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"Polarized" Rules

Posted: December 23rd, 2016, 9:12 am
by Gamedziner
Soups in some rules tend to leave large "globs" of space where there are living cells or dead cells. I am currently interested in such rules.
An example of a rule of this kind is Day & Night.

Re: "Polarized" Rules

Posted: December 23rd, 2016, 6:30 pm
by BlinkerSpawn
So you want to look into rules with really strong edge dynamics? (Most action around edges)
That's kind of interesting; that section of rulespace hasn't been looked into much due to such rules usually lacking common gliders or other interesting dynamics.
Shouldsee would probably be the person to ask.

Re: "Polarized" Rules

Posted: December 23rd, 2016, 10:50 pm
by Saka
Gliders in Diamoeba
Another rule:

Code: Select all

x = 9, y = 15, rule = B01368/S01
2b5o$2b5o$2b5o$3b3o$9o$2b5o$b7o$b7o$b7o$b7o$b7o$b7o$3b3o$3b3o$3bobo!

Code: Select all

x = 7, y = 6, rule = B01368/S01
bobo$b5o$b6o$7o$2b5o$3b2o!

Re: "Polarized" Rules

Posted: January 1st, 2017, 8:25 pm
by shouldsee
Gamedziner wrote:Soups in some rules tend to leave large "globs" of space where there are living cells or dead cells. I am currently interested in such rules.
An example of a rule of this kind is Day & Night.
One reason for large globs of cells is that such local configuration is mapped to itself. Some important numbers are S8, -B0(absence of B0 stabilise 9*0).

But there are still other possibilities, one of which is presence of B0. With B0, 9*0 is mapped to 1, but become 9*1 and get mapped back to 0 if S8 is not present. Thus the configuration is stable under 2 consecutive mapping. This is why many B0 rules give globs of cells.

The B0 phenomena can be explained in a different way. Applying a B0 rule is equivalent to apply (1-state) and a root rule (this can be demonstrated mathematically, see this post (I am still looking for it)). Now if we have a root rule under which globs of 1's are contracting. Since B0 rule invert the universe every time before applying the root rule, the globs of 1's will get contracted and expanded alternatively, which provide some stability to it.

I have also made a collection of B0 rules that give interesting dynamics in this post

Re: "Polarized" Rules

Posted: January 3rd, 2017, 2:04 am
by Saka

Code: Select all

x = 35, y = 42, rule = B2eikn3i5-i6-i8/S25678
5b2o21b2o$3b6o17bob2obo$3bob2obo17bob2obo$2b3o2b3o15bo6bo$3bo4bo$2bobo
2bobo15bobo2bobo$5b2o17bobo4bobo$3bo4bo14b2obo4bob2o$bo3b2o3bo12bo10bo
$5b2o18bo6bo$bo3b2o3bo13b3o4b3o$3bob2obo$bo3b2o3bo$4bo2bo18b6o$b2o2b2o
2b2o14bob4obo$5b2o20b4o$4b4o19bo2bo3$4b4o17b3o2b3o$3bob2obo17bo4bo$4b
4o16bob6obo$4b4o16b10o$2bo6bo15b8o$bobo4bobo13b10o$2obo4bob2o14b6o$2bo
bo2bobo16b6o$2bobo2bobo18b2o$4bo2bo20b2o$2b2ob2ob2o$5b2o$3b6o2$4bo2bo$
2bobo2bobo$2b2o4b2o$2b3o2b3o2$3bob2obo$5b2o$3bob2obo$4bo2bo!
I particularly like the last one because it hauls a big glob. Wish it could be extended.

Re: "Polarized" Rules

Posted: January 3rd, 2017, 8:15 am
by Gamedziner
Saka wrote:

Code: Select all

x = 35, y = 42, rule = B2eikn3i5-i6-i8/S25678
5b2o21b2o$3b6o17bob2obo$3bob2obo17bob2obo$2b3o2b3o15bo6bo$3bo4bo$2bobo
2bobo15bobo2bobo$5b2o17bobo4bobo$3bo4bo14b2obo4bob2o$bo3b2o3bo12bo10bo
$5b2o18bo6bo$bo3b2o3bo13b3o4b3o$3bob2obo$bo3b2o3bo$4bo2bo18b6o$b2o2b2o
2b2o14bob4obo$5b2o20b4o$4b4o19bo2bo3$4b4o17b3o2b3o$3bob2obo17bo4bo$4b
4o16bob6obo$4b4o16b10o$2bo6bo15b8o$bobo4bobo13b10o$2obo4bob2o14b6o$2bo
bo2bobo16b6o$2bobo2bobo18b2o$4bo2bo20b2o$2b2ob2ob2o$5b2o$3b6o2$4bo2bo$
2bobo2bobo$2b2o4b2o$2b3o2b3o2$3bob2obo$5b2o$3bob2obo$4bo2bo!
I particularly like the last one because it hauls a big glob. Wish it could be extended.
:D