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Firing squad synchronization problem
Posted: October 10th, 2011, 3:55 pm
by Wojowu
http://en.wikipedia.org/wiki/Firing_squ ... on_problem
Can someone made Golly implementation of this CA? I think it will be easiest to do when making 1D neighbourhood.
Edit:
http://mathworld.wolfram.com/FiringSquadProblem.html
Here is illustrated 6-state implementation of automata
Re: Firing squad synchronization problem
Posted: October 11th, 2011, 11:51 am
by Paul Tooke
An interesting challenge! Here's a simulation of Mazoyer's 6-state solution.
The .zip file contains a width 243 starting pattern and the .table and colors file. To view this pattern, simply open the .zip file in Golly and run it. If you extract the .table and .colors files to your Golly Rules folder, you can select "MazFSSP" as your rule within Golly and set your initial starting position. The rule uses state 1 (white) as the quiescent state and state 5 (pink) as the "General" state. Starting positions must consist of one "General" to the left of a horizontal line of one or more quiescent cells.
Re: Firing squad synchronization problem
Posted: October 12th, 2011, 10:39 am
by Wojowu
Great job!!!
Could you make oneDimensional version of this?
Re: Firing squad synchronization problem
Posted: October 13th, 2011, 11:55 am
by Paul Tooke
Wojowu wrote:
Could you make oneDimensional version of this?
You mean where evolution simply happens on a single line and thus only one generation is displayed at a time? If that is what you mean then it is just a simple edit of the table file. I have included such tables in the .zip file below.
The paper from which I took the transition table for J. Mazoyer's 6-state solution also contained tables for an 8-state solution by R. Balzer and a 7-state solution by H-D. Gerken. I've constructed rules tables for these. The zip file below contains these plus a modified table (renumbered states) for Mazoyer's solution and a .colors file which works with all three rules. In each case, the latent (quiescent) state is state 1 and the General (excited) state is state 2. Three additional .table files (ending in "1D") implement the single line display which is my understanding of what Wojowu was asking for. There are also some sample pattern files for each rule. To view these files, extract the .colors file and the .table files to Golly's Rules folder. The sample patterns can be extracted to anywhere convenient.
Re: Firing squad synchronization problem
Posted: October 13th, 2011, 12:56 pm
by Wojowu
1D ruletables which you made is almost exactly what I mean! Only difference is that I thought about oneDimensional neighbourhood of Golly. I have already changed rule table of Mazoyer's automata two oneDimensional version. I'm attaching this and a pattern containing first thoursand firing squads, compossed in a nice triangle. This pattern won't work in your 1D rule table.
Re: Firing squad synchronization problem
Posted: October 13th, 2011, 2:20 pm
by Paul Tooke
Wojoju wrote:
Only difference is that I thought about oneDimensional neighbourhood of Golly.
Eh? Oh! I see now. I've been using Golly 2.1 and didn't realise that Golly 2.2 (which I've now installed) supported this neighbourhood. It makes the rule table a lot clearer and with your nice triangle starting pattern makes checking the table a lot easier. I do like the 2-D history display though, it makes it a lot easier to work out what is going on.