the states section.
The -1 indicates that the decay states (or, in this case, state) are not entered from S1.
As of right now, B2-k/S0/C3-1 (an alternate but identical way of writing the rule) is the only place this notation is used.
Re: 0/2/3
Posted: March 25th, 2016, 11:47 pm
by drc
I would recommend for the colours 0=black 1=white 2=grey
cool p4 c ship:
Code: Select all
x = 9, y = 3, rule = 0_2-k_3-1
A3.A3.A$2A2.2A.2A$A3.A3.A!
Initially unstable weird puffer:
Code: Select all
x = 43, y = 10, rule = 0_2k_3-1
A2.A16.A.A16.A2.A$18.A.A.A.A$.2A10.A.A11.A.A10.2A$14.B2.B7.B2.B$.2A
10.A3B2.A3.A2.3BA10.2A$15.B2.A5.A2.B2$16.2A7.2A2$16.2A7.2A!
Tubs can be used in the place of minianchors, as long as it is barred by two-other MAs:
Code: Select all
x = 3, y = 10, rule = 0_2k_3-1
.A$3A4$.A$A.A$.A$.A$3A!
All of these components together. I will call these "branches:
Code: Select all
x = 15, y = 3, rule = 0_2k_3-1
3.A2.A4.A2.A$A2.3A.A3.4A$3.A2.A4.A2.A!
Potential p8:
Code: Select all
x = 13, y = 8, rule = 0_2k_3-1
6.A$5.3A4$.A4.A4.A$2A3.A.A3.2A$.A4.A4.A!
Re: 0/2/3
Posted: March 26th, 2016, 1:00 am
by TheoSwartz
I think you may have accidentally posted the code for the p28 oscillator instead of your c p4 ship. I was looking forward to seeing it because I like spaceships the best!
Re: 0/2/3
Posted: March 26th, 2016, 8:50 am
by drc
TheoSwartz wrote:I think you may have accidentally posted the code for the p28 oscillator instead of your c p4 ship. I was looking forward to seeing it because I like spaceships the best!
Well, crap. I lost it. It left behind plus sparks, and was D2_+1 symmetric. Looking for this, I found some other stuff.
A different but similar p4 ship:
Code: Select all
x = 11, y = 6, rule = 0_2-k_3-1
2.A5.A$5.B$4.3B$2.3A.3A$AB7.BA$.2A5.2A!
Removing two cells gives a cool looking p8 dot puffer:
Code: Select all
x = 9, y = 6, rule = 0_2-k_3-1
2A5.2A$B7.B$.3A.3A$3.3B$4.B$.A5.A!
And attaching an anchor to two... well, I won't ruin the surprise:
Code: Select all
x = 21, y = 16, rule = 0_2-k_3-1
2A5.2A2$4A.4A$3.3B$4.B4$12.2A5.2A2$12.4A.4A$A7.A6.3B$16.B2$10.A$8.A.A
.A!
More tub hasslers:
Code: Select all
x = 20, y = 11, rule = 0_2-k_3-1
6.A5.A5.A$5.3A4.2A4.2A$3A9.A5.A$.A12.A$3.A9.A.A$2.A.A9.A$3.A8.A5.A$.A
10.2A4.2A$3A9.A5.A$5.3A$6.A!
Whismurr puffer:
Code: Select all
x = 18, y = 16, rule = 0_2-k_3-1
5.2A4.2A$8.2A$6.A4.A$4.A3.2A3.A3$5.A6.A$4.3A4.3A$5.A6.A3$.2A4.A2.A4.
2A$A2.A2.6A2.A2.A$6.A4.A$7.A2.A$7.4A!
p12 puffer emitting a few dots along with one of the p4s:
Code: Select all
x = 4, y = 8, rule = 0_2-k_3-1
3.A$.A$.A2$3.A$A$A$3.A!
Re: 0/2/3
Posted: March 27th, 2016, 1:00 am
by Saka
A glide symmetric version of that p4 ship
Code: Select all
x = 11, y = 8, rule = 0_2-k_3-1
.2A5.2A$AB7.BA$2.3A.3A$4.3B$5.B$2.A5.A$7.3A$8.A!
Re: 0/2/3
Posted: March 27th, 2016, 2:55 am
by M. I. Wright
Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.
Re: 0/2/3
Posted: March 27th, 2016, 8:22 am
by Saka
M. I. Wright wrote:Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.
Errrrrr... what color is black?
Re: 0/2/3
Posted: March 27th, 2016, 9:58 am
by BlinkerSpawn
Saka wrote:M. I. Wright wrote:Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.
Errrrrr... what color is black?
0, 0, 0
Re: 0/2/3
Posted: March 27th, 2016, 12:18 pm
by drc
M. I. Wright wrote:Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.
It's not that hard to change black to grey, most of the time. Just select all except the color portions (most are only two states). Plus, a lot of people on this forum say that black is better, including me
Re: 0/2/3
Posted: March 27th, 2016, 12:50 pm
by M. I. Wright
drc wrote: Plus, a lot of people on this forum say that black is better, including me
Not sure where that came from or why it's valid. I could say that a lot of people on this forum say that the default gray is better, including me, the creators of Golly, and everyone who's decided against changing it in their Preferences menu.
It's not that hard to change black to grey, most of the time.
Right, but as I said it adds an unnecessary step, whereas if you left the state 0 color alone everyone (including you) would be able to display it with their own preferred background color without tweaking the rule file at all.
Re: 0/2/3
Posted: March 27th, 2016, 5:28 pm
by drc
The creator of Golly (Andrew) has done things in golly that he disagrees with. For example, he said that red is a bad color for ruleloader. The fact that I add "0 0 0 0" is just out of habit. Stop nitpicking. If you want to have your rule tables, make your own.
Re: 0/2/3
Posted: March 27th, 2016, 7:28 pm
by TheoSwartz
Yeah ultimately this argument is pointless. It would be better to keep things as the deafult in my opinion, but let's not worry too much about it and focus on the rule that the thread was made for.

Re: 0/2/3
Posted: March 27th, 2016, 7:40 pm
by BlinkerSpawn
You guys do know it's rather trivial to change the colors yourselves, right?
(If you don't know what RGB values you want just spend a minute in Paint)
Re: 0/2/3
Posted: March 27th, 2016, 7:45 pm
by drc