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Rules which have 0E0P simulating 1D-CA

Posted: February 22nd, 2019, 11:52 am
by Hunting
Intro
Here's my little useless "research project".

Here 0E0P stand for "zero state zero population", so the structure didn't need to be 0E0P-like. Actually, I think almost all of them has an elementary structure.

Let's begin with HighLife's replicator...

Code: Select all

x = 5, y = 5, rule = B36/S23
2b3o$bo2bo$o3bo$o2bo$3o!
Here's HighLife's linear replicator. It simulates Rule 18, because it has following two features:
1. Creates two copies of itself and delete itself from the initial position
2. If two replicator collides, they dies away

I call the first feature the "replicating" feature of a "replicator"(Sometimes not really a replicator).
and the second feature the "colliding" feature.

Mess
Because we are only focusing a stray dot as the initial configuration, something that is impossible to happen during the dot evolution is called "mess".

For example, the HighLife replicator have mess because the position of the two copies is too close to the original replicator position:

Code: Select all

x = 5, y = 5, rule =B36/S23History
2.3C$.C2.C$C3.C$C2.C$3C!
#C [[ STOP 12 ]]
So if we place two replicator like this(They overlapped), they produced a mess.

Code: Select all

x = 7, y = 7, rule = B36/S23
2b3o$bo2bo$o3b3o$o2bo2bo$3o3bo$2bo2bo$2b3o!
So let's begin!

Rule 0
That's just a spark.

Code: Select all

x = 6, y = 6, rule = B/S
o2bo$b2o2bo$4o$3o2bo$bo$bobobo!
Rule 2
Replicating feature: Creates a copy on the left and delete itself.

Collision feature: Dies away. Mess allowed.

That's a spaceship.

Code: Select all

x = 2, y = 3, rule = B2e3i/S1c2ce
bo$o$bo!
(This one is with mess because it doesn't move enough distance each period, a better high-period spaceship can did it with no mess)

Rule 4
Replicating feature: Saves itself.
\
Collision feature: Dies away. Mess allowed.

That's a still life.

Code: Select all

x = 1, y = 1, rule = B/S0
o!
Rule 6
This one become more interesting...

Re: Rules which have 0E0P simulating 1D-CA

Posted: February 24th, 2019, 6:22 pm
by Βεν Γ. Κυθισ
I think I got a rule 6 simulating spaceship:

Code: Select all

x = 2, y = 4, rule = B2-c3a/S2-a
bo$o$o$bo!
I also got a generations version without the dot sparks:

Code: Select all

x = 3, y = 4, rule = 2-a/23a/3
.AB$A2B$A2B$.AB!
Rule 14 spaceship (the emulation is at the edges of the ship):

Code: Select all

x = 3, y = 3, rule = B1e3a/S3i4a6c
b2o$3o$b2o!
Generations version:

Code: Select all

x = 3, y = 4, rule = 4-r/23/3
.AB$2AB$2AB$.AB!
Rule 22:

Code: Select all

x = 1, y = 2, rule = B2a/S1e
o$o!
Rule 50:

Code: Select all

x = 1, y = 2, rule = B2a4i/S
o$o!
Rule 54:

Code: Select all

x = 1, y = 2, rule = B2a3j4i/S1e2k3y
o$o!

Re: Rules which have 0E0P simulating 1D-CA

Posted: February 25th, 2019, 5:23 am
by Hunting
Βεν Γ. Κυθισ wrote:I think I got a rule 6 simulating spaceship:

Code: Select all

x = 2, y = 4, rule = B2-c3a/S2-a
bo$o$o$bo!
Well, not quite. Shouldn't rule 6 be

Code: Select all

x = 8, y = 30, rule = B2-c3a/S2-a
5.A$4.A$4.A$5.A3$5.A$5.A$3.5A$4.3A$5.A3$3.A.A$2.A.A$2.A.A$3.A.A3$5.A$
5.A$3.5A$4.3A$5.A3$.A$A$A$.A!
?

Re: Rules which have 0E0P simulating 1D-CA

Posted: February 25th, 2019, 3:20 pm
by Βεν Γ. Κυθισ
Hunting wrote:
Βεν Γ. Κυθισ wrote:I think I got a rule 6 simulating spaceship:

Code: Select all

x = 2, y = 4, rule = B2-c3a/S2-a
bo$o$o$bo!
Well, not quite. Shouldn't rule 6 be

Code: Select all

x = 8, y = 30, rule = B2-c3a/S2-a
5.A$4.A$4.A$5.A3$5.A$5.A$3.5A$4.3A$5.A3$3.A.A$2.A.A$2.A.A$3.A.A3$5.A$
5.A$3.5A$4.3A$5.A3$.A$A$A$.A!
?
I said it simulated rule 6, specifically at the two cells at its center.